Visual cross-platform analysis (VCPA) is a methodological approach designed to overcome two forms of bias in the social media research literature: first, a bias towards studies of single plat- forms and, second, a bias towards analysis that focuses on text and metrics. VCPA addresses this by providing methods for identifying visual vernaculars, defined as the platform-specific content and style of images that articulate any given social or political issue.
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Studying images on social media introduces several challenges that relate to the size of datasets and the different meaning-making grammars of social visuality; or as aptly pointed out by others in the field, it means ‘studying the qualitative on a quantitative scale’. Although cultural analytics provides an automated process through which patterns can be detected in large numbers of images, this methodology doesn’t account for other modalities of the image than the image itself. However, images circulating social media can (and should) be analyzed on the level of their audience as the latter is co-creating the meaning of images. Bridging the study of platform affordances and affect theory, this paper presents a novel methodology that repurposes Facebook Reactions to infer collective attitudes and performative emotional expressions vis á vis images shared on the large Syrian Revolution Network public page (+2M). We found visual patterns that co-occur with certain collective combinations of buttons, displaying how socio-technical features shape the discursive frameworks of online publics.
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Background: Digital health is well-positioned in low and middle-income countries (LMICs) to revolutionize health care due, in part, to increasing mobile phone access and internet connectivity. This paper evaluates the underlying factors that can potentially facilitate or hinder the progress of digital health in Pakistan. Objective: The objective of this study is to identify the current digital health projects and studies being carried out in Pakistan, as well as the key stakeholders involved in these initiatives. We aim to follow a mixed-methods strategy and to evaluate these projects and studies through a strengths, weaknesses, opportunities, and threats (SWOT) analysis to identify the internal and external factors that can potentially facilitate or hinder the progress of digital health in Pakistan. Methods: This study aims to evaluate digital health projects carried out in the last 5 years in Pakistan with mixed methods. The qualitative and quantitative data obtained from field surveys were categorized according to the World Health Organization’s (WHO) recommended building blocks for health systems research, and the data were analyzed using a SWOT analysis strategy. Results: Of the digital health projects carried out in the last 5 years in Pakistan, 51 are studied. Of these projects, 46% (23/51) used technology for conducting research, 30% (15/51) used technology for implementation, and 12% (6/51) used technology for app development. The health domains targeted were general health (23/51, 46%), immunization (13/51, 26%), and diagnostics (5/51, 10%). Smartphones and devices were used in 55% (28/51) of the interventions, and 59% (30/51) of projects included plans for scaling up. Artificial intelligence (AI) or machine learning (ML) was used in 31% (16/51) of projects, and 74% (38/51) of interventions were being evaluated. The barriers faced by developers during the implementation phase included the populations’ inability to use the technology or mobile phones in 21% (11/51) of projects, costs in 16% (8/51) of projects, and privacy concerns in 12% (6/51) of projects.
Within the film and theater world, special effects make-up is used to adapt the appearance of actors for visual storytelling. Currently the creation of special effects makeup is a time-consuming process which creates a lot of waste that doesn’t fit in with the goals of a sustainable industry. Combine with the trend of the digitization of the movie and theater industry which require faster and more iterative workflows, the current ways of creating special effects makeup requires changing. Within this project we would like to explore if the traditional way of working can be converted to a digital production process. Our research consists of three parts. Firstly, we would like to explore if a mobile face scanning rig can be used to create digital copies of actors, and such eliminate the need to creates molds. Secondly, we would like to see if digital sculpting can replace the traditional methods of sculpting molds, casts and prosthetics. Here we would like to compare both methods in terms of creativity and time consumption. The third part of our project will be to explore the use of 3D printing for the creation of molds and prosthetics.
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
Visual Learning from Family Dairy Tech (Based on the RAAK MKB Family Dairy Tech India) Relevance of the project An evaluation of the Rathenau Institute states that Living Labs only can become successful if they show how knowledge is being developed in the Living Lab. The RAAK MKB project Family Dairy Tech was part of the Indo-Dutch Living Lab Baramati-Pune of Van Hall Larenstein and Agricultural Development Trust Baramati. Van Hall Larenstein University is currently participating in a review research program of Living Labs in various countries. In a first analysis of VHL Living Labs, ‘stimulating reflexivity in learning and innovation for sustainability’ was identified as one of the design principles for Living Labs. The results of this top-up project will facilitate the learning process of all stakeholders in the RAAK project, but also will connect the discussions and learning experiences in this specific project with experiences in other Living labs elsewhere in the world. By doing this, it contributes to the important challenge which was identified by the Rathenau Institute, that learning in Living Labs should exceed the location of one specific Living Lab. The results will also contribute to the development of a ‘ (digital)value chain field school’ (based on the FAO- Farmers’Field School concept) which will be developed further in the Living Lab Baramati. Activities In the project, a video will be produced to facilitate visual learning through reflection on the innovative designs and lessons of te RAAK project Family Dairy Tech India. Participants in the Family Dairy Tech India will be interviewed using the Visual Appraisal technique. The participants that will be interviewed comprise in India: two farmers, one researcher and one entrepreneur and in the Netherlands: three researchers, two entrepreneurs and one student. Project team and target group The project team consists of the project leader of the RAAK Family Dairy Tech project and a senior researcher of VHL, that has broad experience with Visual Project Appraisal (VPA) methods in Africa and India. The video will be employed in educational activities of VHL, Saxion and Baramati College (India), VHL’s Living Lab development in other countries and offered to the participating companies for internal learning and to SIA/Nuffic for their Living Labs development. Project result: a video that can facilitate visual learning strategies. Planning: the project will be carried out between February and August 2018