This paper discusses two studies - the one in a business context, the other in a university context - carried out with expert educational designers. The studies aimed to determine the priorities experts claim to employ when designing competence-based learning environments. Designers in both contexts agree almost completely on principles they feel are important. Both groups emphasized that one should start a design enterprise from the needs of the learners, instead of the content structure of the learning domain. However, unlike business designers, university designers find it extremely important to consider alternative solutions during the whole design process. University designers also say that they focus more on project plan and desired characteristics of the instructional blueprint whereas business designers report being more client-oriented, stressing the importance of "buying in" the client early in the process.
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This paper is a result of the project News, networks, and users in the hybrid media system. Transformation of media industries and the news in the post-industrial era (RTI2018-095775-B-C43). We present our insights on the latest movements of the Spanish media industry and their influence in the conception of news production during 2020. Specifically, we focus on the implementation of news business models, namely paywalls and membership models, and the movements regarding intellectual property to protect the industry – and their impact on journalists as well. The irruption of the COVID-19 pandemics has accelerated some tendencies in this respect.
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In recent years academics and industrials have shown an interest in agricultural systems and their complex and non-linear nature, aiming to improve production yield in the agricultural field. Innovative strategies and methodological frameworks are thus required to assist farmers in decision making for an efficient and effective resource management. In particular, this research concerns the structural problem of the Persian lime supply chain in Mexico, which still leads to low production yield over short time periods with heterogeneous fruit quality and also to the emergence of excessive middleman businesses arising from a fragmentation between orchard and exporting companies that constitute the first two links in the associated supply chain. Based on the Persian lime production cycle, an Expert System (ES) using Fuzzy Logic involving an inference engine with IF - THEN type rules is presented in this paper. A Mamdani model codifies the decision criteria related to agricultural practices for growing Persian lime in non-irrigated orchards. The ES allows the farmer to boost production in orchards by modeling application scenarios for agricultural practices. A case study based on an exporting companys fruit supply is discussed, in which the ES proves to be a useful tool to aid the decision making involved in the application of agricultural practices in the orchard. Results show an increase in production yield and fruit quality in the orchard, as well as a better synchronization between orchard and exporting companies, with a significant impact on inventory levels of fresh fruit in the link Persian lime exporting company.
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Het hanteren en beheersen van specifieke productieprocessen heeft een positief effect op de efficiëntie waarmee bedrijven hun productie voeren en daarmee ook op hun concurrentiepositie. Dit geldt tevens voor de automobielindustrie en hun toeleveranciers. In diverse onderzoeken rondom het toepassen van productieproces optimalisatie is gekeken wat de effecten kunnen zijn voor specifieke bedrijven en wat dit voor het bedrijf betekent bij invoer van de voorgestelde optimalisatiestappen. Fontys Hogescholen nam deel aan een aantal projecten rondom dit thema. Dit artikel geeft een idee wat diverse productieprocessen inhouden en wat de effecten kunnen zijn voor grotere productiebedrijven. Het is geen verrassing dat het meest toonaangevende productie systeem afkomstig is van een wereldspeler op het gebied van automobiel productie, namelijk Toyota. Het door Toyota in de jaren ontwikkelde en constant verbeterde productie systeem is bekend geworden onder de naam TPS: Toyota Production System. De kern van de TPS is verwijdering van verspilling en absolute concentratie op consistent hoge kwaliteit door een proces van continue verbetering, Kaizen. Dit is een filosofie die er op gericht is om alles wat geen meerwaarde oplevert voor het bedrijf en waar de klant niet voor betaald te elimineren. Maar met de installatie van TPS, is het echte werk van de TPS pas begonnen. In de 'Toyota Way' zijn het de mensen die het systeem van werken, communiceren, problemen oplossen en groeien samen tot leven brengen. De 'Toyota Way' stimuleert, ondersteunt en vraagt in feite om betrokkenheid van alle betrokken werknemers. De 'Toyota Way' is ook lange termijn denken. De focus van de top van het bedrijf is het toevoegen van waarde aan klanten en de maatschappij. Dit stuurt een lange termijn benadering aan de opbouw van een lerende organisatie. De lering uit de onderzoeksverslagen en de stukken die geraadpleegd zijn voor de totstandkoming van dit artikel is dat er een ruime hoeveelheid informatie aanwezig is over de tools om TPS mogelijk te maken. Echter blijkt in veel gevallen dat voor het werkelijk doorvoeren van productieproces optimalisatie een omslag in de bedrijfscultuur nodig is in vrijwel alle lagen van de organisatie. Reflecterend lijkt dat een groot gedeelte van het TPS niet direct gekoppeld hoeft te zijn aan de procesindustrie waarin tastbare producten gemaakt worden. Het TPS en de Toyota Way zijn wellicht ook het lichtende voorbeeld voor onderwijsvernieuwing op het HBO.
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Abstract The emergence of new technologies such as mp3 and music streaming, and the accompanying digital transformation of the music industry, have led to the shift and change of the entire music industry’s value chain. While music is increasingly being consumed through digital channels, the number of empirical studies, particularly in the field of music copyright in the digital music industry, is limited. Every year, rightsholders of musical works, valued 2.5 billion dollars, remain unknown. The objectives of this study are twofold: First to understand and describe the structure and process of the Dutch music copyright system including the most relevant actors within the system and their relations. Second to apply evolutionary economics approach and Values Sensitive Design method within the context of music copyright through positive-empirical perspective. For studies of technological change in existing markets, the evolutionary economics literature provides a coherent and evidence-based foundation. The actors are generally perceived as being different, for example with regard to their access to information, their ability to handle information, their capital and knowledge base (asymmetric information). Also their norms, values and roles can differ. Based on an analysis of documents and held expert interviews, we find that the collection and distribution of the music copyright money is still based on obsolete laws, neoclassical paradigm and legacy IT-system. Finally, we conclude that the rightsholders are heterogenous and have asymmetrical information and negotiating power. The outcomes of this study contribute to create a better understanding of impact of digitization of music copyright industry and empower the stakeholders to proceed from a more informed perspective on redesigning and applying the future music copyright system and pre-digital norms and values amongst actors.
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Background: A large number of people participate in individual or unorganized sports on a recreational level. Furthermore, many participants drop out because of injury or lowered motivation. Potentially, physical activity–related apps could motivate people during sport participation and help them to follow and maintain a healthy active lifestyle. It remains unclear what the quality of running, cycling, and walking apps is and how it can be assessed. Quality of these apps was defined as having a positive influence on participation in recreational sports. This information will show which features need to be assessed when rating physical activity–related app quality. Objective: The aim of this study was to identify expert perception on which features are important for the effectiveness of physical activity–related apps for participation in individual, recreational sports. Methods: Data were gathered via an expert panel approach using the nominal group technique. Two expert panels were organized to identify and rank app features relevant for sport participation. Experts were researchers or professionals in the field of industrial design and information technology (technology expert panel) and in the field of behavior change, health, and human movement sciences who had affinity with physical activity–related apps (health science expert panel). Of the 24 experts who were approached, 11 (46%) agreed to participate. Each panel session consisted of three consultation rounds. The 10 most important features per expert were collected. We calculated the frequency of the top 10 features and the mean importance score per feature (0-100). The sessions were taped and transcribed verbatim; a thematic analysis was conducted on the qualitative data. Results: In the technology expert panel, applied feedback and feedforward (91.3) and fun (91.3) were found most important (scale 0-100). Together with flexibility and look and feel, these features were mentioned most often (all n=4 [number of experts]; importance scores=41.3 and 43.8, respectively). The experts in the health science expert panels a and b found instructional feedback (95.0), motivating or challenging (95.0), peer rating and use (92.0), motivating feedback (91.3), and monitoring or statistics (91.0) most important. Most often ranked features were monitoring or statistics, motivating feedback, works good technically, tailoring starting point, fun, usability anticipating or context awareness, and privacy (all n=3-4 [number of experts]; importance scores=16.7-95.0). The qualitative analysis resulted in four overarching themes: (1) combination behavior change, technical, and design features needed; (2) extended feedback and tailoring is advised; (3) theoretical or evidence base as standard; and (4) entry requirements related to app use. Conclusions: The results show that a variety of features, including design, technical, and behavior change, are considered important for the effectiveness of physical activity–related apps by experts from different fields of expertise. These insights may assist in the development of an improved app rating scale.
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De meeste musea hebben te weinig financiële middelen om alles te halen uit de nieuwe media. Zij dreigen daardoor het contact met het publiek te verliezen. De IT-professional, zeggen Ben Kokkeler, Dennis Ringersma en Harry van Vliet, kan het tij keren. Hij kan musea de weg wijzen door onder meer op te treden als innovatiemanager
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During the timespan of the implementation of a system, the why and what against the actual state of the system can change. This difference is referred to as the design problem. Currently, no design problems are identified in Business Rules Management (BRM) and Business Rules Management System (BRMS) literature. To solve problems with a BRMS implementation it is important that the problems solved by this implementation are known, which is not the case. A case study approach is utilized containing two phases of data collection. Phase one consisted of multiple expert interviews focused on creating a set of design problems utilizing existing literature on BRMS design problems. Then, in phase two, the set of design problems were proposed to a selection of thirteen organizations, which indicated if the design problems occurred in a BRMS implementation. This resulted in a set of 24 design problems. The identification of design problems contributes to future research in evaluating BRMS’s. Furthermore, the identification of design problems is a contribution towards situational artifact construction in the field of BRM.
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In this paper we analyse the way students tag recorded lectures. We compare their tagging strategy and the tags that they create with tagging done by an expert. We look at the quality of the tags students add, and we introduce a method of measuring how similar the tags are, using vector space modelling and cosine similarity. We show that the quality of tagging by students is high enough to be useful. We also show that there is no generic vocabulary gap between the expert and the students. Our study shows no statistically significant correlation between the tag similarity and the indicated interest in the course, the perceived importance of the course, the number of lectures attended, the indicated difficulty of the course, the number of recorded lectures viewed, the indicated ease of finding the needed parts of a recorded lecture, or the number of tags used by the student.
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De meeste musea hebben te weinig financiële middelen om alles te halen uit de nieuwe media. Zij dreigen daardoor het contact met het publiek te verliezen. De IT-professional, zeggen Ben Kokkeler, Dennis Ringersma en Harry van Vliet, kan het tij keren. Hij kan musea de weg wijzen door onder meer op te treden als innovatiemanager.
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