Decisions and business rules are essential Components of an organization. Combined, these components form a basis for securing the implementation of new laws, regulations and internal policies into processes, work instructions and information systems. To ensure proper implementation, business rule types must be taken into account, as the functions per type may be different. The current body of knowledge on decision and business rule management offers some insights into different types of business rules, however, these types are often presented as a secondary focus of a contribution or set in stone without proper evidence supporting these claims. This study therefore aims to explore the different business rule types utilized in the body of knowledge as well as practice. This will form a basis to determine possible overlap and inconsistencies and aid in establishing the functional differences between the defined business rule types. By applying a literature review, semi-structured interviews and secondary data analysis, we observed that the current body of knowledge shows serious diffusion with regards to business rule types, the same holds for practice. Therefore, future research should focus to research these differences in detail with the aim to harmonize the proliferation of business rule types.
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This paper describes a concept where products are equipped with agents that will assist in recycling and repairing the product. These so-called product agents represent the product in cyberspace and are capable to negotiate with other products in case of recycling or repair. Some product agents of broken products will offer spare parts, other agents will look for spare parts to repair a broken product. On the average this will enlarge the lifetime of a product and in some cases prevent wasting resources. Apart from reuse of spare parts these agents will also help to locate rare elements in a device, so these elements can be recycled more easily.
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Een fles rode wijn per dag drinken is ongezond, maar een glas per dag reduceert mogelijk de kans op hartkwalen. Dit is een voorbeeld van ‘hormese’: het verschijnsel dat een agens dat in grote hoeveelheden schadelijk is, bij lage doses juist gezond is. Iets vergelijkbaars geldt voor zonlicht: lage doses worden geassocieerd met positieve gezondseffecten, hoge doses met verbranden en een hogere kans op huidkanker. Er zijn onderzoekers die zich op het omstreden standpunt stellen dat ook ioniserende straling hormetische eigenschappen heeft. In dit artikel gaan we nader in op de verschillende standpunten omtrent lage-dosiseffecten, de argumenten voor en tegen hormese en de consequenties van recente inzichten.
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This paper presents a mixed methods study in which 77 students and 3 teachers took part, that investigated the practice of Learning by Design (LBD). The study is part of a series of studies, funded by the Netherlands Organisation for Scientific Research (NWO), that aims to improve student learning, teaching skills and teacher training. LBD uses the context of design challenges to learn, among other things, science. Previous research showed that this approach to subject integration is quite successful but provides little profit regarding scientific concept learning. Perhaps, when the process of concept learning is better understood, LBD is a suitable method for integration. Through pre- and post-exams we measured, like others, a medium gain in the mastery of scientific concepts. Qualitative data revealed important focus-related issues that impede concept learning. As a result, mainly implicit learning of loose facts and incomplete concepts occurs. More transparency of the learning situation and a stronger focus on underlying concepts should make concept learning more explicit and coherent.
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This paper introduces a novel distributed algorithm designed to optimize the deployment of access points within Mobile Ad Hoc Networks (MANETs) for better service quality in infrastructure less environments. The algorithm operates based on local, independent execution by each network node, thus ensuring a high degree of scalability and adaptability to changing network conditions. The primary focus is to match the spatial distribution of access points with the distribution of client devices while maintaining strong connectivity to the network root. Using autonomous decision-making and choreographed path-planning, this algorithm bridges the gap between demand-responsive network service provision and the maintenance of crucial network connectivity links. The assessment of the performance of this approach is motivated by using numerical results generated by simulations.
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Biomimicry education is grounded in a set of natural design principles common to every known lifeform on Earth. These Life’s Principles (LPs) (cc Biomimicry 3.8), provide guidelines for emulating sustainable strategies that are field-tested over nearly four billion years of evolution. This study evaluates an exercise for teaching LPs to interdisciplinary students at three universities, Arizona State University (ASU) in Phoenix, Arizona (USA), College of Charleston (CofC) in Charleston, South Carolina (USA) and The Hague University of Applied Sciences (THUAS) in The Hague (The Netherlands) during the spring 2021 semester. Students researched examples of both biological organisms and human designs exhibiting the LPs. We gauged the effectiveness of the exercise through a common rubric and a survey to discover ways to improve instruction and student understanding. Increased student success was found to be directly linked to introducing the LPs with illustrative examples, assigning an active search for examples as part of the exercise, and utilizing direct assessment feedback loops. Requiring students to highlight the specific terms of the LP sub-principles in each example is a suggested improvement to the instructions and rubric. An iterative, face-to-face, discussion-based teaching and learning approach helps overcome minor misunderstandings. Reiterating the LPs throughout the semester with opportunities for application will highlight the potential for incorporating LPs into students’ future sustainable design process. Stevens LL, Fehler M, Bidwell D, Singhal A, Baumeister D. Building from the Bottom Up: A Closer Look into the Teaching and Learning of Life’s Principles in Biomimicry Design Thinking Courses. Biomimetics. 2022; 7(1):25. https://doi.org/10.3390/biomimetics7010025
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In order to empower more people to become more selfreliant in society, interactive products and services should better match the skills and values of diverse user groups. In inclusive design, relevant end-user groups are involved early on and throughout the design and development process, leading to a better user experience. However, for IT businesses not operating in the academic domain, getting access to appropriate user research methods is difficult. This paper describes the design and prototype development of the Include Toolbox, in close cooperation with practitioners of small to medium sized enterprises (SMEs) in IT. It consists of an interactive app paired with a book. The app helps to find suitable research methods for diverse user groups such as older people, people with low literacy, and children. The book offers background information on the advantages of inclusive design, information on different user groups, and best practices shared by other companies.
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Integreren betekent zaken samenbrengen tot een beter geheel. En dat is precies de doelstelling van ketenintegratie in de bouw. Aangezien de sector gekenmerkt wordt door een verregaande specialisatie, is het juist hier van groot belang om de verschillende disciplines, rollen en belangen op een efficiënte manier aan elkaar te knopen. En bij woningrenovatie is deze noodzaak nog eens extra groot. Omdat we te maken hebben met de randvoorwaarden van iets bestaands, stelt renovatie ons voor bijzondere bouwtechnische en logistieke uitdagingen. Bovendien is er bij renovatie vaak sprake van een lange aanloopfase waarin nog geen duidelijk beeld bestaat van het niveau van renovatie dat wordt nagestreefd. Hoe kan het gebouw weer toekomstbestendig gemaakt worden? Welke ingrepen zijn financieel haalbaar? Wat voor randvoorwaarden stellen stakeholders, de overheid en de bewoners? Er is dus sprake van een ingewikkeld samenspel van disciplines en belangen. De complexiteit maakt ketenintegratie juist bij woningrenovatie zo relevant. Om die reden is dit onderwerp dan ook gekozen als centrale thema van het lectoraat Vernieuwend Vastgoedbeheer. Deze publicatie begint met een schets van de achtergronden van ketenintegratie bij woningrenovatie. Zo wordt in hoofdstuk 2 nader ingegaan op de ontwikkelingen in de woningmarkt die ons nopen om op veel grotere schaal met ketenintegratie aan de slag te gaan. In hoofdstuk 3 volgt een beschrijving van de verschillende vormen van ketenintegratie, waarna in hoofdstuk 4 en 5 de eisen aan bod komen die ketenintegratie stelt aan de organisatie van zowel opdrachtgevers als opdrachtnemers. Hoofdstuk 6 geeft een beeld van de bijzondere kansen die ketenintegratie biedt bij woningrenovatie. In het laatste hoofdstuk zet ik uiteen met welke zaken het lectoraat Vernieuwend Vastgoedbeheer zich de komende jaren zal gaan bezighouden.
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The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
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