Het project SUSTainable Artistic INnovation (SUSTAIN) is een samenwerkingsproject tussen de Haagse Hogeschool en Avans Hogeschool. Het onderzoek is uitgevoerd door Jacco van Uden (lector Verandermanagement) en Kim Caarls van De Haagse Hogeschool; en Godelieve Spaas (lector Gemeenschappelijke Economie), Olga Mink en Marga Rotteveel van Avans Hogeschool. Daarnaast hebben we nauw samengewerkt met zes Spacemakers: Art Partner, Circus Andersom, Future of Work, In4Art, V2_ en Waag. SUSTAIN onderzoekt de rol van Spacemakers: partijen die willen bijdragen aan systemische verandering door ruimte te creëren voor kunst op ongebruikelijke plekken, zoals binnen de economie, wetenschap of technologie. Het doel: met kunst werken aan een duurzame en rechtvaardige samenleving - ecologisch, economisch en sociaal. De verwachtingen van wat kunst kan betekenen in andere sferen dan de kunstwereld zelf zijn soms hooggespannen. Bijvoorbeeld wanneer we claimen dat kunst de motor van innovatie en reflectie kan zijn. Maar de ervaring leert: kunst is geen panacee. Niet iedereen ziet of erkent de meerwaarde van kunst bij transitievraagstukken. En wanneer kunst wel aan tafel komt, weten we de ontregeling niet altijd werkzaam te maken. Kunstenaars onderzoeken het onbekende, stellen vragen bij wat logisch lijkt en verbinden schijnbaar ongelijksoortige elementen. Juist die kwaliteiten zijn van groot belang voor het realiseren van systeemtransities. Het is echter niet altijd gemakkelijk om toegang te krijgen tot de ruimtes waar kunstenaars een impact willen hebben. Met dit praktijkonderzoek biedt SUSTAIN meer inzicht in de precieze rol, werkwijze en toegevoegde waarde van Spacemakers in de te maken transitie. Het onderzoek en de resultaten dragen bij aan de verdere professionalisering van deze opkomende sector. Onderzocht is hoe Spacemaking-praktijken door de verschillende organisaties worden vormgegeven: - Waarom doen Spacemakers wat ze doen? - Wat zien zij als de belofte van kunst buiten de kunsten? - Hoe gaan zij concreet te werk in het maken van ruimte voor kunst? - Hoe gaan Spacemakers om met de spanningen die ontstaan als kunst zich in niet-kunstzaken gaat mengen en andersom? - Hoe gaan Spacemakers om met de ingewikkelde vraag naar meerwaarde of impact van kunst én van zichzelf als ruimtemakers? SUSTAIN heeft twee belangrijke resultaten opgeleverd: 1) De Spacemaker Toolbox, een praktische tool voor Spacemakers om hun werk te verkennen en intern te professionaliseren. Het gaat om vier modellen met een gebruiksaanwijzing. 2) The Spacemaker Stories, een serie cahiers waarin we de Spacemaker praktijk van een afstand bekijken en Spacemakers helpen duidelijker te verwoorden wat ze doen, waarom ze het doen, hoe ze het doen en welke waarde ze creëren. De vijf cahiers zijn: De Roeping (38 p.), De Belofte van Kunst (39 p.), De Spanning (49 p.), De Hulp (44 p.) en De Gift (30 p.).
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from the article: ABSTRACT Participatory Design has developed methods that empower people with impairments to actively take part in the design process. Many designed artifacts for this target group likewise aim to empower their users in daily life. In this workshop, we share and relate best practices of both empowering methods and empowering designs. Participants are therefore invited to bring along cases of designing for- and with people with sensory-, cognitive- or social impairments. Our workshop consists of three parts: (1) Foregrounding empowering elements in PD methods using method stories, containing the backstory of a method put into practice; (2) Reflecting on technological artifacts, exploring the empowering qualities of person-artifact-context interaction; (3) constructing a critical synopsis of the various relationships between empowering products and -methods. http://dx.doi.org/10.1145/2948076.2948101
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This publication is a result of an international research project which took place from 2012-2014. Among the participators were four universities, number of service providers, NGOs and people with psychiatric and learning disabilities from Amersfoort and Maastricht in the Netherlands, Budapest in Hungary and Tallinn in Estonia. The aim of the project was to explore the wishes and needs of persons with psychiatric or learning difficulties with regard to community participation, and how services could be (more) supportive in order to meet these needs. We also looked at local policies, especially from the perspective of the UN Convention on the Rights of Persons with Disabilities (CRPD). From the research we learn that regardless of the country where people live, persons with disabilities have similar struggles to cope with vulnerability and deprivation. They also share the same desires as any other human being: the wish to live a good and valued life, to have meaningful activities and to belong to a social community. The stories in this book were selected from the interviews which were conducted by researchers during the project. The portraits illustrate experiences of illness, disability and recovery. They also reflect experiences of using social- and mental health services, exclusion and inclusion. By reading these stories we see, how multifaceted life can be, and what are the challenges towards the real participation in community
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This paper presents a method for generating player-driven narratives from visual inputs by exploring the visual analysis capabilities of multimodal large language models. By employing Bartle’s taxonomy of player types—Achievers, Explorers, Socializers, and Killers—our method creates stories that are tailored to different player characteristics. We conducted a fourfold experiment using a set of images extracted from a well-known game, generating distinct narratives for each player type that are aligned with the visual elements of the input images and specific player motivations. By adjusting narrative elements to emphasize achievement for Achievers, exploration for Explorers, social connections for Socializers, and competition for Killers, our system produced stories that adhere to established narratology principles while resonating with the characteristics of each player type. This approach can serve as a helping tool for game designers, offering new insights into how players might engage with game worlds through personalized image-driven narratives.
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The SUSTainable Artistic INnovation (SUSTAIN) project is a collaborative project between The Hague University of Applied Sciences and Avans University of Applied Sciences. The research was conducted by Jacco van Uden (professor Change Management) and Kim Caarls of The Hague University of Applied Sciences; and Godelieve Spaas (professor Common Economics), Olga Mink and Marga Rotteveel of Avans University of Applied Sciences. We also worked closely with six Spacemakers: Art Partner, Circus Andersom, Future of Work, In4Art, V2_ and Waag. SUSTAIN explores the role of Spacemakers: parties that want to contribute to systemic change by creating space for art in unusual places, such as within the economy, science or technology. The aim: to use art to work towards a sustainable and just society - ecologically, economically and socially. Expectations of what art can do in spheres other than the art world itself are sometimes high. For example, when we claim that art can be the engine of innovation and reflection. But experience shows: art is no panacea. Not everyone sees or recognises the added value of art in transition issues. And when art does come to the table, we do not always manage to make the disruption work. Artists explore the unknown, question what seems logical and connect seemingly disparate elements. It is precisely these qualities that are key to achieving systemic transitions. However, it is not always easy to access the spaces where artists want to make an impact. With this practical research, SUSTAIN offers more insight into the exact role, method and added value of Spacemakers in the transition to be made. The research and results contribute to the further professionalisation of this emerging sector. Just how Spacemaking practices are shaped by different organisations was examined: - Why do Spacemakers do what they do? - What do they see as the promise of art outside the arts? - How do they specifically go about making space for art? - How do Spacemakers deal with the tensions that arise when art gets involved in non-art matters and vice versa? - How do Spacemakers deal with the complicated question of the added value or impact of art and of themselves as space makers? SUSTAIN has produced two key outcomes: 1) The Spacemaker Toolbox, a practical tool for Spacemakers to explore and professionalise their work internally. It involves four models with instructions for use. 2) The Spacemaker Stories, a series of cahiers in which we look at Spacemaker practice from a distance and help Spacemakers articulate more clearly what they do, why they do it, how they do it and what value they create. The five cahiers are: The Calling (38 p.), The Promise of Art (39 p.), The Tension (49 p.), The Help (44 p.) and The Gift (30 p.).
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This paper explores how AI-driven storytelling can transform news articles into fictional narratives using structured retelling techniques. We introduce NewsReteller, a system that explores the generative capabilities of Large Language Models to create stories from news content through three distinct approaches: genre-based storytelling, which adapts narratives to established literary styles; structured storytelling, which reshapes events using predefined biased schemes (story skeletons); and data-driven storytelling, which emphasizes factual clarity and analytical framing. To assess the system’s ability to reinterpret factual content, we generated multiple stories from a single news article using each of these approaches. The results illustrate how different retelling strategies influence narrative framing, thematic emphasis, and information presentation, highlighting the potential of our method to generate creative reinterpretations of real-world events.
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Purpose For most people, nursing homes are a place they reside for the rest of their lives. Therefore, a nursing home, apart from providing good care, has to provide for a sense of home (1). Mostly professionals are responsible for this sense of home. The aim of this study was to explore how professionals (both care professionals, managers, suppliers of nursing home equipment and architects experience 'sense of home' in a nursing home. Method Over 70 persons (±20-65 years old, 2/3 women) having varying professional involvement in nursing homes participated. The Lego serious play method was used to engage participants in a personal and authentic manner (2). After building their model of 'sense of home', participants recorded their main issues on a sticky note. The models represented the personal stories of the participants, who shared the meaning of their model. Results & Discussion The findings revealed that a range of themes were considered important by the participants (table 1). The main themes involved privacy, space, mobility and freedom, for instance, to open doors, social engagement, being recognised as the person used to before, and nature or the presence of plants and animals. These results are compared with results of a recently performed literature review and photography supported research in residents, family and staff in four nursing homes (3).
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A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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Background: Survivors of lymphoma experience multiple challenges after treatment. However, a lack of knowledge of in-depth experiences of lymphoma survivors in early aftercare persists. Objective: To gain an in-depth understanding of the experiences of lymphoma survivors in early aftercare who have received an aftercare consultation based on evidence-based guideline recommendations, with an advanced practice nurse. Methods: This study used a narrative design. We recruited lymphoma survivors after a best-practice aftercare consultationwith an advanced practice nurse. A total of 22 lymphoma survivors and 9 partners participated. Data were collected through narrative interviews and analyzed according to thematic narrative analysis. Results: Six themes emerged: living and dealing with health consequences, coping with work and financial challenges, having a positive outlook and dealing with uncertainty, deriving strength from and experiencing tensions in relationships, getting through tough times in life, and receiving support from healthcare professionals. Conclusions: The stories of lymphoma survivors in early aftercare revealed their experiences of how they coped with a range of challenges in their personal lives. Choosing an aftercare trajectory based on an aftercare consultation that encourages patients to think about their issues, goals, and possible aftercare options may be useful for their transition from treatment to survivorship. Implications for practice: Survivors’ social support and self-management capabilities are important aspects to be addressed in cancer care. An aftercare consultation involving shared goal setting and care planning may help nurses provide personalized aftercare.
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This article presents the life stories of four older women in Vienna in order to better understand the role of occupation in the course of ageing. A qualitative life-story method in the narrative tradition was used as a design of this multiple case study. The stories presented extend beyond an illness or deficit narrative and contribute to a more multifaceted narrative of the subjective experience of ageing in occupational terms in connection with identity. The women did not perceive themselves as old or sick despite problems in mobility, the presence of chronic disease and advanced age. This was associated with their engagement in occupation that was meaningful and linked to their identity. Engaging occupation is the means to continue, test, and adapt to the ageing self. Because occupation is like a litmus-test of one's identity and capacities, the women used it as a measure of change while ageing. Using Atchley's continuity theory, the attempt of the four older women to maintain a balance between adapting and struggling to continue their occupations is discussed in relation to their identity. The results expand Atchley's continuity theory by adding an occupational perspective.
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