Zoekresultaten

Producten 2.770

product

Tool-based Ethics Education for engineers; Wonderberries and Wisdom tiles.

The Dutch research project “Wijs met techniek” (Tech-Wise) explores ethics education from a tool-based, practical perspective. Especially if and how practical tools for ethical deliberation on the impact of technology can be helpful in ethics education for engineering students. The approach is first intended as a variation on theories in ethics and technology. Secondly, the approach uses a focus on the impact of technology as a way toward ethical deliberation. Both characteristics are intended to better appeal to engineering students. In the project we cover three levels of higher education: a University, a University of Applied Sciences and a School for Vocational Training. Together we are developing and testing a suite of activating working methods that can be tailored to various engineering programmes. A first result of this is the simple workshop format “ethics for engineers”, consisting of five steps with four effective ingredients. In this paper we present the general format of this workshop and dive in particular into a specific instance of the workshop called “Wonderberries”. The experiences from the workshop show that with a carefully chosen combination of engaging orientation, a specific ‘technology’ and a concrete design exercise the ethical questions and subsequent deliberation and reflection can be very rich.

MULTIFILE

31-08-2022
Tool-based Ethics Education for engineers; Wonderberries and Wisdom tiles.
product

Ethics, design, and creativity

In the context of the designers responsibility for the impact of technology, ethical considerations are important. However, these considerations are often seen as limiting innovation and the freedom of the designer. Is it possible, on the contrary, that ethics can also foster creativity in design? The research project Tech-Wise is about a practice oriented approach in ethics; developing tools to engage people with ethical deliberation on the impact of technology. One result of the project is a workshop format for stimulating ethical deliberation that can be tailored to particular technologies and design disciplines. We argue from the results of one particular instance of this workshop format that such an approach to ethics has a fruitful reciprocal effect. It can stimulate creativity in design by enriching the question about the purpose of an innovation, and the other way around enrich ethical reasoning by opening up to often surprising impacts of technologies.

MULTIFILE

31-05-2022
Ethics, design, and creativity
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Action research as a qualitative research approach for understanding technology professional development in higher education

Over the last two decades, institutions for higher education such as universities and colleges have rapidly expanded and as a result have experienced profound changes in processes of research and organization. However, the rapid expansion and change has fuelled concerns about issues such as educators' technology professional development. Despite the educational value of emerging technologies in schools, the introduction has not yet enjoyed much success. Effective use of information and communication technologies requires a substantial change in pedagogical practice. Traditional training and learning approaches cannot cope with the rising demand on educators to make use of innovative technologies in their teaching. As a result, educational institutions as well as the public are more and more aware of the need for adequate technology professional development. The focus of this paper is to look at action research as a qualitative research methodology for studying technology professional development in HE in order to improve teaching and learning with ICTs at the tertiary level. The data discussed in this paper have been drawn from a cross institutional setting at Fontys University of Applied Sciences, The Netherlands. The data were collected and analysed according to a qualitative approach.

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31-12-2010
Action research as a qualitative research approach for understanding technology professional development in higher education

Personen 7

persoon

Andrew Mzembe

Senior Lecturer, Sustainable Business

Andrew Mzembe
persoon

Gerben ter Riet

Senior scientific adviser at HvA (AUAS), Faculty of Health, Sport & Exercise

Gerben ter Riet
persoon

Jeroen Vinkesteijn

Lecturer

Jeroen Vinkesteijn
persoon

Mata Haggis - Burridge

Professor of Creative & Entertainment Games

Mata Haggis - Burridge

Projecten 5

project

Designing Responsible AI for Media Applications (DRAMA)

Artificiële Intelligentie (AI) speelt een steeds belangrijkere rol in mediaorganisaties bij de automatische creatie, personalisatie, distributie en archivering van mediacontent. Dit gaat gepaard met vragen en bezorgdheid in de maatschappij en de mediasector zelf over verantwoord gebruik van AI. Zo zijn er zorgen over discriminatie van bepaalde groepen door bias in algoritmes, over toenemende polarisatie door de verspreiding van radicale content en desinformatie door algoritmes en over schending van privacy bij een niet transparante omgang met data. Veel mediaorganisaties worstelen met de vraag hoe ze verantwoord met AI-toepassingen om moeten gaan. Mediaorganisaties geven aan dat bestaande ethische instrumenten voor verantwoorde AI, zoals de EU “Ethics Guidelines for trustworthy AI” (European Commission, 2019) en de “AI Impact Assessment” (ECP, 2018) onvoldoende houvast bieden voor het ontwerp en de inzet van verantwoorde AI, omdat deze instrumenten niet specifiek zijn toegespitst op het mediadomein. Hierdoor worden deze ethische instrumenten nog nauwelijks toegepast in de mediasector, terwijl mediaorganisaties aangeven dat daar wel behoefte aan is. Het doel van dit project is om mediaorganisaties te ondersteunen en begeleiden bij het inbedden van verantwoorde AI in hun organisaties en bij het ontwerpen, ontwikkelen en inzetten van verantwoorde AI-toepassingen, door domeinspecifieke ethische instrumenten te ontwikkelen. Dit gebeurt aan de hand van drie praktijkcasussen die zijn aangedragen door mediaorganisaties: pluriforme aanbevelingssystemen, inclusieve spraakherkenningssystemen voor de Nederlandse taal en collaboratieve productie-ondersteuningssystemen. De ontwikkeling van de ethische instrumenten wordt uitgevoerd met een Research-through-Design aanpak met meerdere iteraties van informatie verzamelen, analyseren prototypen en testen. De beoogde resultaten van dit praktijkgerichte onderzoek zijn: 1) nieuwe kennis over het ontwerpen van verantwoorde AI in mediatoepassingen, 2) op media toegespitste ethische instrumenten, en 3) verandering in de deelnemende mediaorganisaties ten aanzien van verantwoorde AI door nauwe samenwerking met praktijkpartners in het onderzoek.

Afgerond
project

DIGIREAL – DIGITAL REALITIES FOR SMART INDUSTRIES

The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.

Afgerond
project

Gaming Horizons

GAMING HORIZONS  is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.

Afgerond