Within change literature, pace and frequency of organizational change are reoccurring topics. The pace is experienced as high and the frequency of change within organizations appears to be growing exponentially.This lead to study to more extent ‘change fatigue’ that already receivedattention in both practice-oriented and scientific literature. Despite this attention, the origin, consequences and implications of change fatigue still remain unclear until today. Lack of acceptation and agreement on the necessity of the change can result in negative attitudes, like “BOHICA: Bend Over Here It Comes Again”. We constructed a change fatigue instrument that was studied in relation with important aspects of communication change as well on resistance to change and uncertainty. The relevance of this construct can be traced back because of the strong relations we found in this study.
Social media is a transformative digital technology, collapsing the “six degrees ofseparation” which have previously characterized many social networks, and breaking down many of the barriers to individuals communicating with each other. Some commentators suggest that this is having profound effects across society, that social media have opened up new channels for public debates and have revolutionized the communication of prominent public issues such as climate change. In this article we provide the first systematic and critical review of the literature on social media and climate change. We highlight three key findings from the literature: a substantial bias toward Twitter studies, the prevalent approaches to researching climate change on social media (publics, themes, and professional communication), and important empirical findings (the use of mainstream information sources, discussions of “settled science,” polarization, and responses to temperature anomalies).Following this, we identify gaps in the existing literature that should beaddressed by future research: namely, researchers should consider qualitativestudies, visual communication and alternative social media platforms to Twitter.We conclude by arguing for further research that goes beyond a focus on sciencecommunication to a deeper examination of how publics imagine climate changeand its future role in social life.
As shown by Fuglesang’s work, some sparks on specific aspects of visual communication and media design were present in the 1980s and 1990s. Notwithstanding these insights, the field of international development for a long time continued to focus on the semiotic point of view, analysing and decoding the ‘language’ of the messages transmitted, and the quest for “systematic study on the evaluation of instructional media took place in different fields. It was in thenext millennium and inspired by the field of the arts that arguments were built toconceive language and text beyond the understanding of visual literacy asopposed to a merely word-based or written language to recognize visual communication and visual languages.
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The traffic safety of cyclists is under pressure. The number of fatalities and injuries is increasing, and the number of single-bicycle accidents is on the rise. However, from a traffic safety perspective, the most concerning trend is the growing number of incidents between motorized vehicles and cyclists. In addition to infrastructural solutions, such as more segregated and wider bike lanes, both industry and government are exploring technological developments to better safeguard cyclist safety. One of the technological solutions being considered is the use of C-V2X communication. C-V2X, Cellular Vehicle-to-X, is a technology that enables short-range signal exchanges between road users, informing them of each other's presence. C-V2X can be used, for example, to alert drivers via dedicated in-car information systems about the presence of cyclists on the road (e.g. at crossings). Although the technology and chipsets have been developed, the application of C-V2X to improve cyclist safety has not yet been thoroughly investigated. Therefore, HAN, Gazelle, and ARK Infomotives are researching the impact of C-V2X (on cyclist safety). Using advanced simulations with a digital twin in an urban environment and rural environment, the study will analyze how drivers respond to cyclist presence signals and determine the maximum penetration rate of ‘connected’ cyclists. Based on this, a pilot study will be conducted in a controlled environment on HAN terrain to validate the direction of the simulation results. The project aligns with the Missiegedreven Innovatiebeleid and the KIA Sleuteltechnologieën, specifically within application of digital and information technologies. This proposal aligns with the innovation domain of Semiconductor Technologies by applying advanced sensor and digital connectivity solutions to enhance cyclist safety. The project fits within the theme of Sleuteltechnologieën en Duurzame Materialen of the strategic research agenda of the VH by utilizing digital connectivity, sensor fusion, and data-driven decision-making for safer mobility solutions.
The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)
The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.