De African Digital Rights Network (ADRN) heeft een nieuw rapport gepubliceerd waarin de toevoer en verspreiding van digitale surveillance technologie in Afrika in kaart is gebracht. Onderzoeker Anand Sheombar van het lectoraat Procesinnovatie & Informatiesystemen is betrokken bij het ADRN-collectief en heeft samen met de Engelse journalist Sebastian Klovig Skelton, door middel van desk research de aanvoerlijnen vanuit Westerse en Noordelijke landen geanalyseerd. De bevindingen zijn te lezen in dit Supply-side report hoofdstuk van het rapport. APA-bronvermelding: Klovig Skelton, S., & Sheombar, A. (2023). Mapping the supply of surveillance technologies to Africa Supply-side report. In T. Roberts (Ed.), Mapping the Supply of Surveillance Technologies to Africa: Case Studies from Nigeria, Ghana, Morocco, Malawi, and Zambia (pp. 136-167). Brighton, UK: Institute of Development Studies.
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Effective and quality online education requires an instructional design approach that can lead to educational transformation. This approach can be characterized by advanced flexibility, learner autonomy and extensive use of digital technologies to enhance learning outcomes. One of the main challenges of online education, which has been investigated by current researchers in the field, is the physical distance between educators and learners. In this context, synchronous communication, perceived as the direct communication that occurs in real time between learners and educators, has been considered as a way to bridge this distance and improve communication and interaction in teaching and learning.As the field of synchronous communication in online education is ever maturing, this paper attempts to systematically review the literature relevant to technological tools and strategies, which can lead to a productive student experience. The two authors collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective of this systematic literature review is to identify the tools, theories and strategies that online education providers can implement to ensure that synchronous instruction enhances students’ learning outcomes. The research, which was conducted between January and April 2020, used Google Scholar and ProQuest data bases. The reviewed papers were selected with prior chosen keywords: synchronous communication, technological tools for synchronous communication, effective synchronous communication, synchronous communication learning experiences, strategies for synchronous communication, theories for synchronous communication, software for synchronous communication. The term interaction was also used instead of the term communication in the combination of keywords mentioned above. The keywords were combined while operating the Boolean operator “AND”. The selected papers were published in peer-reviewed journals, in English, between 2010 and 2020. The selection process consisted of four phases: Identification round, first round of exclusion, second round of exclusion, and final inclusion round. The identified articles were collected in a shared RefWorks project.On balance, results are divided in two main groups:a) technological tools, which enhance synchronous communication,b) learning theories and strategies, which can contribute to an effective synchronous communication experience.As a final step, the authors consolidate evidence for the benefit of academics and practitioners in online education interested in the efficient use of synchronous communication for pedagogical purposes. Such evidence also provides potential options and pathways for future research.
Advances in information and communication technologies (ICTs) as well as modern pedagogical perspectives have created new possibilities to facilitate and support learning in higher education (HE). Emerging technologies bring opportunities to reconsider teaching and learning. New ideas and concepts about the educational use of new technologies transform the roles of teachers. In this context the key question of this study is: whether learning as part of a (virtual) community of practice supports teachers' technology professional development. Different learning alternatives such as distance learning, workplace learning as well as blended forms of learning will enhance lifelong learning which forces a rethinking of traditional forms of education. However, most institutions for education foster just-in-case learning while new technologies foster just-in-time learning. As a result of new learning perspectives and the potential pedagogical benefits of ICTs in educational contexts, teachers have to learn how to integrate new technologies in teaching and learning. It is recommended that teacher professional development should be situated in multiple learning settings in which learning is teacher-centred. Next to classroom settings and cross-institutional learning communities, virtual learning communities (VCoPs) are a significant source for learning. There is an overlap between the educational values of interned-based learning and social theories of learning such as Lave & Wenger's situated learning theory and Wenger's theory of communities of practice. Drawing upon these theories, offers a perspective on social learning that emphasizes social processes within (V)CoPs where community participants engage in collective learning and knowledge creation. 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. The paper concludes that VCoPs are learning environments since these network-based learning communities push learners to take more control of their learning and provide tasks which are more contextualised and meaningful.
This project addresses the fundamental societal problem that encryption as a technique is available since decades, but has never been widely adopted, mostly because it is too difficult or cumbersome to use for the public at large. PGP illustrates this point well: it is difficult to set-up and use, mainly because of challenges in cryptographic key management. At the same time, the need for encryption has only been growing over the years, and has become an urgent problem with stringent requirements – for instance for electronic communication between doctors and patients – in the General Data Protection Regulation (GDPR) and with systematic mass surveillance activities of internationally operating intelligence agencies. The interdisciplinary project "Encryption for all" addresses this fundamental problem via a combination of cryptographic design and user experience design. On the cryptographic side it develops identity-based and attribute-based encryption on top of the attribute-based infrastructure provided by the existing IRMA-identity platform. Identity-based encryption (IBE) is a scientifically well-established technique, which addresses the key management problem in an elegant manner, but IBE has found limited application so far. In this project it will be developed to a practically usable level, exploiting the existing IRMA platform for identification and retrieval of private keys. Attribute-based encryption (ABE) has not reached the same level of maturity yet as IBE, and will be a topic of further research in this project, since it opens up attractive new applications: like a teacher encrypting for her students only, or a company encrypting for all employees with a certain role in the company. On the user experience design side, efforts will be focused on making these encryption techniques really usable (i.e., easy to use, effective, efficient, error resistant) for everyone (e.g., also for people with disabilities or limited digital skills). To do so, an iterative, human-centred and inclusive design approach will be adopted. On a fundamental level, scientific questions will be addressed, such as how to promote the use of security and privacy-enhancing technologies through design, and whether and how usability and accessibility affect the acceptance and use of encryption tools. Here, theories of nudging and boosting and the unified theory of technology acceptance and use (known as UTAUT) will serve as a theoretical basis. On a more applied level, standards like ISO 9241-11 on usability and ISO 9241-220 on the human-centred design process will serve as a guideline. Amongst others, interface designs will be developed and focus groups, participatory design sessions, expert reviews and usability evaluations with potential users of various ages and backgrounds will be conducted, in a user experience and observation laboratory available at HAN University of Applied Sciences. In addition to meeting usability goals, ensuring that the developed encryption techniques also meet national and international accessibility standards will be a particular point of focus. With respect to usability and accessibility, the project will build on the (limited) usability design experiences with the mobile IRMA application.
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
PUBLIC PLAY SPACE promotes innovative and creative practices for the co-design of inclusive, cohesive and sustainable public spaces, through the use of games and digital technologies, in a transnational and European perspective, fostering the process of placemaking.Participation of citizens in the design of the public space is recognized as fundamental to build inclusive, cohesive and sustainable public space. As local governments grow more and more interested in civic participation, it becomes important to explore available methodologies addressing challenges related with participatory processes. Games have been proposed since the 1960s as a means of facilitating participatory processes by enabling cooperative environments to shape and support citizens’ interaction. The change led by Information and Communication technologies opens the debate on how advanced technologies, from video games to Virtual and Augmented Reality can help to open the process of co-creation to new audiences, enhancing citizen participation, both with respect to the design and space usage. PUBLIC PLAY SPACE aims to explore the process of development and use of innovative video-games for public space co-design through a wide range of actions targeted at education, knowledge production, debate rising and audience development; it will focus on the following actions:- On-line platform development;- State of the art book development;- 3 Creative & Capacity building workshops on advanced video-games co-development;- 3 Open-Game Events / Public space co-creation workshops with citizens (T: Neighbourhood associations, young people, citizens);- A Co-created touring exhibition on Games for placemaking, taking place in 6 cities;- 1 symposium on games for co-design;- Public Play Space experience book.