A local operating theater ventilation device to specifically ventilate the wound area has been developed and investigated. The ventilation device is combined with a blanket which lies over the patient during the operation. Two configurations were studied: Configuration 1 where HEPA-filtered air was supplied around and parallel to the wound area and Configuration 2 where HEPA-filtered air was supplied from the top surface of the blanket, perpendicular to the wound area. A similar approach is investigated in parallel for an instrument table. The objective of the study was to verify the effectiveness of the local device. Prototype solutions developed were studied experimentally (laboratory) and numerically (CFD) in a simplified setup, followed by experimental assessment in a full scale mock-up. Isothermal as well as non-isothermal conditions were analyzed. Particle concentrations obtained in proposed solutions were compared to the concentration without local ventilation. The analysis procedure followed current national guidelines for the assessment of operating theater ventilation systems, which focus on small particles (<10 mm). The results show that the local system can provide better air quality conditions near the wound area compared to a theoretical mixing situation (proof-of-principle). It cannot yet replace the standard unidirectional downflow systems as found for ultraclean operating theater conditions. It does, however, show potential for application in temporary and emergency operating theaters
To aid HR practitioners in their design of firm specific HRM configurations, andcontribute to the state of the art HRM knowledge, we created a simulation model. In this paper we present the simulation model, and the serious game in which it was implemented, but focus on the practical and academical implication of creating and using our initial HRM simulation model.Deciding which HR-practices to select, and how to design them in a multiyear HRMconfiguration is a challenging task for any HR-practitioner due to the large number of interrelated options to pick from. In particular as, according to configurational HRM, the configuration of HR-practices needs to reflect the organizational strategy (vertical alignment) and show internal consistency (horizontal alignment). Currently, no (technological) tool aids HR-practitioners in their quest to design an aligned HRM configuration. To fill this void, we created an HRM simulation model and used it in a serious game which was played during workshops with HR-practitioners.Configurational HRM postulates that HRM configuration need to be both verticallyand horizontally aligned. However, to date, no specific information on how to make these levels of alignment happen is present. As a result, no specific hypothesis based on configurational HRM has been defined and empirical validation of this mode of theorizing is limited. Using the simulation model and serious game we aspire to specify the configurational mode of theorizing with a new level of detail enabling more precise empirical exploration of configurational HRM.The creation of an HRM simulation model and serious game proved to beworthwhile. During the workshops, HR-practitioners stated that the simulation model and game enables them to get to grips with the complexity of designing a firm specific HRM configuration. Furthermore, the simulation model enables us to specify configurational HRM to a new level of detail enabling a wide variety of research opportunities. The simulation model, serious game, and implications are discussed in this paper.
MULTIFILE
OBJECTIVE: The purpose of this study was to determine the effects of seat height, wheelchair mass and grip on mobility performance among wheelchair basketball players and to investigate whether these effects differ between classification levels. METHODS: Elite wheelchair basketball players with a low (n= 11, class 1 or 1.5) or high (n= 10, class 4 or 4.5) classification performed a field-based wheelchair mobility performance (WMP) test. Athletes performed the test six times in their own wheelchair, of which five times with different configurations, a higher or lower seat height, with additional distally or centrally located extra mass, and with gloves. The effects of these configurations on performance times and the interaction with classification were determined. RESULTS: Total performance time on the WMP test was significantly reduced when using a 7.5% lower seat height. Additional mass (7.5%) and glove use did not lead to changes in performance time. Effects were the same for the two classification levels. CONCLUSIONS: The methodology can be used in a wheelchair fitting process to search for the optimal individual configuration to enhance mobility performance. Out of all adjustments possible, this study focused on seat height, mass and grip only. Further research can focus on these possible adjustments to optimize mobility performance in wheelchair basketball. DOI: 10.3233/TAD-190251 LinkedIn: https://www.linkedin.com/in/annemarie-de-witte-9582b154/ https://www.linkedin.com/in/rienkvdslikke/ https://www.linkedin.com/in/moniqueberger/
MULTIFILE
Aanleiding: Automatisering kan leiden tot beter gebruik van materialen en afval reduceren. Dit brengt verbeteringen met zich mee voor 'people, planet and profit' (PPP) - mensen, het milieu en de winst. Een specifieke vorm van automatisering, de ontwikkeling van zelfrijdende auto's en vrachtauto's, gaat snel. Maar om zelfrijdende voertuigen beschikbaar te maken is er nog veel onderzoek en ontwikkeling nodig op verschillende gebieden. Er zijn nog veel vragen te beantwoorden op het gebied van onder andere truckontwerp, betrouwbare software, aansprakelijkheid, trajectplanning en logistiek. Doelstelling Het doel van het Intralog-project is om voor de maatschappij en de private sector een significante bijdrage te leveren aan de mogelijkheden van zelfrijdende voertuigen in de commerciële transportsector. Het Intralog-project onderzoekt de toegevoegde waarde voor PPP van 'automated guided trucks' (AGT's) aan logistieke operaties bij distributiecentra en interterminal/intermodal traffic hubs. Dit gebeurt in twee stappen: 1) het identificeren van het potentieel met betrekking tot de vraag vanuit de logistieke omgeving; 2. het ontwerpen, realiseren, testen en valideren van mogelijke strategieën voor het implementeren van AGT's in een logistiek scenario. Beoogde resultaten Het concrete resultaat van het project bestaat uit onderzoekstools en hardware- en softwaremodellen voor Intralog. Deze bieden een goede mogelijkheid om de opgedane kennis te verspreiden. De projectdeelnemers zullen bijdragen aan workshops, tentoonstellingen en in Nederland georganiseerde symposia. De onderzoeksresultaten verspreiden ze op conferenties en door middel van publicaties in technische vakbladen. De uiteindelijke Intralog-resultaten worden gepresenteerd op een afsluitend congres. De resultaten zullen worden samengevat in een boekje.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes
Post-earthquake structural damage shows that wall collapse is one of the most common failure mechanisms in unreinforced masonry buildings. It is expected to be a critical issue also in Groningen, located in the northern part of the Netherlands, where human-induced seismicity has become an uprising problem in recent years. The majority of the existing buildings in that area are composed of unreinforced masonry; they were not designed to withstand earthquakes since the area has never been affected by tectonic earthquakes. They are characterised by vulnerable structural elements such as slender walls, large openings and cavity walls. Hence, the assessment of unreinforced masonry buildings in the Groningen province has become of high relevance. The abovementioned issue motivates engineering companies in the region to research seismic assessments of the existing structures. One of the biggest challenges is to be able to monitor structures during events in order to provide a quick post-earthquake assessment hence to obtain progressive damage on structures. The research published in the literature shows that crack detection can be a very powerful tool as an assessment technique. In order to ensure an adequate measurement, state-of-art technologies can be used for crack detection, such as special sensors or deep learning techniques for pixel-level crack segmentation on masonry surfaces. In this project, a new experiment will be run on an in-plane test setup to systematically propagate cracks to be able to detect cracks by new crack detection tools, namely digital crack sensor and vision-based crack detection.