Internet on the Outstation provides a new take on the digital divide. Why do whole communities choose to go without the internet when the infrastructure for access is in place? Through an in-depth exploration of the digital practices occurring in Aboriginal households in remote central Australia, the authors address both the dynamics of internet adoption and the benefits that flow from its use. The book challenges us to think beyond the standard explanations for the digital divide, arguing that digital exclusion is not just another symptom of social exclusion. At its heart, Internet on the Outstation is a compelling examination of equality and difference in the digital age, asking: Can internet access help resolve the disadvantages associated with remote living?Internet on the Outstation is the result of a multi-year research collaboration, which included a trial of internet infrastructure, training and maintenance in three small Aboriginal communities (known as outstations). During the research phase, Ellie Rennie, Eleanor Hogan and Julian Thomas were based at the Swinburne Institute for Social Research in Melbourne. Robin Gregory and Andrew Crouch worked at the Centre for Appropriate Technology, an Indigenous-owned research and training organization in Alice Springs. Alyson Wright worked for the Central Land Council, the representative body for traditional owners of the central Australia region.
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Purpose: This paper aims to present the findings from a European study on the digital skills gaps in tourism and hospitality companies. Design/methodology/approach: Mixed methods research was adopted. The sample includes 1,668 respondents (1,404 survey respondents and 264 interviewees) in 5 tourism sectors (accommodation establishments, tour operators and travel agents, food and beverage, visitor attractions and destination management organisations) in 8 European countries (UK, Italy, Ireland, Spain, Hungary, Germany, the Netherlands and Bulgaria). Findings: The most important future digital skills include online marketing and communication skills, social media skills, MS Office skills, operating systems use skills and skills to monitor online reviews. The largest gaps between the current and the future skill levels were identified for artificial intelligence and robotics skills and augmented reality and virtual reality skills, but these skills, together with computer programming skills, were considered also as the least important digital skills. Three clusters were identified on the basis of their reported gaps between the current level and the future needs of digital skills. The country of registration, sector and size shape respondents’ answers regarding the current and future skills levels and the skills gap between them. Originality/value: The paper discusses the digital skills gap of tourism and hospitality employees and identifies the most important digital skills they would need in the future.
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Social Media lijken, bij uitstek, media om te inspireren en te innoveren. Echter, in de eerste plaats zijn Social Media als Facebook, Twitter, Youtube, Hyves en LinkedIn geschikt voor het onderhouden van relaties. De conversatie staat centraal. Politici kunnen zich open stellen voor dialoog met de burger. Des te meer reden om te onderzoeken in hoeverre Social Media impact hebben gehad op de verkiezingen van 2 maart 2011 in Overijssel. Dit is de derde in een reeks van onderzoeksrapportages van het onderzoek Social Media en verkiezingen van het lectoraat Media Technology Design van Saxion. Het betreft een longitudinaal onderzoek naar trends in Social Media en politiek, scenario’s van het mogelijke gebruik van Social Media in de politiek en de impact hiervan op de uitslagen van gemeenteraads-,Provinciale Staten- en Tweede Kamerverkiezingen. Voor dit onderzoek is de volgende onderzoeksvraag geformuleerd: “In welke mate is er (significante) invloed waarneembaar van het (actieve) gebruik van Social Media door verkiezingskandidaten op de hoeveelheid stemmen die een politieke kandidaat tijdens de Provinciale Statenverkiezingen in Overijssel krijgt”? De provinciale politici hebben in de aanloop naar de verkiezingen van 2 maart relatief weinig gebruik gemaakt van Social Media. Vergeleken met de Tweede Kamer verkiezingen zijn de SMI scores ontzettend laag te noemen. Op basis van deze meting is het niet duidelijk welke invloed of relatie uitgaat van Social Media. Er zijn geen significante verbanden gevonden. Er zijn over het algemeen weinig actieve Social Media gebruikers onder de kandidaten voor de provinciale staten in Overijssel. Aangezien tal van invloedsfactoren meespelen voor het behalen van voorkeurstemmen kunnen we niet zeggen of de politici die wel een relatief hoge SMI hebben ook daar voordeel van hebben gehad. Daarvoor hadden er in deze dataset meer actieve Social Media gebruikers moeten zijn. Kortom: de Social Media participatie is erg laag geweest bij deze verkiezingen. Daardoor heeft Social Media waarschijnlijk nauwelijks invloed gehad op de uitslag van de verkiezingen. Het geeft te denken dat volksvertegenwoordigers in de huidige samenleving zo weinig toegankelijk en actief zijn op Social Media.
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Creating and testing the first Brand Segmentation Model in Augmented Reality using Microsoft Hololens. Sanoma together with SAMR launched an online brand segmentation tool based on large scale research, The brand model uses several brand values divided over three axes. However they cannot be displayed clearly in a 2D model. The space of BSR Quality Planner can be seen as a 3-dimensional meaningful space that is defined by the terms used to typify the brands. The third axis concerns a behaviour-based dimension: from ‘quirky behaviour’ to ‘standardadjusted behaviour’ (respectful, tolerant, solidarity). ‘Virtual/augmented reality’ does make it possible to clearly display (and experience) 3D. The Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences has created the BSR Quality Planner in Virtual Reality – as a hologram. It’s the world’s first segmentation model in AR. Breda University of Applied Sciences (professorship Digital Media Concepts) has deployed hologram technology in order to use and demonstrate the planning tool in 3D. The Microsoft HoloLens can be used to experience the model in 3D while the user still sees the actual surroundings (unlike VR, with AR the space in which the user is active remains visible). The HoloLens is wireless, so the user can easily walk around the hologram. The device is operated using finger gestures, eye movements or voice commands. On a computer screen, other people who are present can watch along with the user. Research showed the added value of the AR model.Partners:Sanoma MediaMarketResponse (SAMR)
In the past decades, we have faced an increase in the digitization, digitalization, and digital transformation of our work and daily life. Breakthroughs of digital technologies in fields such as artificial intelligence, telecommunications, and data science bring solutions for large societal questions but also pose a new challenge: how to equip our (future)workforce with the necessary digital skills, knowledge, and mindset to respond to and drive digital transformation?Developing and supporting our human capital is paramount and failure to do so may leave us behind on individual (digital divide), organizational (economic disadvantages), and societal level (failure in addressing grand societal challenges). Digital transformation necessitates continuous learning approaches and scaffolding of interdisciplinary collaboration and innovation practices that match complex real-world problems. Research and industry have advocated for setting up learning communities as a space in which (future) professionals of different backgrounds can work, learn, and innovate together. However, insights into how and under which circumstances learning communities contribute to accelerated learning and innovation for digital transformation are lacking. In this project, we will study 13 existing and developing learning communities that work on challenges related to digital transformation to understand their working mechanisms. We will develop a wide variety of methods and tools to support learning communities and integrate these in a Learning Communities Incubator. These insights, methods and tools will result in more effective learning communities that will eventually (a) increase the potential of human capital to innovate and (b) accelerate the innovation for digital transformation
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.