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The Netherlands is a frontrunner in the field of public charging infrastructure, having a high number of public charging stations per electric vehicle (EV) in the world. During the early years of adoption (2012-2015) a large percentage of the EV fleet were Plugin Hybrid Electric Vehicles (PHEV)due to the subsidy scheme at that time. With an increasing number of Full Electric Vehicles (FEVs) on the market and a current subsidy scheme for FEV only, a transition of the EV fleet from PHEV to FEV is expected. This is hypothesized to have effect on charging behavior of the complete fleet, reason to understand better how PHEVs and FEVs differ in charging behavior and how this impacts charging infrastructure usage. In this paper, the effects of the transition of PHEV to FEV is simulated by extending an existing Agent Based Model. Results show important effects of this transitionon charging infrastructure performance.
Deployment and management of environmental infrastructures, such as charging infrastructure for Electric Vehicles (EV), is a challenging task. For policy makers, it is particularly difficult to estimate the capacity of current deployed public charging infrastructure for a given EV user population. While data analysis of charging data has shown added value for monitoring EV systems, it is not valid to linearly extrapolate charging infrastructure performance when increasing population size.We developed a data-driven agent-based model that can explore future scenarios to identify non-trivial dynamics that may be caused by EV user interaction, such as competition or collaboration, and that may affect performance metrics. We validated the model by comparing EV user activity patterns in time and space.We performed stress tests on the 4 largest cities the Netherlands to explore the capacity of the existing charging network. Our results demonstrate that (i) a non-linear relation exists between system utilization and inconvenience even at the base case; (ii) from 2.5x current population, the occupancy of non-habitual charging increases at the expense of habitual users, leading to an expected decline of occupancy for habitual users; and (iii) from a ratio of 0.6 non-habitual users to habitual users competition effects intensify. For the infrastructure to which the stress test is applied, a ratio of approximately 0.6 may indicate a maximum allowed ratio that balances performance with inconvenience. For policy makers, this implies that when they see diminishing marginal performance of KPIs in their monitoring reports, they should be aware of potential exponential increase of inconvenience for EV users.
KLM Royal Dutch Airlines has been a forerunner of the airline industry since 1919. As the oldest operating airline to date, the company aims to become innovators of today. This paper proposes an addition to the KLM transformation projects: Moving Your World, The Digital Transformation, and The KLM Real Estate Vision. This addition is a concept for ‘The Winning Way of Working,’ which aims to create a holistic workplace design; one where KLM employees are able to experience flexible and customizable environments, disconnection between colleagues and locations is reduced, and health benefits of vegetation in work environments are promoted.
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Video games clearly have great educational potential, both for formal and informal learning, and this avenue is being thoroughly investigated in the psychology and education literature. However, there appears to be a disconnect between social science academic research and the game development sector, in that research and development practices rarely inform each other. This paper presents a two-part analysis of this communicative disconnect based on investigations carried out within the H2020 Gaming Horizons project. The first part regards a literature review that identified the main topics of focus in the social sciences literature on games, as well as the chief recommendations authors express. The second part examines 73 interviews with 30 developers, 14 researchers, 13 players, 12 educators, and 4 policy makers, investigating how they perceived games and gaming. The study highlights several factors contributing to the disconnect: different priorities and dissemination practices; the lag between innovation in the games market and research advancements; low accessibility of academic research; and disproportionate academic focus on serious games compared to entertainment games. The authors suggest closer contact between researchers and developers might be sought by diversifying academic dissemination channels, promoting conferences involving both groups, and developing research partnerships with entertainment game companies.
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It is by no means uncommon that academic scholars, journalists and even poets use the epi-thet ‘age of’ to signal how a certain feature is particularly characteristic of the times in which we live. In this chapter, we argue that it makes sense to address our current epoch as an ‘age of emotions’. Broadly speaking this entails that emotions, in many shapes and forms, have been widely recognized as decisive factors in social, cultural, economic and political realms in ways that were not the case before. For example, emotions are proven to play a key role in otherwise rational aspects of life such as political orientation and elections, as Arlie R. Hochschild so forcefully has demonstrated in her account of how people’s deep emotions are decisive when constructing their political identity and casting their vote (Hochschild 2016). In a more specific sense, emotions have historically been singled out as particularly informative about the psychic constitution of the times in which we live. W. H. Auden in 1947 famously declared that this epoch was an ‘age of anxiety’ (Auden 1948). Written in the aftermath of World War II, this pessimistic statement is not surprising: Anxiety was a normal human response to extraordinary circumstances. Recently, journalist of The Guardian, Oli-ver Burkeman, has pondered whether we currently live in an ‘age of rage’, in which people are – simply put – angrier than before, and in which social media is supporting and encourag-ing the ventilation of people’s rage and fury in a hitherto unseen manner. In relation to this chapter, the statement made by Allan V. Horwitz and Jerome C. Wakefield, based on an in-creasing prevalence of the phenomenon in question, that contemporary society should be understood as an ‘age of depression’, is noteworthy (Horwitz and Wakefield 2005). This characteristic begs the questions of how depression has become such an influential and prev-alent disorder in our times and how – even if – we should understand the phenomenon as an indicatory emotion of our epoch? Both as a sign of our times and as an emotion, depression is a particularly interesting phenomenon to study. This is not least due to its long and prolific history. As literary scholar Clark Lawlor has stated, it seems as if depression has been around forever and that depres-sion has been ‘fashionable throughout its history’ (Lawlor 2012:2). For centuries, Lawlor explains, depression has been a socio-cultural weighty condition that a significant amount of people has been emotionally affected by. Similarly, however, he also implies that the under-standing of depression – as a fashionable type of suffering – has changed proportionate to various socio-historical transformations. That is, depression is by no means a static descrip-tion of a specific type of human suffering. Depression changes and ‘relates’ to the societal circumstances it is situated in. If we focus on contemporary late modern society, two things hold true. First of all, there seems to be no doubt about the fact that the dominating under-standing of depression, by and large, is equivalent with the medically informed definition of Major Depression Disorder found in the DSM (Diagnostic and Statistical Manual of Mental Disorders). In here, depression is perceived as a biomedical disease that people suffer from. Secondly, we are witnessing a societal proliferation of the diagnosis of depression unseen in history. WHO has expressed that a veritable depression alarm is ringing loudly worldwide, and that more than 264 million people of all ages now suffer from depression (www.who.int). The combination of these facts is interesting. It informs us about a situation in which a biomedical understanding of depression has inserted itself in the societal discourse about what depression is, and that this understanding has internalized itself in the lives of many people. How are we to fathom this? In this chapter, we shall address this by following four main steps. First, we shall explore how depression has come to be understood as a biomedical disorder that is treated as a specific diagnosable disease, and then show how this understand-ing has been criticized. Second, we elucidate how – and against the backdrop of what – con-temporary depression can be understood as an emotion. Third, we will attempt to nuance the understanding of depression as emotion by arguing that when one zooms in on the phenome-non – that is on the experience of depression – one comes to understand depression as ele-mentary disconnection. Fourth, and based on this deepened understanding, we shall show how the alleged ‘depression epidemic’ can be sensibly linked to a certain subject-position in contemporary culture. Lastly, we will discuss some important implications of this nuanced understanding of depression. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Emotions in Culture and Everyday Life Conceptual, Theoretical and Empirical Explorations". on 27.05.2024, available online: https://www.routledge.com/Emotions-in-Culture-and-Everyday-Life-Conceptual-Theoretical-and-Empirical-Explorations/Jacobsen/p/book/9781032077314?srsltid=AfmBOop3BqR29YtXXk7FrP4zXPX2BNdx5XizlZGoNZo4fDYC9HJ9OwQE
At the age of a failing economic system and undeniable evidence of the effects humankind has had over the planet, it is necessary to look for alternatives to the way we live locally. This article explores the use of designing narratives and metanarratives to co-create imaginaries serving as the needed alternatives. This research starts by considering the historical factors to understand how industrialisation and the loss of traditional practices created a culture of disconnection from Nature in the Girona area, but also looks at why people start now reconnecting with it. The analysis is the foundation for speculative design practices to co-create a new local narrative of connection and regeneration. The project adopted the Integrative Worldviews Framework and used paradoxes to create possible future worldviews based on historical factors and literature. Citizens participated in conversational future-visioning workshops to develop and evaluate their local imagery of the previously created worldviews. This conversation-based exercise evidenced the potential of paradoxes in destructive futures to create imaginaries of regeneration. These imaginaries merge and form future stories. From the future narratives, the practice created cultural artefacts embodying a new culture of connection based on storytelling, traditional jobs, and a mythological understanding of Nature. Finally, as observed at the end of the project, these artefacts allow citizens to adopt them as their culture and expand their current worldview.
Have you ever seen a place transformed beyond recognition? Maybe a local lake dried up, or a treasured tree blew down, leaving an empty space where there was once a landmark. Places change. Landscapes transform because of human intervention and events like extreme weather. Not every change needs to be a loss. But some changes are devastating. Why do we grieve for some losses, and not others? Why does it upset us when a stately local tree is cut down near, but not affect us when an area the size of Cyprus is deforested every year in the Amazon?
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