Legislation in the Netherlands requires routine analysis of drinking water samples for cultivable Legionella species from high-priority installations. A field study was conducted to investigate the presence of Legionella species in thermostatic shower mixer taps. Water samples and the interior of ten thermostatic shower mixer taps were investigated for cultivable Legionella species. In seven cases, Legionella species was found in at least one of the samples. In four cases, Legionella species was detected in the biofilm on the thermostatic shower mixer taps interior, with the highest values on rubber parts, and in five cases in the cold supply water. These results show that thermostatic shower mixer taps can play a role in exceeding the threshold limit for cultivable Legionella species, but the cold supply water can also be responsible. Practical implications: This study showed that contamination of thermostatic shower mixer taps (TSMTs) with Legionella spp. was frequently observed in combination with contamination of the water system. Consequently, a combined focus is necessary to prevent the proliferation of cultivable Legionella spp. in TSMTs. In addition, the results also demonstrated that biofilms on rubbers inside the TSMT had high numbers of Legionella spp., probably because rubber contains relatively high concentrations of biodegradable substrates. Therefore, improvement of the rubber materials is necessary to reduce the proliferation of cultivable Legionella spp. in TSMTs.
International field visits aim to provide transformative learning experiences that stimulate the professional development of staff, but outcomes may vary among programs. In this mixed-methods study, we investigated the transformative learning experiences of Dutch and German professionals (n = 28) from early childhood education and care (ECEC) who participated in a blended intensive exchange program with mutual field visits. Our findings indicate a transformative learning process in which the participants developed an awareness of cultural differences, moved to understanding these differences and, occasionally, to adaptation of new professional beliefs related to the interaction with young children. However, it proved difficult to implement new practices in the own centers after the program. We discuss how international exchange programs may foster transformative learning and the professional development of ECEC staff.
Field of study decisions are important for children’s future life chances, as significant differences exist in terms of financial and status benefits across fields of study. We examine whether the economic or the cultural status of the parents is more influential in shaping their children’s expectations about their future field of study. We also test whether children’s expectations about field of study choices are mediated by the child-rearing values that parents hold. Results show that parental economic status increased the likelihood of adolescents expecting to opt for extrinsic rewarding fields of study. Adolescent girls, not boys, with high cultural status parents were more likely to expect to opt for intrinsically rewarding fields of study. An upbringing that is characterized by conformity increased the expectations of boys to choose an extrinsically rewarding study, while self-direction increased the expectations of girls to opt for an extrinsic field of study
De digitale transitie van mkb’s, met name in de maakindustrie, is goed onderweg, maar verre van afgerond. Er is een grote vraag naar het invoeren van het (Industrial) Internet of Things om procesdata van productiesystemen te bemachtigen en deze vervolgens te analyseren. Deze analysestap heeft een verdere interesseboost gekregen door de mogelijkheden van artificiële intelligentie (AI), waarmee data-analyses naar een complexer niveau getild kunnen worden. In het RAAK-mkb-project Data in Smart Industry staat deze vraag naar de mogelijkheden van IoT en AI centraal: welke data moeten en kunnen we verzamelen en vervolgens op welke manier analyseren? Met bedrijfspartners uit de maakindustrie zijn verschillende casussen IoT-technologie en machine learning (een subdomein van AI) ingezet in pilot studies. Ter afsluiting van het project wordt, in samenwerking met de brancheorganisatie FME en het smartindustryplatform Boost, en vanuit het RAAK-mkb-project Focus op Vision, een aantal trainingssessies georganiseerd rondom AI. Hierbij wordt het bedrijfsleven onderwezen in het toepassen van AI-technologie vanuit een procesmatig en technisch perspectief, waarbij lering wordt getrokken uit de casussen van het Data in Smart Industry-project. De Top-up-subsidie dient het doel om de geleerde lessen uit het RAAK-mkb-project verder te laten landen in de regio Oost-Nederland. Instrumentaal hierin is TValley, een fieldlab gericht op de ontwikkeling van mechatronische systemen zoals industriële robotica. Met de Top-up-subsidie kan TValley uitgebreid worden met een pijler omtrent IoT en AI, vakgebieden die deels overlap hebben met het huidige domein van het fieldlab. Hiervoor worden de ontwikkelde leermaterialen ingezet en doorontwikkeld om kennis te verspreiden en nieuwe bedrijfscasussen op te starten rondom de thema’s IoT en AI binnen TValley.
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios
“Empowering learners to create a sustainable future” This is the mission of Centre of Expertise Mission-Zero at The Hague University of Applied Sciences (THUAS). The postdoc candidate will expand the existing knowledge on biomimicry, which she teaches and researches, as a strategy to fulfil the mission of Mission-Zero. We know when tackling a design challenge, teams have difficulties sifting through the mass of information they encounter. The candidate aims to recognize the value of systematic biomimicry, leading the way towards the ecosystems services we need tomorrow (Pedersen Zari, 2017). Globally, biomimicry demonstrates strategies contributing to solving global challenges such as Urban Heat Islands (UHI) and human interferences, rethinking how climate and circular challenges are approached. Examples like Eastgate building (Pearce, 2016) have demonstrated successes in the field. While biomimicry offers guidelines and methodology, there is insufficient research on complex problem solving that systems-thinking requires. Our research question: Which factors are needed to help (novice) professionals initiate systems-thinking methods as part of their strategy? A solution should enable them to approach challenges in a systems-thinking manner just like nature does, to regenerate and resume projects. Our focus lies with challenges in two industries with many unsustainable practices and where a sizeable impact is possible: the built environment (Circularity Gap, 2021) and fashion (Joung, 2014). Mission Zero has identified a high demand for Biomimicry in these industries. This critical approach: 1) studies existing biomimetic tools, testing and defining gaps; 2) identifies needs of educators and professionals during and after an inter-disciplinary minor at The Hague University; and, 3) translates findings into shareable best practices through publications of results. Findings will be implemented into tangible engaging tools for educational and professional settings. Knowledge will be inclusive and disseminated to large audiences by focusing on communication through social media and intervention conferences.