Artificial intelligence-driven technology increasingly shapes work practices and, accordingly, employees’ opportunities for meaningful work (MW). In our paper, we identify five dimensions of MW: pursuing a purpose, social relationships, exercising skills and self-development, autonomy, self-esteem and recognition. Because MW is an important good, lacking opportunities for MW is a serious disadvantage. Therefore, we need to know to what extent employers have a duty to provide this good to their employees. We hold that employers have a duty of beneficence to design for opportunities for MW when implementing AI-technology in the workplace. We argue that this duty of beneficence is supported by the three major ethical theories, namely, Kantian ethics, consequentialism, and virtue ethics. We defend this duty against two objections, including the view that it is incompatible with the shareholder theory of the firm. We then employ the five dimensions of MW as our analytical lens to investigate how AI-based technological innovation in logistic warehouses has an impact, both positively and negatively, on MW, and illustrate that design for MW is feasible. We further support this practical feasibility with the help of insights from organizational psychology. We end by discussing how AI-based technology has an impact both on meaningful work (often seen as an aspirational goal) and decent work (generally seen as a matter of justice). Accordingly, ethical reflection on meaningful and decent work should become more integrated to do justice to how AI-technology inevitably shapes both simultaneously.
De versnippering van de internationale samenleving vermindert de kans op een overkoepelend model van global governance. Meer waarschijnlijk is het ontstaan van bepaalde processen van bestuur die zich ontwikkelen als reactie op specifieke mondiale vraagstukken. Dit artikel beschrijft het proces van implementatie van de US Foreign Corrupt Practices Act (FCPA) als een voorbeeld van een dergelijk bijzonder proces. Het FCPA 'model' wordt gekenmerkt door samenwerking en onderhandeling tussen de publieke en private sector. In dit model is het samenwerken voor het bieden van maatschappelijke veiligheid gebaseerd op wederzijds belang. De mogelijkheid van onderhandelde regelingen heeft een positief effect op het management van corruptie door bedrijven, dat zich verspreidt over de hele invloedsfeer van de onderneming. Tegelijkertijd biedt het de overheid toegang tot de informatie die nodig is om corruptie op te sporen, te onderzoeken en te vervolgen. Het in kaart brengen van dergelijke processen biedt nuttige inzichten over nieuwe benaderingen die nodig kunnen zijn om goed bestuur voor een veilige wereld te bereiken. ABSTRACT The fragmentation of international society reduces the likelihood of a single overarching model of global governance. More likely, is the emergence of particular processes of governance that develop in response to specific global issues. The paper describes the process of implementing the US Foreign Corrupt Practices Act (FCPA) as an example of one such particular process. The FCPA 'model' is characterized by co-operation and negotiation between the public and private sector. In this model, partnering for the provision of security is based on mutual self- interest. The possibility of negotiated settlements has a positive effect on the management of corruption by corporations with a ripple effect throughout the corporations' sphere of influence. At the same time, it provides governments with access to the information necessary to detect, investigate and prosecute corruption. Mapping such processes provides useful insights about new approaches that may be needed to attain good governance for a safe world.
National forestry Commission (SBB) and National Park De Biesbosch. Subcontractor through NRITNational parks with large flows of visitors have to manage these flows carefully. Methods of data collection and analysis can be of help to support decision making. The case of the Biesbosch National Park is used to find innovative ways to figure flows of yachts, being the most important component of water traffic, and to create a model that allows the estimation of changes in yachting patterns resulting from policy measures. Recent policies oriented at building additional waterways, nature development areas and recreational concentrations in the park to manage the demands of recreation and nature conservation offer a good opportunity to apply this model. With a geographical information system (GIS), data obtained from aerial photographs and satellite images can be analyzed. The method of space syntax is used to determine and visualize characteristics of the network of leisure routes in the park and to evaluate impacts resulting from expected changes in the network that accompany the restructuring of waterways.
The project’s aim is to foster resilient learning environments, lessen early school leaving, and give European children (ages 4 -6) a good start in their education while providing and advancing technical skills in working with technology that will serve them well in life. For this purpose, the partnership has developed age appropriate ICT animation tools and games - as well as pedagogical framework specific to the transition phase from kindergarten to school.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.