This video presents BiebBeep, an interactive touchscreen system that has been developed with the aim to support information and social services for the New Library in Almere, The Netherlands. The constantly updated information displayed on the interactive screen concerns not only the library itself, but also features happenings in the local area. The system's distinctive feature is that people can add information to the screen themselves, such as tweets, photos, local and cultural news announcements, so that the library and its visitors can inform and connect with each other. Over the course of almost one year, several studies were conducted, including focus group, interview- and observation-based studies that have motivated the functionality, and particularly the user-generated and localized content the system supports. Consequently, the services and functionality the system offers are aimed towards supporting Library 2.0, the next generation library.
MULTIFILE
In the last decade, organizations have re-engineered their business processes and started using standard software solutions. Integration of structured data in relational databases has improved documentation of business transactions and increased data quality. But almost 90% of the information cannot be integrated in relational data bases. This amount of ‘unstructured’ information is exploding within the Enterprise 2.0. The use of social media tools to enhance collaboration, creates corporate blogs, wikis, forums, and other types of unstructured information. Structured and unstructured information are records, meant and used as evidence for policies, decisions, products, actions and transactions. Most stakeholders are making increasing demands for the trustworthiness of records for accountability reasons. In this age of evolving social media use, organizational chains, inter-organizational data warehouses and cloud computing, it is crucial for the Enterprise 2.0. that its policies, decisions, products, actions and transactions can be reliably reconstructed in context. Digital Archiving is a necessity for the Enterprise 2.0.: the reconstruction of the past depends on records and their meta data. Blogs, wikis, forums, etc., used for collaboration within the business processes of the organization, need to be documented for reconstruction in the future. Digital Archiving is a combination of three mechanisms: enterprise records management, organizational memory and records auditing. These mechanisms ensure that a digitized organization as the Enterprise 2.0. has a documented understanding of its past. In that way, it improves organizational accountability.
DOCUMENT
Over the past 15 years the Web has transformed the ways in which we search for information and use it. In more recent years, we have seen the emergence of a new array of innovative tools that collectively go under the name of 'Web 2.0', in which the information user is also increasingly an information producer (i.e., prosumer), by sharing or creating content. The success of Web 2.0 tools for personal use is only partially replicated in the professional sphere and, particularly, in the academic environment in relation with research and teaching. To date, very few studies have explored the level of adoption of Web 2.0 among academic researchers in their research and teaching activity. It is not known in what way how and how much Web 2.0 is currently used within research communities, and we are not aware of the drivers and the drawbacks of the use of Web 2.0 tools in academia, where the majority of people is focused either on research or on teaching activities. To analyse these issues, i.e. the combined adoption of Web 2.0 tools in teaching and research, the authors carried out a survey among teaching and researching staff of the University of Breda in The Netherlands. This country was chosen mainly because it is on the cutting edge as far as innovation is concerned. An important driver in choosing the Breda University's academic community was the fact that one of the two authors of this survey works as senior researcher at this university. The purpose of our survey was to explore the level of adoption of Web 2.0 tools among the academic communities. We were interested in investigating how they were using these tools in the creation of scientific knowledge both in their research and teaching activity. We were also interested in analysing differences in the level of adoption of Web 2.0 tools with regard to researchers' position, age, gender, and research field. Finally, in our study we explored the issue of peer reviewing in the Web 2.0 setting. In particular, we investigated whether social peer review is regarded by researchers as a viable alternative to the current closed peer review system (single-blind or double blind). We approached about 60 staff members, but only 12 faculty members completed the survey fully. This means that our results can only be regarded as exploratory, but we still believe that they represent a complementary perspective with respect to previous studies.
LINK
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.