Nonprofit organizations (NPOs) have deployed various strategies in motivating businesses to source sustainably, such as the co-development and promotion of sustainability certification and direct collaboration in cross-sector partnerships (CSPs). This is an important current-day priority, given the ambitions set out in the Sustainable Development Goals (SDGs). Increasingly, NPOs have taken up a role as conveners of such CSPs. Research on CSPs has, to date, often considered conveners as a ‘resource’ to the CSP, contributing to its effectiveness. In this study, we shift the focus towards the convener by considering a case of a ‘mission-driven convener’, an NPO that initiates CSPs as a strategy to realize its own sustainability objectives. Our explorative case study—comparing the NPO’s efforts across six countries in setting up national coffee platforms—reviews the concept of a mission-driven convener vis-à-vis established notions on convening and identifies which strategies it applies to realize a CSP. These strategies comprise productively combining certification-driven efforts with CSPs, combining process and outcomes of CSPs, and drawing on cross-level dynamics derived from outsourcing of convening work to local actors. With our study, we contribute to research on CSP conveners by offering an alternative interpretation to the relation between the CSP and the convener, attributing more agency to the convener as a mission-driven organization. Strengthening our understanding of CSPs and conveners is an important means to advance the Sustainable Development Goals (SDGs).
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A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
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In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry standard. Game designers are often reluctant to work with models: they argue these models do not help them design games and actually restrict their creativity. At the same time, the flexibility that model driven engineering allows seems a good fit for the fluidity of the game design process, while clearly defined, generic models can be used to develop automated design tools that increase the development’s efficiency.
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DISCO aims at fast-tracking upscaling to new generation of urban logistics and smart planning unblocking the transition to decarbonised and digital cities, delivering innovative frameworks and tools, Physical Internet (PI) inspired. To this scope, DISCO will deploy and demonstrate innovative and inclusive urban logistics and planning solutions for dynamic space re-allocation integrating urban freight at local level, within efficiently operated network-of-networks (PI) where the nodes and infrastructure are fixed and mobile based on throughput demands. Solutions are co-designed with the urban logistics community – e.g., cities, logistics service providers, retailers, real estate/public and private infrastructure owners, fleet owners, transport operators, research community, civil society - all together moving a paradigm change from sprawl to data driven, zero-emission and nearby-delivery-based models.
Granular materials (GMs) are simply a collection of individual particles, e.g., rice, coffee, iron-ore. Although straightforward in appearance, GMs are key to several processes in chemical-pharmaceutical, high-tech, agri-food and energy industry. Examples include laser sintering in additive manufacturing, tableting in pharma or just mixing of your favourite crunchy muesli mix in food industry. However, these bulk material handling processes are notorious for their inefficiency and ineffectiveness. Thereby, affecting the overall expenses and product quality. To understand and enhance the quality of a process, GMs industries utilise computer-simulations, much like how cars and aeroplanes have been designed and optimised since the 1990s. Just as how engineers utilise advanced computer-models to develop our fuel-efficient vehicle design, energy-saving granular processes are also developed utilising physics-based simulation-models, using a computer. Although physics-based models can effectively optimise large-scale processes, creating and simulating a fully representative virtual prototype of a GMs process is very iterative, computationally expensive and time intensive. On the contrary, given the available data, this is where machine learning (ML) could be of immense value. Like how ML has transformed the healthcare, energy and other top sectors, recent ML-based developments for GMs show serious promise in faster virtual prototyping and reduced computational cost. Enabling industries to rapidly design and optimise, enhancing real-time data-driven decision making. GranML aims to empower the GMs industries with ML. We will do so by (i) performing an in-depth GMs-ML literature review, (ii) developing open-access ML implementation guidelines; and (iii) an open-source proof-of-concept for an industry-relevant use case. Eventually, our follow-up mission is to build upon this vital knowledge by (i) expanding the consortium; (ii) co-developing a unified methodology for efficient computer-prototyping, unifying physics- and ML-based technologies for GMs; (iii) enhancing the existing computer-modelling infrastructure; and (iv) validating through industry focused demonstrators.
The Netherlands must build one million homes and retrofit eight million buildings by 2030, while halving CO₂ emissions and achieving a circular economy by 2050. This demands a shift from high-carbon materials like concrete—responsible for 8% of global CO₂ emissions—and imported timber, which inflates supply-chain emissions. Mycelium offers a regenerative, biodegradable alternative with carbon-sequestration potential and minimal energy input. Though typically used for insulation, it shows structural promise—achieving compressive strengths of 5.7 MPa and thermal conductivities of 0.03–0.05 W/(m·K). Hemp and other lignocellulosic agricultural byproducts are commonly used as substrates for mycelium composites due to their fibrous structure and availability. However, hemp (for e.g.) requires 300–500 mm of water per cycle and centralized processing, limiting its circularity in urban or resource-scarce areas. Aligned with the CLICKNL Design Power Agenda, this project explores material-driven design innovation through a load-bearing mycelium-based architectural product system, advancing circular, locally embedded construction. To reduce environmental impact, we will develop composites using regional bio-waste—viz. alienated vegetation, food waste, agriculture and port byproducts—eliminating the need for water-intensive hemp cultivation. Edible fungi like Pleurotus ostreatus (oyster mushroom) will enable dual-function systems that yield food and building material. Design is key for moving beyond a singular block to a full product system: a cluster of modular units emphasizing geometry, interconnectivity, and compatibility with other building layers. Aesthetic variation (dimension, color, texture) supports adaptable, expressive architecture. We will further assess lifecycle performance, end-of-(service)-life scenarios, and on-site fabrication potential. A 1:1 prototype at The Green Village will serve as a demonstrator, accelerating stakeholder engagement and upscaling. By contributing to the KIA mission on Social Desirability, we aim to shift paradigms—reimagining how we build, live, grow, and connect through circular architecture.