This study addresses the burgeoning global shortage of healthcare workers and the consequential overburdening of medical professionals, a challenge that is anticipated to intensify by 2030 [1]. It explores the adoption and perceptions of AI-powered mobile medical applications (MMAs) by physicians in the Netherlands, investigating whether doctors discuss or recommend these applications to patients and the frequency of their use in clinical practice. The research reveals a cautious but growing acceptance of MMAs among healthcare providers. Medical mobile applications, with a substantial part of IA-driven applications, are being recognized for their potential to alleviate workload. The findings suggest an emergent trust in AI-driven health technologies, underscored by recommendations from peers, yet tempered by concerns over data security and patient mental health, indicating a need for ongoing assessment and validation of these applications
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The use of mobile digital devices requires secure behaviour while using these devices. To influence this behaviour, one should be able to adequately measure the behaviour. The purpose of this study is to establish a model for measuring secure behaviour, and to use this model to measure the secure behaviour of individuals while using mobile digital devices such as smartphones and laptops.
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The Research Centre of Teaching, Learning & Technology from Inholland University of Applied Sciences is collaborating (2017 - 2021) in the transnational European funded Erasmus+ research project Designing & Evaluating Innovative Mobile Pedagogies (DEIMP). The increasing ubiquity of mobile devices, and ongoing technical developments, are providing educators and learners with exciting new opportunities for supporting their teaching and learning. However, educators struggle to recognize and exploit the pedagogical possibilities of mobile devices and tend to replicate existing pedagogical practice. Researchers of the DEIMP-project are doing research into the principles of innovative mobile pedagogies. The aim of this project is to help educators build knowledge and understanding of innovative mobile pedagogies. In this animation the principles of innovative mobile pedagogies are discussed.
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Today, embedded devices such as banking/transportation cards, car keys, and mobile phones use cryptographic techniques to protect personal information and communication. Such devices are increasingly becoming the targets of attacks trying to capture the underlying secret information, e.g., cryptographic keys. Attacks not targeting the cryptographic algorithm but its implementation are especially devastating and the best-known examples are so-called side-channel and fault injection attacks. Such attacks, often jointly coined as physical (implementation) attacks, are difficult to preclude and if the key (or other data) is recovered the device is useless. To mitigate such attacks, security evaluators use the same techniques as attackers and look for possible weaknesses in order to “fix” them before deployment. Unfortunately, the attackers’ resourcefulness on the one hand and usually a short amount of time the security evaluators have (and human errors factor) on the other hand, makes this not a fair race. Consequently, researchers are looking into possible ways of making security evaluations more reliable and faster. To that end, machine learning techniques showed to be a viable candidate although the challenge is far from solved. Our project aims at the development of automatic frameworks able to assess various potential side-channel and fault injection threats coming from diverse sources. Such systems will enable security evaluators, and above all companies producing chips for security applications, an option to find the potential weaknesses early and to assess the trade-off between making the product more secure versus making the product more implementation-friendly. To this end, we plan to use machine learning techniques coupled with novel techniques not explored before for side-channel and fault analysis. In addition, we will design new techniques specially tailored to improve the performance of this evaluation process. Our research fills the gap between what is known in academia on physical attacks and what is needed in the industry to prevent such attacks. In the end, once our frameworks become operational, they could be also a useful tool for mitigating other types of threats like ransomware or rootkits.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.
Recomposing E-Waste introduces circular strategies to sound artists and designers working with digital music instruments (DMIs) such as desktop synthesizers, small keyboards and controllers, and experimental hardware and software for sound art and music production. It explores and documents the re-purposing of obsolete smartphones, transforming them into fully working DMIs that can be used to create new sound works and music. The target groups are artists, designers and musicians working with sound and digital technology who are looking for ways to reinvent their practice in sustainable ways, depending less on the latest ICT equipment. The research is designed to address the goal number 3, “Extending product life”, of the National Circular Economy Programme 2023-2030 (Ministry of Infrastructure and Water Management 2023). Waag Futurelab and Willem de Kooning Academy (Rotterdam University of Applied Sciences, RUAS) will collaborate with Codarts University of the Arts, postmarketOS, Fairphone, ThePhoneLab and FIBER Foundation to develop a prototype DMI made entirely from obsolete smartphones and other repurposed materials. The DMI will be used to teach, validate and disseminate innovative artistic and design research strategies that provide cultural practitioners with training in digital tools, know-how, and a conceptual framework to combine creativity with circularity. It will exemplify how to increase the functional lifespan of mobile devices through reverse-engineering and repurposing, reducing thereby the resource use and waste that often accompanies digital cultural production. The outcomes of the research will equip creatives with practical strategies to resist planned obsolescence, the market strategy the ICT industry deploys to increase the sales of newer devices and make still-working hardware seemingly useless. This will enable artists to play a guiding role in reshaping our society’s relationship with digital devices, not only on a symbolic but also on a functional and material level.