Organizations feel an urgency to develop and implement applications based on foundation models: AI-models that have been trained on large-scale general data and can be finetuned to domain-specific tasks. In this process organizations face many questions, regarding model training and deployment, but also concerning added business value, implementation risks and governance. They express a need for guidance to answer these questions in a suitable and responsible way. We intend to offer such guidance by the question matrix presented in this paper. The question matrix is adjusted from the model card, to match well with development of AIapplications rather than AI-models. First pilots with the question matrix revealed that it elicited discussions among developers and helped developers explicate their choices and intentions during development.
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This article explores cooperation between a commercial supermarket chain and an environmental non-governmental organization linking it to consumer perception of the “The Super Animals” collectable cards promotion initiative. The case study focuses on one particular joint project involving Animal Cards that was initiated by the supermarket Albert Heijn and the World Wide Fund for Nature in The Netherlands. Based on this case, environmental non-governmental organizations’ strategic choices in the context of contesting discourses of sustainability and consumption, as well as implications for environmental education, are addressed. This article combines three strands of the literature – on sustainable consumption, on strategic cooperation between commercial companies and environmental non-governmental organizations and on environmental education. It is argued that the Animal Cards initiative presents an ambiguous case by both attempting to enhance environmental awareness and promoting consumption, opening up questions about the value of such cooperative ventures to the objectives of environmental education. It is concluded that cross-sector partnerships have the potential to lead to improvements in corporate social responsibility and environmental awareness among consumers but simultaneously pose the danger of undermining the critical stance toward consumption. https://doi.org/10.1177/1469540514556170 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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For over thirty years, there has been a discussion about the effectiveness of educational games in comparison to traditional learning materials. To help further this discussion, we aim to understand ‘how educational games work’ by formalising (and visualising) the educational and motivational aspects of such games. We present a model that focuses on the relationship between three different aspects: user properties, game mechanics, and learning objectives. In two example cases, we have demonstrated how the model can be used to analyse existing games and their game/instructional design, and suggest possible improvements in both motivational and educational aspects based on the model. As such, we introduce a novel approach to analysing educational games and, by inference, a novel design process for designing more effective educational games.
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The paper introduced an automatic score detection model using object detection techniques. The performance of sevenmodels belonging to two different architectural setups was compared. Models like YOLOv8n, YOLOv8s, YOLOv8m, RetinaNet-50, and RetinaNet-101 are single-shot detectors, while Faster RCNN-50 and Faster RCNN-101 belong to the two-shot detectors category. The dataset was manually captured from the shooting range and expanded by generating more versatile data using Python code. Before the dataset was trained to develop models, it was resized (640x640) and augmented using Roboflow API. The trained models were then assessed on the test dataset, and their performance was compared using matrices like mAP50, mAP50-90, precision, and recall. The results showed that YOLOv8 models can detect multiple objects with good confidence scores.
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The growing availability of data offers plenty of opportunities for data driven innovation of business models for SMEs like interactive media companies. However, SMEs lack the knowledge and processes to translate data into attractive propositions and design viable data-driven business models. In this paper we develop and evaluate a practical method for designing data driven business models (DDBM) in the context of interactive media companies. The development follows a design science research approach. The main result is a step-by-step approach for designing DDBM, supported by pattern cards and game boards. Steps consider required data sources and data activities, actors and value network, revenue model and implementation aspects. Preliminary evaluation shows that the method works as a discussion tool to uncover assumptions and make assessments to create a substantiated data driven business model.
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In this brief chapter of the report we focus on the model that was developed as part of the evaluation strategy: the local CoP impact measurement model. This model has been described as part of the strategy report as well. For purposes of clarity (as it is one of the main deliverables of work package 3) we briefly present it in this document. Background: Promoting Healthy Ageing, and specifically an Active & Healthy Lifestyle, is one of the biggest societal and economical challenges the EU is facing. A paradigm shift from health care and cure to prevention is essential since the traditional ways have proven to be insufficient to solve this complex problem. An impact-driven multi-sector approach is necessary to develop innovative products and services to change this for the better.ObjectivesThe Knowledge Alliance for Communities of Practice for Healthy Lifestyle aimed at developing and sustaining communities of practice (COP) in order to stimulate innovation and socio-economic development in the area of Healthy Ageing.ImplementationThe Consortium comes from 7 EU Member States and in 5 countries Local COP were developed. A European COP Support Lab and a European COP Alliance were developed that facilitate the set-up and sustainability of COP. An open access Community Knowledge Hub provides pilot-tested formal and informal blended learning material for managing COP and implementing interventions; whilst an entrepreneurship competition lead into an intensive program to develop entrepreneurial skills and stimulate innovation.AchievementsIn total 6 local COP were fully established who all defined their shared interest, organized learning opportunities, meetings and effective local activities that contributed to a common agenda setting for Healthy Lifestyle. Furthermore, the Alliance between businesses and HEI was extended exponentially and over 30 businesses, 18 HEI and 73 public authorities were involved. All 6 COPs are still running beyond the project funding period and supported by an open online platform www.yanuz.eu.
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Recently, there has been an increase in interest for the integration of insights from the behavioural sciences into the design process. The Persuasive by Design model aims to provide an evidence-based framework by which designers gain access to relevant theoretical insights from the behavioural sciences. This paper examines the use of the model in two case studies that dealt with complex behavioural change situations. In both studies, the model proved to be a valuable aid in determining target behaviours and operationalizing intervention concepts, especially in the early stages of the design process. Some shortcomings of the model also transpired. The model was seen as too complex, and its psychological frame does not prevent designers to overlook possible systemic moderators of behaviour. Implications for further development of tools that give access to model insights are discussed.
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In a rapidly developing labor market, in which some parts of jobs disappear and new parts appear due to technological developments, companies are struggling with defining future-proof job qualifications and describing job profiles that fit the organization’s needs. This is even more applicable to smaller companies with new types of work because they often grow rapidly and cannot hire graduates from existing study programs. In this research project, we undertook in-depth, qualitative research into the five roles of a new profession: social media architect. It has become clear which 21st century skills and motivations are important per role and, above all, how they differ in subcategory and are interpreted by a full-service team in their working methods, in a labor market context, and in the talents of the professional themselves. In a workshop, these “skills” were supplemented through a design-based approach and visualized per team role in flexibly applicable recruitment cards. This research project serves as an example of how to co-create innovative job profiles for the changing labor market. Ellen Sjoer, Petra Biemans. “A design-based (pre)recruitment approach for new professions: defining futureproof job profiles.” Információs Társadalom XX, no. 2 (2020): 84–100. https://dx.doi.org/10.22503/inftars.XX.2020.2.6
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The World Health Organization (WHO) strives to assist and inspire cities to become more “age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide. An age-friendly city enables residents to grow older actively within their families, neighbourhoods and civil society, and oers extensive opportunities for the participation of older people in the community. Over the decades, technology has become essential for contemporary and future societies, and even more imperative as the decades move on, given we are nearly in our third decade of the twenty-first century. Yet, technology is not explicitly considered in the 8-domain model by the WHO, which describes an age-friendly city. This paper discusses the gaps in the WHO’s age-friendly cities model in the field of technology and provides insights and recommendations for expansion of the model for application in the context of countries with a high human development index that wish to be fully age-friendly. This work is distinctive because of the proposed new age-friendly framework, and the work presented in this paper contributes to the fields of gerontology, geography urban and development, computer science, and gerontechnology. Original article at MDPI; DOI: https://doi.org/10.3390/ijerph16193525 (This article belongs to the Special Issue Quality of Life: The Interplay between Human Behaviour, Technology and the Environment)
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This article seeks to contribute to the literature on circular business model innovation in fashion retail. Our research question is which ‘model’—or combination of models—would be ideal as a business case crafting multiple value creation in small fashion retail. We focus on a qualitative, single in-depth case study—pop-up store KLEER—that we operated for a duration of three months in the Autumn of 2020. The shop served as a ‘testlab’ for action research to experiment with different business models around buying, swapping, and borrowing second-hand clothing. Adopting the Business Model Template (BMT) as a conceptual lens, we undertook a sensory ethnography which led to disclose three key strategies for circular business model innovation in fashion retail: Fashion-as-a-Service (F-a-a-S) instead of Product-as-a-Service (P-a-a-S) (1), Place-based value proposition (2) and Community as co-creator (3). Drawing on these findings, we reflect on ethnography in the context of a real pop-up store as methodological approach for business model experimentation. As a practical implication, we propose a tailor-made BMT for sustainable SME fashion retailers. Poldner K, Overdiek A, Evangelista A. Fashion-as-a-Service: Circular Business Model Innovation in Retail. Sustainability. 2022; 14(20):13273. https://doi.org/10.3390/su142013273
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