The purpose of this literature study is to obtain information about educational approaches to teaching 11 to 12 years old children focusing on how to distinguish between real news and fake news. With this purpose we studied 16 academic papers about learning activities to make primary school children media-literate and able to recognise fake news. What we found is that having children create their own news messages seems to be the most effective approach. News messages that they create can be text messages as well as videos, audios, pictures and animations. Based on this conclusion, students from The Hague University of Applied Sciences Teacher Training Institute (PABO) have been asked to develop a set of learning materials that can be used for instruction in primary schools. The effectiveness of those materials is currently being tested at an elementary school in Rijswijk. The results of the literature and the field study will be shared in the Dutch centre of expertise for media literacy education, Mediawijzer.net.
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The goal for the coming years is to get insight in the guest experience in hotels. What is guest experience? How to measure guest experience? What is the relation between guest experience and guest loyalty? And finally, what tangible elements in the physical environment of hotels and the contact with hotel employees may improve the experience of hotel guests? And in what way should these elements be changed? This paper describes the first and second step towards this goal: a theoretical background of guest experience and the development of the Guest Experience Scan for NH Hoteles. This Guest Experience Scan is a quantitative instrument trying to measure guests’ affective evaluation of the physical environment of the hotel and the contact with the hotel employees.
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Depicting news graphically is considered an apt way to deal with challenges of modern journalism: to disclose big data, and present news attractively, visually, and fast to grasp. This study delves into reported obstacles and challenges for the production of news visualizations. It focuses on the question: what are the decisive factors that make news visualizations ‘work’ for the different people involved: journalists, designers and the public? To answer the research question, a threefold approach was taken: a review of both pertinent professional literature and academic studies on the production process of infographics; in-depth interviews with data journalists on their most extensive productions; and case studies around the production of three Dutch media visualizations. Results show that the quality and the use of visualization for news stories not only depends on the availability and the skills of designers and data journalists, but even more so on the willingness of the editors-in-chief to initiate experiments with new concepts and tools and to opt for new ways of news gathering and dissemination.
-Chatbots are being used at an increasing rate, for instance, for simple Q&A conversations, flight reservations, online shopping and news aggregation. However, users expect to be served as effective and reliable as they were with human-based systems and are unforgiving once the system fails to understand them, engage them or show them human empathy. This problem is more prominent when the technology is used in domains such as health care, where empathy and the ability to give emotional support are most essential during interaction with the person. Empathy, however, is a unique human skill, and conversational agents such as chatbots cannot yet express empathy in nuanced ways to account for its complex nature and quality. This project focuses on designing emotionally supportive conversational agents within the mental health domain. We take a user-centered co-creation approach to focus on the mental health problems of sexual assault victims. This group is chosen specifically, because of the high rate of the sexual assault incidents and its lifetime destructive effects on the victim and the fact that although early intervention and treatment is necessary to prevent future mental health problems, these incidents largely go unreported due to the stigma attached to sexual assault. On the other hand, research shows that people feel more comfortable talking to chatbots about intimate topics since they feel no fear of judgment. We think an emotionally supportive and empathic chatbot specifically designed to encourage self-disclosure among sexual assault victims could help those who remain silent in fear of negative evaluation and empower them to process their experience better and take the necessary steps towards treatment early on.
We produceren en consumeren meer mode dan we nodig hebben, met te veel impact op mens en milieu. Mode aankopen zijn vaak impulsief en worden ter plekke, in de winkel besloten. Daar ligt dus een kans, maar wanneer gaan we als consument vaker voor duurzame mode kiezen, en hoe kunnen duurzame mode retailers ons daartoe verleiden?
In this project, immersive media (XR, VR, AR) are created and tested as a remediation strategy to help improve the experience of existing TV content and reach and engage both new and existing target groups more effectively. In this project, students and alumni from AGM and Queensland University of Technology (QUT) work together under the supervision of the R&D department from the professorship Digital Media Concepts and QUT to develop innovative immersive media products based on existing TV productions from Banijay. Banijay is the largest independent production and distribution company in the world. Banijay will provide the challenges, content and feedback on the students’ progress and skills during the (VIS) project, and will offer the opportunity to work on existing international productions with real expectations and demands, and the opportunity to actually market the concepts the students develop. Several new concepts are now in production stage to be released and tested.