This document presents the findings of a study into methods that can help counterterrorism professionals make decisions about ethical problems. The study was commissioned by the Research and Documentation Centre (Wetenschappelijk Onderzoeken Documentatiecentrum, WODC) of the Dutch Ministry of Security and Justice (Ministerie van Veiligheid en Justitie), on behalf of the National Coordinator for Counterterrorism and Security (Nationaal Coördinator Terrorismebestrijding en Veiligheid,NCTV). The research team at RAND Europe was complemented by applied ethics expert Anke van Gorp from the Research Centre for Social Innovation (Kenniscentrum Sociale Innovatie) at Hogeschool Utrecht. The study provides an inventory of methods to support ethical decision-making in counterterrorism, drawing on the experience of other public sectors – healthcare, social work, policing and intelligence – and multiple countries, primarily the Netherlands and the United Kingdom
In policing, Virtual Reality scenario-based training (VR SBT) is being explored to complement real-life scenario-based training (RL SBT). We investigated whether relevant training responses in VR SBT, namely heart rate (HR), level of physical activity, mental effort, and perceived stress, resemble those in RL SBT. Utilizing a within-subject study design, we investigated the training responses of 237 police officers of the Dutch National Police. We found that the maximum HR and average level of physical activity were significantly higher in RL SBT, whereas invested mental effort was significantly higher in VR SBT. No significant differences were found in average HR and perceived stress. We also found that perceived stress in VR was predicted by participants’ VR experiences such as engagement with VR and experience of negative effects, but not by participant characteristics. Participants’ mental effort in VR was predicted by their VR experiences and participant characteristics, particularly gaming frequency. In conclusion, VR SBT can elicit perceived stress, mental effort, and average HR that resemble or exceed responses in RL SBT, providing a promising tool to complement police training.
Inspired by taxonomist Jack Goody’s theorizing of ‘ancient lists’ as ‘intellectual technologies’, this book analyzes listing practices in modern and contemporary formations of power, and how they operate in the installation and securing of the milieus of circulation that characterize Michel Foucault’s conception of governmentality. Propelling the list’s role in the delimitation and policing of risky and threatening elements from out of history and into a contemporary analysis of power, this work demonstrates how assemblages of computer, statistical, and list technologies first deployed by the Nazi regime continue to resonate significantly in the segmenting and constitution of a critical classification of contemporary homo sapiens: the terrorist class, or homo sacer.
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Digital technologies in public spaces have become more prescient, capable, and invisible. As a result, the need to explain and mediate these technologies has become more urgent. Current processes for designing digital trust interaction protocols, visual languages, and interfaces for the urban environment have been dominated by governing actors: policing, government, and tech-companies. When communities are involved in the design process, their participation is limited to formats these organisations prescribe. By default, these designs exclude the lived technological experiences of communities that use the built environment. The outcome is a lopsided appraisal of digital trust, and designs that are insufficiently transparent and equitable– and as a result, not understood and embraced by the communities who must use them. This design-research aims to develop prototypes that include how urban interactive technologies are ‘lived’ in the spaces where they are implemented. These experiences will be teased-out through site-specific aesthetic and performative actions, which in turn inform the design process. The envisioned contribution includes ways of ’doing’ to the field of situated design, and concrete prototypes for alternative digital trust protocols, visual languages, and interfaces. By flipping the current approach on its head, this research argues that the practical and ethical departure points for addressing digital ‘trust deficits’ are already within the diverse communities who use the built environment.