We developed a lesson where students construct a qualitative representation to learn how clock genes are regulated. Qualitative representations provide a non-numerical description of system behavior, focusing on causal relation-ships and system states. They align with human reasoning about system dy-namics and serve as valuable learning tools for understanding both domain-specific systems and developing broader systems thinking skills.The lesson, designed for upper secondary and higher education, is imple-mented in the DynaLearn software at Level 4, where students can model feedback loops. Students construct the representation step by step, guided by a structured workbook and built-in support functions within the software. At each step, they run simulations to examine system behavior and reflect on the results through workbook questions. To ensure scientific accuracy, the representation and workbook were evaluated by domain experts.The lesson begins with modeling how increasing BMAL:CLOCK activity enhances the transcription of PER and CRY genes through binding to the E-box. Next, students explore how mRNA production and degradation—two opposing processes—regulate mRNA levels. This is followed by modeling translation at the ribosomes, where PER and CRY proteins are synthesized and subsequently degraded, again illustrating competing regulatory process-es. Students then model how PER and CRY proteins form a complex that translocates to the nucleus, inhibiting CLOCK:BMAL binding and establish-ing a negative feedback loop. Finally, they extend their understanding by ex-ploring how CLOCK:BMAL also regulates the AVP gene, linking clock genes to broader physiological processes.
MULTIFILE
This article examines two areas of tension within environmental ethics literature and relates them to the case study of the animal representation in the Dutch media. On the one hand, there is a tension between those who propagate clear division between anthropocentric and non-anthropocentric views; on the other hand, there is a tension between the land ethics perspective and animal right proponents. This article examines the media representation of animals using content analysis, and links the findings back to the areas of tension within environmental ethics. The main findings indicate that the division between anthropocentric and ecocentric perspectives is still relevant for evaluating the human-animal relations, while the convergence of the land ethics and animal rights perspectives can be helpful in explaining why this division is relevant. This is a post-peer-review, pre-copyedit version of an article published in "Environmental Processes".The final authenticated version is available online at: https://doi.org/10.1007/s40710-014-0025-7 https://www.linkedin.com/in/helenkopnina/
MULTIFILE
Humans use metaphors in thinking. Most metaphors are visual. In processing information stimuli the mind depends partly on visual codes. Information is processed and stored through two channels: one for non-verbal information and another for verbal information. The two different areas of information in the brain are interconnected. The information is stored in patterns that form an inner representation of how individuals perceive their reality and their self. The active processing of new information, remembering and the self-image are related phenomena, that influence each other, sometimes leading to biased interpretation or even reconstruction of contents in each of these areas. Imagination, expectations and anticipations of the future and memories are the more active manifestations of this process. In this process mimesis plays an important role. Mimesis is the imitation of reality in play, story-telling or creating images of how things should look like in the future. Through mimesis people can anticipate on roles in social life, or appropriate experiences from someone else and relate them to one’s own life story. When this happens the information is related to the self through processes of association and becomes ‘Erfahrung’.
DOCUMENT
The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
Fashion has become inextricably linked with digital culture. Digital media have opened up new spaces of fashion consumption that are unprecedented in their levels of ubiquity, immersion, fluidity, and interactivity. The virtual realm continuously needs us to design and communicate our identity online. Unfortunately, the current landscape of digitised fashion practices seems to lack the type of self-governing attitude and urgency that is needed to move beyond commercially mandated platforms and systems that effectively diminish our digital agency. As transformative power seems to be the promise of the virtual, there is an inherent need to critically assess how digital representation of fashion manifests online, especially when these representations become key mediators within our collective and individual public construction of self. A number of collectives and practitioners that actively shape a counter movement, organized bottom up rather than through capital, are questioning this interdependence, applying inverted thinking and experimenting with alternative modes of engagement. Starting from the research question ‘How can critical fashion practitioners introduce and amplify digital agency within fashion’s virtual landscape through new strategies of aesthetic engagement?’, this project investigates the implications of fashion’s increasing shift towards the virtual realm and the ramifications created for digital agency. It centers on how identity is understood in the digital era, whether subjects have full agency while expected to construct multiple selves, and how online environments that enact as playgrounds for our identities might attribute to a distorted sense of self. By using the field of critical fashion as its site, and the rapidly expanding frontier of digital counter practices as a lens, the aim of this project is to contribute to larger changes within an increasingly global and digital society, such as new modes of consumerism, capital and cultural value.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.
Lectoraat, onderdeel van HAS green academy