This paper describes a demo for the Persuasive Conference 2014 (21-23 May, Padua, Italy) which shows the result of a design project in the edutainment field. The tries to raise safety awareness among construction site workers. The purpose of the demo is to raise safety awareness amongst construction site workers via an immersive serious game. The demo has been made by students of the Art and Technology bachelor course at Saxion University of Applied Sciences and students Human Media Interaction at the University of Twente.
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from the paper: "This paper presents a research endeavouring to model site work in a 4D BIM model. Next simulations are performed with this model in 5 scenarios including specific interventions in work organisation, notably changing positons of facilities for site workers. A case study has been done in a construction project in the Netherlands. The research has showed the possibility to model time use of site workers in 4D BIM. Next the research has showed potential to perform and calculate specific interventions in the model, and prospect realistic changes in productive time use as a result."
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Considering activity level propositions in the evaluation of forensic biology findings is becoming more common place. There are increasing numbers of publications demonstrating different transfer mechanisms that can occur under a variety of circumstances. Some of these publications have shown the possibility of DNA transfer from site to site on an exhibit, for instance as a result of packaging and transport. If such a possibility exists, and the case circumstances are such that the area on an exhibit where DNA is present or absent is an observation that is an important diagnostic characteristic given the propositions, then site to site transfer should be taken into account during the evaluation of observations. In this work we demonstrate the ways in which site to site transfer can be built into Bayesian networks when carrying out activity level evaluations of forensic biology findings. We explore the effects of considering qualitative vs quantitative categorisation of DNA results. We also show the importance of taking into account multiple individual’s DNA being transferred (such as unknown or wearer DNA), even if the main focus of the evaluation is the activity of one individual.
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The focus of this project is on improving the resilience of hospitality Small and Medium Enterprises (SMEs) by enabling them to take advantage of digitalization tools and data analytics in particular. Hospitality SMEs play an important role in their local community but are vulnerable to shifts in demand. Due to a lack of resources (time, finance, and sometimes knowledge), they do not have sufficient access to data analytics tools that are typically available to larger organizations. The purpose of this project is therefore to develop a prototype infrastructure or ecosystem showcasing how Dutch hospitality SMEs can develop their data analytic capability in such a way that they increase their resilience to shifts in demand. The one year exploration period will be used to assess the feasibility of such an infrastructure and will address technological aspects (e.g. kind of technological platform), process aspects (e.g. prerequisites for collaboration such as confidentiality and safety of data), knowledge aspects (e.g. what knowledge of data analytics do SMEs need and through what medium), and organizational aspects (what kind of cooperation form is necessary and how should it be financed).Societal issueIn the Netherlands, hospitality SMEs such as hotels play an important role in local communities, providing employment opportunities, supporting financially or otherwise local social activities and sports teams (Panteia, 2023). Nevertheless, due to their high fixed cost / low variable business model, hospitality SMEs are vulnerable to shifts in consumer demand (Kokkinou, Mitas, et al., 2023; Koninklijke Horeca Nederland, 2023). This risk could be partially mitigated by using data analytics, to gain visibility over demand, and make data-driven decisions regarding allocation of marketing resources, pricing, procurement, etc…. However, this requires investments in technology, processes, and training that are oftentimes (financially) inaccessible to these small SMEs.Benefit for societyThe proposed study touches upon several key enabling technologies First, key enabling technology participation and co-creation lies at the center of this proposal. The premise is that regional hospitality SMEs can achieve more by combining their knowledge and resources. The proposed project therefore aims to give diverse stakeholders the means and opportunity to collaborate, learn from each other, and work together on a prototype collaboration. The proposed study thereby also contributes to developing knowledge with and for entrepreneurs and to digitalization of the tourism and hospitality sector.Collaborative partnersHZ University of Applied Sciences, Hotel Hulst, Hotel/Restaurant de Belgische Loodsensociëteit, Hotel Zilt, DM Hotels, Hotel Charley's, Juyo Analytics, Impuls Zeeland.
Beweegrichtlijnen geven aan hoeveel beweging nodig is voor een goede gezondheid van jong tot oud. Voor een gezonde leefstijl van kinderen zijn bewegen, samen spelen, samen leren en samen werken van groot belang, maar dat geldt ook voor ouderen. Picoo brengt het belang van bewegen en samenzijn bij elkaar. Dat zorgt voor een goede ontwikkeling van het kind, het welzijn van ouderen en het verstevigen van het bewegen en samenzijn in de maatschappij. Project: Actief Plezier met Picoo: Jong en Oud in Beweging! Vraag: Draagt Picoo bij aan meer beweging en verbinding tussen kinderen en ouderen door samen te bewegen? Doel: Het inzetten van Picoo leidt tot meer samen beweging, waardoor welzijn van ouderen en ontwikkeling van het kind en meer beweging wordt vergroot. Methode: Mixed method observatieonderzoek /survey/kort gesprek Kinderen tot 18 jaar en senioren 65 plus met een zorgvraag T0: kinderen en ouderen krijgen uitleg over het gebruik van Picoo Interventie: Picoo is een controller en spelcomputer ineen, ontwikkeld om kinderen (maar ook volwassen) interactief buiten te laten spelen.6 Tijdens de actieve games heeft elke deelnemer een eigen controller. De controllers staan met elkaar in verbinding. T1 Tijdens het spel wordt d.m.v. een observatielijst gekeken hoe jong en oud reageren op het samen spelen met Picoo. T2 Na het spel geven kinderen en ouderen door middel van Visual Analogue Scale (smileys) wat hun ervaringen zijn. T3 Na het spel gaan kinderen en ouderen kort met elkaar in gesprek over hun ervaringen Uitvoering: Interdisciplinaire mix van studenten Verpleegkunde, Fysiotherapie, Mens en Techniek en Social Work Eindproduct: Nieuwe testcase en input voor doorontwikkeling Picoo richting verbinding jong en oud. Kennis over mogelijkheden/ervaringen over verbinding door beweging wordt gedissemineerd naar de praktijk en onderwijs. Resultaten worden gerapporteerd en gepubliceerd op relevante sites zoals bijvoorbeeld kenniscentrum sport en bewegen, zorginstellingen en scholen.
Lectoraat, onderdeel van NHL Stenden Hogeschool