Within the profile Technical Information Technology (ICT Department) the most important specializations are Embedded Software and Industrial Automation. About half of the Technical Information curriculum consists of learning modules, the other half is organized in projects. The whole study lasts four years. After two-and-a-half year students choose a specialization. Before the choice is made students have several occasions in which they learn something about the possible fields of specialization. In the first and second year there are two modules about Industrial Automation. First there is a module on actuators, sensors and interfacing, later a module on production systems. Finally there is an Industrial Automation project. In this project groups of students get the assignment to develop the control for a scale model flexible automation cell or to develop a monitoring system for this cell. In the last year of their studies students participate in a larger Industrial Automation project, often with an assignment from Industry. Here also the possibility exists to join multidisciplinary projects (IPD; integrated product development).
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Criminologists have frequently debated whether offenders are specialists, in that they consistently perform either one offense or similar offenses, or versatile by performing any crime based on opportunities and situational provocations. Such foundational research has yet to be developed regarding cybercrimes, or offenses enabled by computer technology and the Internet. This study address this issue using a sample of 37 offender networks. The results show variations in the offending behaviors of those involved in cybercrime. Almost half of the offender networks in this sample appeared to be cybercrime specialists, in that they only performed certain forms of cybercrime. The other half performed various types of crimes on and offline. The relative equity in specialization relative to versatility, particularly in both on and offline activities, suggests that there may be limited value in treating cybercriminals as a distinct offender group. Furthermore, this study calls to question what factors influence an offender's pathway into cybercrime, whether as a specialized or versatile offender. The actors involved in cybercrime networks, whether as specialists or generalists, were enmeshed into broader online offender networks who may have helped recognize and act on opportunities to engage in phishing, malware, and other economic offenses.
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Bookreviews of Anders Ericsson & Robert Pool. Peak: How All of Us Can Achieve Extraordinary Things and of Cal Newport. Deep Work: Rules for Focused Success in a Distracted World. Human beings are unique among all living organisms in that their primary adaptive specialization does not require some particular physical form or skill or fit in an ecological niche, but rather in identification with the process of adaptation itself – in the process of learning. We are thus the learning species, and our survival depends on our ability to adapt not only in the reactive sense of fitting into the physical and social worlds, but in the proactive sense of creating and shaping those worlds. (Kolb, 1984, Experiential Learning: Experience as The Source of Learning and Development, p. 1)
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Engineering Schools were among the first to address the challenge of Sustainable Development, and integrate Sustainable Development into their curricula. This paper identifies a tendency that this progress is stalking. Main factors are an increased tendency to train more narrowly specialized engineers, while specialized SD programs sometimes became an alibi to remove SD course from the major programs. Broader engineering programs are required for mainstreaming SD in engineering education. DOI: 10.15341/jmer(2155-7993)/01.09.2019/003 LinkedIn: https://www.linkedin.com/in/karel-mulder-163aa96/
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Dutch National Sports Organizations (NSFs) is currently experiencing financial pressures. Two indications for this are described in this paper i.e. increased competition in the sports sector and changes in subsidy division. Decreasing incomes from subsidies can be compensated with either increasing incomes from a commercial domain or increasing incomes from member contributions. This latter solution is gaining interest as a solution for the uncertainties. Many NSFs have therefore participated in a special marketing program in order to enlarge their marketing awareness and create a marketing strategy, in order to (re)win market share on the sports participation market and gain a more stable financial situation. This paper introduces my research related to the introduction of marketing techniques within NSFs and the change-over to become market oriented. An overview of existing literature about creating marketing strategies, their implementation, and market orientation is given. This outline makes obvious that the existing literature is not sufficient for studying the implementation of marketing techniques and market orientation within NSFs. Therefore, it shows the scientific relevance of my research. The paper concludes with the chosen research methodology.
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Wat is de beroepsidentiteit van sociaal werk, wat behoort zij te zijn? Sociaal werk wordt wel omschreven als een professie maar ook als een ambacht, vaak zonder duidelijk onderscheid tussen en wellicht zelfs door impliciete gelijkstelling van deze kwalificaties. Met behulp van de ideaaltypische benadering kan echter worden aangetoond dat deze twee typen beroepen niet alleen veel overeenkomsten delen maar ook op enkele punten fundamenteel van elkaar verschillen. Op basis van het werk van Freidson (2001) en Sennett (2008) kan worden aangetoond dat het ideaaltypische doel van professies het realiseren van een abstracte waarde (zoals rechtvaardigheid) is, terwijl ambachten gericht zijn op het manipuleren van concrete materialen (bijvoorbeeld steen). Bijgevolg zijn (enkel) professies beroepen met een morele identiteit. In alle zelfdefinities van sociaal werk is deze morele identiteit, deze humanitaire kern aanwezig (zie bv. IFSW, NVMW). Daarom moet sociaal werk worden beschouwd als een professie en niet als een ambacht. Dit is niet louter een academische discussie maar beïnvloedt bijvoorbeeld de positie van dit beroep in de samenleving, zoals aan de hand van de ministeriële richtlijnen betreffende Welzijn Nieuwe Stijl kan worden geïllustreerd.
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This paper examines the selection criteria for design roles in the videogame industry and examines the profiles of students undertaking game design studies at NHTV in the expectation of working in the industry. A total of four analyses were conducted: job advertisements for design and production roles; an industry survey; MBTI profiling of a cross-section of IGAD students; and a survey of Design and Production students. In 2010 NHTV University of Applied Sciences initiated the Design and Production (D&P) specialization within its existing International Game Architecture Design (IGAD) bachelor degree. In preparing the specialization the authors analyzed a range of job advertisements for design and production staff in the videogame development industry and profiled its first intake of students according to gender, age, personality (Myers-Brigg (MBTI), Brainhex) and play preferences. Which students were successful in their first year of game studies? How did they compare to programmers and artists? In recent years, design positions in the game industry have increased in direct correlation with the focus on producing sequel titles/levels in established franchises. These titles require more design staff, namely game designers, level designers and narrative designers. The need to critically examine the role and personality of a designer in the game industry is vital to replicating them on a scale that surpasses previous production pipelines where one game designer envisioned the game on a macro level and a handful of level designers implemented gameplay on a micro level. NHTV initiated this first stage of research to gain insight into what the videogame industry needs in terms of design and production skills and personnel and what NHTV, in terms of students and curriculum, is providing. Ultimately the authors hope their research will innovate the game design production pipeline.
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from the article: The ever-increasing specialization of scientific research, combined with the complex challenges that health in society is facing calls for more interdisciplinary design research. However, healthcare and creative researchers come from different worlds that do not automatically align and intensive collaboration between different disciplines is often not without obstacles. We analyzed ten projects that are in the process of interdisciplinary research on solutions for living with dementia, obesity or loneliness. The question we address is: Which strategies do health and creative professionals use to work together in design research? We found that an array of strategies is used to foster collaboration as recommended in literature. However, the strategies to foster interdisciplinary collaboration in research recommended in literature do not easily fit the unpredictability of design research projects and the complexity that comes from doing research in health practice.
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Anthropology is traditionally broken into several subfields, physical/biological anthropology, social/cultural anthropology, linguistic anthropology, archaeology, and sometimes also applied anthropology. Anthropology of the environment, or environmental anthropology, is a specialization within the field of anthropology that studies current and historic human-environment interactions. Although the terms environmental anthropology and ecological anthropology are often used interchangeably, environmental anthropology is considered by some to be the applied dimension of ecological anthropology, which encompasses the broad topics of primate ecology, paleoecology, cultural ecology, ethnoecology, historical ecology, political ecology, spiritual ecology, and human behavioral and evolutionary ecology. However, according to Townsend (2009: 104), “ecological anthropology will refer to one particular type of research in environmental anthropology—field studies that describe a single ecosystem including a human population and frequently deal with a small population of only a few hundred people such as a village or neighborhood.” Kottak states that the new ecological anthropology mirrors more general changes in the discipline: the shift from research focusing on a single community or unique culture “to recognizing pervasive linkages and concomitant flows of people, technology, images, and information, and to acknowledging the impact of differential power and status in the postmodern world on local entities. In the new ecological anthropology, everything is on a larger scale” (Kottak 1999:25). Environmental anthropology, like all other anthropological subdisciplines, addresses both the similarities and differences between human cultures; but unlike other subdisciplines (or more in line with applied anthropology), it has an end goal—it seeks to find solutions to environmental damage. While in our first volume (Shoreman-Ouimet and Kopnina 2011) we criticized Kottak’s anthropocentric bias prioritizing environmental anthropology's role as a supporter of primarily people's (and particularly indigenous) interests rather than ecological evidence. In his newer 2 publication, Kottak (2010:579) states: “Today’s ecological anthropology, aka environmental anthropology, attempts not only to understand but also to find solutions to environmental problems.” And because this is a global cause with all cultures, peoples, creeds, and nationalities at stake, the contributors to this volume demonstrate that the future of environmental anthropology may be more focused on finding the universals that underlie human differences and understanding how these universals can best be put to use to end environmental damage. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Environmental Anthropology: Future Directions" on 7/18/13 available online: https://doi.org/10.4324/9780203403341 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Trends in digitale badges en microcredentialing.
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