New electronic tablet devices are often referred to as either saviours of newspapers or killers of traditional print media. These crude statements are based on a naive concept of media substitution and an overestimation of the actual use of new media for news consumption. It is much more likely that substitution will be marginal, and that the potential is much more in giving existing readers more options while attacking new users. Publishers should treat tablet devices as options, concentrating on issues like business models, free, freemium, sponsored and paid content, DRM, in-app payment models, partnerships, user-generated content, design and interface options. Academic research on the use of tablets is not yet available as these devices are not available on a massive scale, only appearing on the market since the spring of 2010, but experiences by many publishers of newspapers and magazines already provide us with enough material to map possibilities and no-go areas for publishers of news content
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Deze posterpresentatie geeft informatie over het onderzoek bij vijf basisscholen in de regio Den Haag die wilden weten hoe mobiele technologie didactisch kan worden ingezet en hoe deze inzet door leerkrachten versterkt kan worden. Deze scholen participeerden als werkveldpartner in het transnationale Erasmus+ onderzoeksproject Designing and Evaluating Innovative Mobile Pedagogies (DEIMP). De huidige situatie is in kaart gebracht aan hand van de iPAC vragenlijst. Vervolgens zijn de resultaten besproken in focusgroepen met leerkrachten, leerlingen en de leidinggevenden. Uit het onderzoek blijkt dat de inzet op dit moment veelal gebonden is aan de gangbare onderwijsmethodesoftware, instructie van de leerkracht en voor het digitaal maken van verwerkingsopdrachten in het klaslokaal. Maar leerkrachten zien zeker meer kansen en geven zowel stimulerende factoren als ondersteuningsbehoefte. Deze poster is gepresenteerd op de Dag van het Onderzoek 2018 bij Hogeschool Inholland.
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Een van de belangrijkste ontwikkelingen in het onderwijs is het gebruik van nieuwe kennismedia: media voor het genereren, begrijpen en delen van kennis. Denk aan social media, serious gaming, apps, tablets en smartphones. De grote vraag is: hoe ga je als school om met deze mediaontwikkelingen? In dit whitepaper presenteren we de roadmap van ons onderzoek naar de educatieve implementatie van de iPad (Engelstalig document)
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De digitale revolutie voltrekt zich in hoog tempo. Naar verwachting zullen er in 2020 meer dan 20 miljard laptops, mobiele telefoons en tablets met elkaar verbonden zijn tot een gigantisch wereldwijd netwerk. Spoedig zullen we voortdurend en overal verbonden zijn met internet. De virtuele ruimte die ontstaat uit de complexe interactie van mensen, technologie, software, en dienstverlening over het internet wordt steeds vaker cyberspace genoemd
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A new bookkeeping system called Jiskefet is being developed for A Large Ion Collider Experiment (ALICE) during Long Shutdown 2, to be in production until the end of LHC Run 4 (2029). Jiskefet unifies two function- alities: a) gathering, storing and presenting metadata associated with the oper- ations of the ALICE experiment and b) tracking the asynchronous processing of the physics data. It will replace the existing ALICE Electronic Logbook and AliMonitor, allowing for a technology refresh and the inclusion of new fea- tures based on the experience collected during Run 1 and Run 2. The front end leverages web technologies much in use nowadays such as TypeScript and NodeJS and is adaptive to various clients such as tablets, mobile devices and other screens. The back end includes an OpenAPI specification based REST API and a relational database. This paper will describe the organization of the work done by various student teams who work on Jiskefet in sequential and parallel semesters and how continuity is guaranteed by using guidelines on coding, documentation and development. It will also describe the current status of the development, the initial experience in detector stand-alone commissioning setups and the future plans.
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More and more people suffer from age-related eye conditions, e.g. Macular Degeneration. One of the problems experienced by these people is navigation. A strategy shown by many juvenile visually impaired persons (VIPs) is using auditory information for navigation. Therefore, it is important to train age-related VIPs to use auditory information for navigation. Hence the serious game HearHere was developed to train the focused auditory attention of age-related VIPs enhancing the use of auditory information for navigation, available as an application for tablets. Players of the game are instructed to navigate virtually as quickly as possible to a specific sound, requiring focused auditory attention. In an experimental study, the effectiveness of the game on improving focused auditory attention was examined. Forty participants were included, all students of the University of Groningen with normal or corrected-to-normal vision. By including sighted participants, we could investigate whether someone who was used to rely on its vision could improve its focused auditory attention after playing HearHere. As a control, participants played a digital version of Sudoku. The order of playing the games was counterbalanced. Participants were asked to perform a dichotic listening task before playing any game, after playing the first game and after playing the second game. It was found that participants improved significantly more in their performance on the dichotic listening task after having played HearHere (p<.001) than after playing Sudoku (p=.040). This means the game indeed improves focused auditory attention, a skill necessary to navigate on sounds. In conclusion, we recommend the game to become part of the orientation and mobility program, offering age-related VIPs the opportunity to practice the use of auditory information for navigation. Currently, we are working on a version that is suitable for actual use.
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Sinds de introductie van betaalbare e-readers, en zeker na de opkomst van de tablets (in het bijzonder de iPad), is het duidelijk dat elektronische boeken bezig zijn aan een opmars. De discussie of het boek op papier ooit in zijn geheel zal verdwijnen loopt nog. Duidelijk is wel dat ook in het onderwijs het e-book en e-textbook een groei doormaken. In dit artikel staan we stil bij trends en kansen rond een deelverzameling van deze elektronische boeken: het open tekstboek. We definiëren het begrip, kijken naar de relatie met open educational resources, en gaan in op de trends, ontwikkelingen, kansen en bedreigingen van open tekstboeken. Het zal duidelijk worden dat onderwijsinstellingen op dit gebied een leertraject te doorlopen hebben om te voorkomen dat ze uiteindelijk achter de feiten aan zullen lopen.
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Background: Recent technological developments such as wearable sensors and tablets with a mobile internet connection hold promise for providing electronic health home-based programs with remote coaching for patients following total hip arthroplasty. It can be hypothesized that such a home-based rehabilitation program can offer an effective alternative to usual care.Objective: The aim of this study was to determine the effectiveness of a home-based rehabilitation program driven by a tablet app and remote coaching for patients following total hip arthroplasty.Methods: Existing data of two studies were combined, in which patients of a single-arm intervention study were matched with historical controls of an observational study. Patients aged 18-65 years who had undergone total hip arthroplasty as a treatment for primary or secondary osteoarthritis were included. The intervention consisted of a 12-week home-based rehabilitation program with video instructions on a tablet and remote coaching (intervention group). Patients were asked to do strengthening and walking exercises at least 5 days a week. Data of the intervention group were compared with those of patients who received usual care (control group). Effectiveness was measured at four moments (preoperatively, and 4 weeks, 12 weeks, and 6 months postoperatively) by means of functional tests (Timed Up & Go test and the Five Times Sit-to Stand Test) and self-reported questionnaires (Hip disability and Osteoarthritis Outcome Score [HOOS] and Short Form 36 [SF-36]). Each patient of the intervention group was matched with two patients of the control group. Patient characteristics were summarized with descriptive statistics. The 1:2 matching situation was analyzed with a conditional logistic regression. Effect sizes were calculated by Cohen d.Results: Overall, 15 patients of the intervention group were included in this study, and 15 and 12 subjects from the control group were matched to the intervention group, respectively. The intervention group performed functional tests significantly faster at 12 weeks and 6 months postoperatively. The intervention group also scored significantly higher on the subscales "function in sport and recreational activities" and "hip-related quality of life" of HOOS, and on the subscale "physical role limitations" of SF-36 at 12 weeks and 6 months postoperatively. Large effect sizes were found on functional tests at 12 weeks and at 6 months (Cohen d=0.5-1.2), endorsed by effect sizes on the self-reported outcomes.Conclusions: Our results clearly demonstrate larger effects in the intervention group compared to the historical controls. These results imply that a home-based rehabilitation program delivered by means of internet technology after total hip arthroplasty can be more effective than usual care.Keywords: home-based rehabilitation program; internet; osteoarthritis; physiotherapy; rehabilitation; remote coaching; tablet app; total hip arthroplasty; total hip replacement; usual care.
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Municipalities increasingly seek to include citizens in decision-making processes regarding local issues, such as urban planning. This paper presents a case study on using Virtual Reality (VR) in a process of civic participation in the redesign of a public park. The municipality included citizens in intensive co-design activities to create three designs for the park and engaged the neighbourhood community in co-decision, in the form of a ballot. Through the civic participatory process, we studied the effectiveness of using VR technology to engage the community in participating in the co-decision process. The three designs were presented using highly realistic 360˚ visualisations and the effects on engagement were compared between various devices: VR headsets, smartphones, tablets, and computers. Viewing the designs in 2D paper plans was also included in the comparison. The study included over 1300 respondents that participated in the ballot. A statistical analysis of the collected data shows that participants viewing the 360˚ rendered images with VR technology expressed a significantly higher engagement in the co-decision process than those using their computer at home or viewing 2D paper plans. The paper describes the complete participatory design process and the impact of the e-governance used on the target group as well as on the actors organizing the e-governance process. We discuss how the use of new technology and active presence of a voting-support team inspired citizens to participate in the co-creation process and how the investment in this procedure helped the local authorities to generate support for the plans and strengthen its relationship with the community. The use of realistic visualisations that can be easily assessed by citizens through user-friendly technology, enabled a large and diverse audience to participate. This resulted in greater visibility of municipal efforts to enhance the living environment of citizens and is therefore an important step in increased civic engagement in municipal policy-making and implementation.
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Interactive Poetry is a lively genre within E-Lit and interactive digital narrative that was made more accessible by the diffusion of tablets with “multitouch” screens allowing relatively complex gestural UIs on consumer-level hardware. This paper leverages pragmatist aesthetics to critically interrogate three exemplar pieces (Strange Rain, What They Speak When They Speak to Me? and Vniverse) that produce poetic effects by inviting gestural interactions. In conclusion, two critical concepts (“isomorphism” and “heteromorphism”) are demonstrated for future design and research.
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