In the book, 40 experts speak, who explain in clear language what AI is, and what questions, challenges and opportunities the technology brings.
DOCUMENT
Websites placing cookies on your computer to track your browsing behavior. TikTok stores your personal data in China. Are you aware of what products, services, and organisations do with your personal data? It is often not obvious. Our digital lives are becoming more and more prominent. We are now meeting each other virtually for work and leisure, and are spotted and traced without our knowledge, both in physical places (public areas and streets) and in virtual spaces. Technology is developing rapidly and policy makers are not able to keep up, resulting in unknown threats for citizens in modern society. Moreover, technology can lead to inequality and exclusion, as demonstrated in the Dutch childcare benefits scandal. The aim of the Inholland Digital Rights Research Team, co-founded by Professors Wina Smeenk, Ander de Keijzer and Ben Wagner, is to focus their work on the social, economic, cultural, communication, design and technological elements that can lead to a digitally responsible society. This means that we want to be part of the debate and research on how technology in our digital age can contribute to the quality of peoples’ lives: how can people benefit from the digital society and how are they hindered, or even worse, excluded from partaking in our digital society. We do this in our research lines, as well as in the sustainable media lab courses and the data-driven minor.
DOCUMENT
Wood is an increasingly demanded renewable resource and an important raw material for construction and materials. Demands are rising, with a growing attention for re-use and upcycling, opening up opportunities for new business models, empowered by the use of digital design and technologies. A KPI framework was developed to evaluate the environmental, social, and economic aspects of using recycled wood in robotic manufacturing. This paper explores the use of this framework, focusing on a case study: the "One Plank" Challenge. The study reveals that environmental gains from using waste wood are comparable to production burdens, with significant variation depending on wood type. Production time, encompassing both human and robotic aspects, significantly impacts cost-effectiveness. The findings underscore the importance of considering lifecycle impacts in promoting sustainable robotic manufacturing practices.
MULTIFILE
Because physical fitness and health are related to physical activity, it is important to gain an insight into the physical activity levels of persons with profound intellectual and multiple disabilities (PIMD). The purpose of this study was to examine heart rate patterns to measure the activity levels of persons with PIMD and to analyze these heart rate patterns according to participant characteristics, observed level of activity, days, and time of day. The heart rate patterns of 24 participants with PIMD were measured continuously using a heart rate monitor for 8 h·d for a period of 6 days. Physical activity levels were measured with questionnaires. Data were analyzed using multilevel analysis. The results indicate that the participants use only 32% of their heart rate reserve over 6 days. The intensity of heart rate reserve ranged from 1 to 62%. On a given day, wide ranges in heart rates between participants and within persons were observed. Between days, only small ranges in the heart rate were found. The participants could be grouped into 4 classes according to their heart rate. In addition, factors such as time of day, physical activity, and age are significantly related to heart rate patterns. In conclusion, this study is an important first step in exploring activity patterns based on heart rate patterns in persons with PIMD. The participants used relatively small fractions of their heart rate reserves. Time of day and age appear to have a considerable influence on heart rate patterns. The observed classes in heart rate patterns suggest that other probably more personal and psychosocial factors have significant influences on heart rate patterns, as well
MULTIFILE
Through a qualitative examination, the moral evaluations of Dutch care professionals regarding healthcare robots for eldercare in terms of biomedical ethical principles and non-utility are researched. Results showed that care professionals primarily focused on maleficence (potential harm done by the robot), deriving from diminishing human contact. Worries about potential maleficence were more pronounced from intermediate compared to higher educated professionals. However, both groups deemed companion robots more beneficiary than devices that monitor and assist, which were deemed potentially harmful physically and psychologically. The perceived utility was not related to the professionals' moral stances, countering prevailing views. Increasing patient's autonomy by applying robot care was not part of the discussion and justice as a moral evaluation was rarely mentioned. Awareness of the care professionals' point of view is important for policymakers, educational institutes, and for developers of healthcare robots to tailor designs to the wants of older adults along with the needs of the much-undervalued eldercare professionals.
DOCUMENT
This text has become a performance of (affirmative) entrepreneurship. This is done by a set of writing (and methodological) techniques: autoethnography, the triptych of mimesis, poiesis, kinesis and a life journey that forms the base of the chapter. As such, this text challenges some well-known shortcomings of entrepreneurship research such as being enacted by a distant observer/writer, decontextualized accounts of entrepreneurship and disregard of creativity and playfulness. The main contribution of the chapter is methodological, in its broadest sense (Steyaert, 2011): I propose autoethnography as “more than method” for engaging with processes of (affirmative) Entrepreneuring that speak to the increased attention for narrativity and playfulness in entrepreneurship (see for example Hjorth, 2017: Hjorth and Steyaert, 2004: Gartner, 2007; Johannisson, 2011). The autoethnographic story offers an engaging and relevant account of the practice of entrepreneurship and provides rich emic insight into the socio-materiality of lived experience. It also highlights the temporality of entrepreneurship – both in terms of chronos (continuous flow of time) and Kairos (taking advantage of the “right moment”) (Johannisson, 2011). And as I continue performing affirmations, I am curious how you are Entrepreneuring your life – tell me. This is a draft chapter/article. The final version is available in Research Handbook on Entrepreneurial Behavior, Practice and Process edited by William B. Gartner and Bruce T. Teague, published in 2020, Edward Elgar Publishing Ltd https://doi.org/10.4337/9781788114523
DOCUMENT
As part of an undergraduate research design class, we measured tourism experiences of 617tourists, during a day, and their potential impact, in a quantitative, cross-sectional manner. In May2023, a total of 30 tourism and experience design students teamed up from Breda University ofApplied Sciences, Netherlands, and Brigham Young University students, United States, andapproached tourists at 45 various tourist hot spots in the Rotterdam and the Amsterdam area
DOCUMENT
© Springer International Publishing AG 2016. A serious game needs to combine a number of different aspects to help the end user in reaching the desired effects. This requires incorporating a broad range of different aspects in the design, stemming from a broad range of different fields of expertise. For designers, developers, researchers, and other stakeholders it is not straightforward how to organize the design and development process, to make sure that these aspects are properly addressed. In this chapter we will discuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, concluding with a discussion of design patterns for serious games.
DOCUMENT
Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars.
LINK