Workpackage 8.1 of the IANOS project is dedicated to developing a community engagement strategy that can be applied in the use cases on the lighthouse islands (Ameland and Terceira) and the fellow islands (Lampedusa, Nisyros and Bora Bora). This report is the deliverable of WP8.1.Within this report an approach to designing a community engagement strategy is formulated that is rooted in scientific research and enriched by best practices from the light house islands and fellow islands.The report describes a general approach to designing a community engagement strategy, that consists of three parts. The first part is dedicated to assessing the situation and project that the community engagement strategy is dedicated to. It describes several factors that are rooted in literature on community engagement and psychological theories. Thesefactors should be assessed in order to be able to design an effective community engagement strategy. The results of this assessment will be used in the second part of the general approach, which describes a method for designing a community engagement strategy. This method is rooted in community engagement literature and draws heavily on some earlier EU projects. The method describes about ten items that together constitutethe strategy and that encompass all relevant issues that need to be addressed in designing community engagement. Finally, the third part of the general approach, describes the way the method and the assessment can be applied in a methodic and robust way. Although the general method is described as a theoretically based approach, it is substantiated not only by theoretical studies, but also by many reports on practical application of various community engagement efforts. In addition to that, all participantsfrom the islands have identified some best practices on community engagement from their own region and/or experience. These best practices are analysed according to the method of meta-analysis. The information from this meta-analysis is used to check the suitability of the general approach and leads to emphasizing those aspects of the approach that are identified as more important within the best practices.
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Technologies that were initially developed to be applied within the domain of video games are currently being used in experiments to explore their meaning and possibilities for cinema and cinema audiences. In this position paper we examine how narrativity, interactivity and engagement are mutually reshaped within this new domain of media entertainment, addressing both the production and the user experience of new types of interactive cinematography. We work towards research questions that will direct our future studies and in-troduce the term lean in to address the kind of engagement style that applies to users within this new domain.
Mediabedrijven en -organisaties maken steeds meer gebruik van algoritmes om hun gebruikers gepersonaliseerde aanbevelingen aan te bieden voor artikelen, muziek, series, films en video’s. Dergelijke aanbevelingsalgoritmes maken gebruik van technieken uit kunstmatige intelligentie om te voorspellen in welke inhoud een gebruiker geïnteresseerd is, bijvoorbeeld op basis van wat de gebruiker eerder heeft bekeken of beluisterd of op basis van wat andere gebruikers hebben bekeken of beluisterd. Publieke omroepen, die programma’s maken voor kijkers en luisteraars, en de Nederlandse Publieke Omroep (NPO), die in Nederland zorgt voor de distributie en uitzending van die programma’s, zien potentie in deze technologie. De NPO maakt nog slechts beperkt gebruik van automatische aanbevelingen om inhoud aan kijkers en luisteraars aan te bieden, maar zij verkent samen met een aantal partners uit het publieke omroepbestel de mogelijkheden om de technologie breder in te zetten. Anders dan de meeste mediabedrijven wordt de NPO wordt bekostigd door overheidsbudget en heeft het als expliciete missie om het Nederlandse publiek te verbinden en te verrijken met programma’s die informeren, inspireren en amuseren. Dit stelt andere eisen aan een aanbevelingsalgoritme. Waar het doel van commerciële partijen veelal bestaat uit het optimaliseren van winst en/of engagement, beoogt de NPO aanbevelingen te bieden op transparante en inzichtelijke wijze, en staat pluriformiteit (diversiteit in perspectieven) in aanbevelingen centraal. Op dit moment speelt bij de NPO de vraag welke principes (pluriformiteit, personalisatie, etc.) leidend moeten zijn in aanbevelingen en hoe deze principes geoperationaliseerd kunnen worden. Het doel van dit project is daarom om, middels literatuuronderzoek, interviews met experts en gebruikers, en prototyping, een aantal principes te identificeren en operationaliseren die geschikt zijn voor aanbevelingsalgoritmes van publieke omroepen.
Dit project heeft tot doel het ontwerp en de exploitatie van lokale energiesystemen te verbeteren voor buurten met een hoge zelfvoorziening en een hoge betrokkenheid van alle betrokken belanghebbenden. In dit project wordt een integrale aanpak toegepast door zowel technische als sociale aspecten mee te nemen.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.