Uit de scriptie: "Managementsamenvatting In dit document wordt er een toelichting gegeven over de ontwikkeling en implementatie van een nieuw software test proces binnen de organisatie van Conclusion ICT Projects. Er gaat teveel kostbare tijd verloren aan de revisie van opgeleverde software. De tijd die achteraf gebruikt wordt voor het “repareren” van de opgeleverde software, kan niet doorberekend worden aan de klant. Dit zal altijd ten koste gaan van de winst die geboekt wordt op projecten. Ondanks voorgaande onderzoeken was er nog geen goed ontwikkeld test proces wat aansloot bij de wensen van de organisatie. Er wordt binnen de organisatie gewerkt met verschillende project methodieken. Daarnaast worden er verschillende software applicaties ontwikkeld die elk hun eigen doel hebben. Door deze verschillende factoren is het lastig om een goed en universeel test proces te ontwerpen en te implementeren. Door een goed test proces te ontwikkelen en de goede software hiervoor te gebruiken, zal de opgeleverde software van betere kwaliteit zijn en dus minder revisie tijd vergen. Naast de implementatie van de software, zal er tevens een meer Visual Studio gerichte aanpak gehanteerd gaan worden binnen de verschillende projecten. Er zal meer informatie voor alle betrokkenen vastgelegd worden in Visual Studio. Dit houdt in dat er vanaf de start van het project, informatie over de wensen van de klant en de technische uitwerking hiervan, vastgelegd worden in Visual Studio. De reden hiervoor is dat er rekening gehouden zal moeten worden met het testen van de software en deze vastgelegde informatie hiervoor van zeer groot belang is. Er zit een grote administratieve kant aan een project. Door het aanpassen van de software van Visual Studio naar de wensen vanuit de organisatie kan er beter in de informatie behoefte voorzien worden. Dit leidt tot beheersbare projecten waarin rekening gehouden wordt met het testen van de op te leveren software. Er zijn een groot aantal factoren die hierbij meespelen. Zo zal er gelet moeten worden op het draagvlak en de acceptatie onder de medewerkers. Niet in de eerste plaats voor het gebruik en toepassing van de software, maar zeer zeker ook voor het gebruik van de nieuwe processen. Door de ontwikkel processen te onderzoeken en te luisteren naar de medewerkers, zijn processen ontworpen die goed aansluiten op de verschillende project aanpakken die gehanteerd worden binnen de organisatie van Conclusion ICT Projects. Deze processen houden vanaf het begin van een project al rekening met de test fase. Het uiteindelijke resultaat van het invoeren van de nieuwe processen en de implementatie van nieuwe test software, is dat projecten beheersbaarder zijn en beter op kwaliteit gericht zijn. Dit resulteert in kwalitatief betere software applicaties. Een neveneffect is dat de opdrachtgevers/klanten kwalitatief beter applicatie opgeleverd krijgen, dit zal er voor zorgen dat klanten meer vertrouwen zullen krijgen in Conclusion ICT Projects."
DOCUMENT
As shown by Fuglesang’s work, some sparks on specific aspects of visual communication and media design were present in the 1980s and 1990s. Notwithstanding these insights, the field of international development for a long time continued to focus on the semiotic point of view, analysing and decoding the ‘language’ of the messages transmitted, and the quest for “systematic study on the evaluation of instructional media took place in different fields. It was in thenext millennium and inspired by the field of the arts that arguments were built toconceive language and text beyond the understanding of visual literacy asopposed to a merely word-based or written language to recognize visual communication and visual languages.
LINK
This dissertation describes a research project about the communication between communication vulnerable people and health care professionals in long-term care settings. Communication vulnerable people experience functional communication difficulties in particular situations, due to medical conditions. They experience difficulties expressing themselves or understanding professionals, and/or professionals experience difficulties understanding these clients. Dialogue conversations between clients and professionals in healthcare, which for example concern health-related goals, activity and participation choices, diagnostics, treatment options, and treatment evaluation, are, however, crucial for successful client-centred care and shared decision making. Dialogue conversations facilitate essential exchanges between clients and healthcare professionals, and both clients and professionals should play a significant role in the conversation. It is unknown how communication vulnerable people and their healthcare professionals experience dialogue conversations and what can be done to support successful communication in these conversations. The aim of this research is to explore how communication vulnerable clients and professionals experience their communication in dialogue conversations in long-term care and how they can best be supported in improving their communication in these conversations.
DOCUMENT
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
Automation is a key enabler for the required productivity improvement in the agrifood sector. After years of GPS-steering systems in tractors, mobile robots start to enter the market. Localization is one of the core functions for these robots to operate properly on fields and in orchards. GNSS (Global Navigation Satellite System) solutions like GPS provide cm-precision performance in open sky, but buildings, poles and biomaterial may reduce system performance. On top, certain areas do not provide a dependable grid communication link for the necessary GPS corrections and geopolitics lead to jamming activities. Other means for localization are required for robust operation. VSLAM (Visual Simultaneous Localization And Mapping) is a complex software approach that imitates the way we as humans learn to find our ways in unknown environments. VSLAM technology uses camera input to detect features in the environment, position itself in that 3D environment while concurrently creating a map that is stored and compared for future encounters, allowing the robot to recognize known environments and continue building a complete, consistent map of the environment covered by its movement. The technology also allows continuous updating of the map in environments that evolve over time, which is a specific advantage for agrifood use cases with growing crops and trees. The technology is however relatively new, as required computational power only recently became available in tolerable cost range and it is not well-explored for industrialized applications in fields and orchards. Orientate investigates the merits of open-source SLAM algorithms on fields - with Pixelfarming Robotics and RapAgra - and in an orchard - with Hillbird - preceded by simulations and initial application on a HAN test vehicle driving in different terrains. The project learnings will be captured in educational material elaborating on VSLAM technology and its application potential in agrifood.
Value increase by design through the development of an international network in Visual DesignThe VIVID project aimed to create a cross-border virtual network in the Visual Design sector, a sector that creatively translates communication into multimedia applications. This sector is constantly evolving and offers great economic potential for the 2 Seas area, using new media and technology to develop visual communication tools which are more efficient, more understandable and can also be applied internationally. That said, there are two main barriers preventing this sector from expanding in the 2 Seas area: its fragmentation and a brain drain. Of highly educated professionals towards the capitals (Amsterdam, London, Paris, Brussels). The VIVID partnership wants to cluster organisations and to strengthen the sector by: - Promoting cooperation and knowledge-exchange with the participating universities and higher education institutions for new applications in the visual design sector. - Stimulating creative entrepreneurship and supporting start-up businesses, especially young professionals. - Showcasing and profiling visual design to a wider audience, as well as the uses and applications of visual design in trade and industry.Partners: AVANS University of Applied Sciences (NL), House of Visual Culture (NL), Strategic Project Organisation Kempen (BE), Les Rencontres Audiovisuelles (FR), Pictanovo (FR), Southampton Solent University (UK), Anglia Ruskin University Cambridge (UK) and the City of Breda (NL).