In this chapter it is argued that self-direction is currently well above the head of the majority of youngsters and even of many adults. Evidence for this conclusion stems from developmental and brain research. However, for various reasons it is important that people develop the competences that are necessary for self-direction. To what degree is it possible to develop these competences? Are they 'learnable'? What can education contribute?
Project objectives Radicalisation research leads to ethical and legal questions and issues. These issues need to be addressed in way that helps the project progress in ethically and legally acceptable manner. Description of Work The legal analysis in SAFIRE addressed questions such as which behavior associated with radicalisation is criminal behaviour. The ethical issues were addressed throughout the project in close cooperation between the ethicists and the researchers using a method called ethical parallel research. Results A legal analysis was made about criminal law and radicalisation. During the project lively discussions were held in the research team about ethical issues. An ethical justification for interventions in radicalisation processes has been written. With regard to research ethics: An indirect informed consent procedure for interviews with (former) radicals has been designed. Practical guidelines to prevent obtaining information that could lead to indirect identification of respondents were developed.
Het 3D-BioLOKAAL project wil een bio-based filament met karakteristieke lokale vulstoffen ontwikkelen, de eigenschappen van het filament bepalen en het filament inzetten bij de productie van innovatieve designproducten. Bijvoorbeeld voor geïndividualiseerde producten voor de souvenirmarkt of “business to business” relatiecadeaus en promotieproducten. 3D Bakery en Eric Klarenbeek Studio, Inktweb B.V. en Danvos BV, willen innovatieve 3D filamenten ontwikkelen gebaseerd op bio-based polymeren met vulstoffen uit lokale bronnen. Door de ontwikkeling van 3D technologieën en benutting van bio-based materialen, is de productie van bio-based filamenten de laatste jaren sterk toegenomen. 3D-printen met bio-based plastics kan de carbon footprint drastisch verminderen (meer dan 60-70% vermindering is haalbaar)(REF). Om het potentieel van deze systeeminnovatie in de circulaire economie volledig te benutten, is het belangrijk dat materialen lokaal geproduceerd kunnen worden en dat hergebruik van materialen ook zoveel mogelijk gestimuleerd wordt. De lokale productie versterkt tevens de lokale economie. BioLOKAAL onderzoekt vooral de mogelijkheden van zeewier als filament. De innovatieve composieten moeten een hoogwaardige en natuurlijke “look and feel” creëren voor het geprinte product dat voor de beoogde toepassingen zeer belangrijk is. De keuze van het materiaal is tevens belangrijk voor de boodschap die de ontwerper wil overbrengen. Bijvoorbeeld door materialen te gebruiken die aansluiten bij de lokale natuur, zoals zeewier van de Nederlandse kust. 3D printen maakt complex design mogelijk en maakt kleine productievolumes en de productie van geïndividualiseerde producten economisch haalbaar. 3D filament composieten op basis van PLA en bio-based vulstoffen zijn al (beperkt) op de markt voorhanden dus de technische haalbaarheid is bewezen. De filamenten die in BioLOKAAL nieuw ontwikkeld worden zijn vernieuwend vanwege het gebruik van lokale (rest)materialen en sterke gerichtheid op duurzaamheid in combinatie met specifieke visuele en andere tactiele eigenschappen die met filamenten gecreëerd worden.
Designing with the Sun is a KIEM-GoCI explorative research project on the theme Energy Transition and Sustainability. The project is aimed at network and agenda building and design research that explores new (cultural) practices of renewable energy consumption, based on a shift from ‘energy blindness’ to ‘energy awareness’. Up until now the solar industry has been propelled forward by technical innovations, offering mostly pragmatic, economic benefits to consumers. Innovation in this field mostly concerns making solar panels more efficient and less costly. However, to succeed, the energy transition also needs new cultural practices. These practices should reflect the ways renewables are different from fossil fuels. For solar, this means using more direct solar energy, when the sun is there, and being able to adapt to periods of low energy. Currently, consumers are mostly ‘blind’ to the infrastructure behind fossil-based energy. However, for energy sources such as solar and wind ‘awareness’ of their availability becomes more important. What could such an awareness look or feel like? How can it be enacted? And how can a change in practice that is more attuned to availability be experienced positively? Solar companies see opportunities in using design to help build motivating practices and narratives within the solar field, enabling awareness through personal relationships between consumer and solar energy. However, the knowledge of how to get there is lacking. In a research-through-design trajectory, and together with partners from the Creative Industries, Designing with the Sun aims to explore new ways of relating citizens to solar energy. Ultimately, these insights should enable the newly emerging field of solar design to contribute to the emergence of more sustainable and rewarding energy awareness and practices.
Psychosocial problems related to social isolation are a growing issue for wellbeing and health and have become a significant societal problem. This is especially relevant for children and adults with chronic illnesses and disabilities, and those spending extended periods in hospitals or permanently living in assisted living facilities. A lack of social relationships, social connectivity, and the inability to travel freely leads to feelings of isolation and loneliness. Loneliness interventions often use mediated environments to improve the feeling of connectedness. It has been proven that the utilization of haptic technologies enhances realism and the sense of presence in both virtual environments and telepresence in physical places by allowing the user to experience interaction through the sense of touch. However, the technology application is mostly limited to the experiences of serious games in professional environments and for-entertainment-gaming. This project aims to explore how haptic technologies can support the storytelling of semi-scripted experiences in VR to improve participants’ sense of presence and, therefore, the feeling of connectedness. By designing and prototyping the experience, the project aims to obtain insights and offer a better understanding of designing haptic-technology-supported storytelling and its potential to improve connectedness and become a useful tool in isolation interventions. The project will be conducted through the process of participants’ co-creation.