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Abstract Review Article: Introduction: Registered nurses and students of the Bachelor of Nursing are improving the quality of healthcare by working together in a Learning and Innovation Network (LIN). A LIN is a powerful learning environment, where employees and students work together towards a common goal. Methods: In the Netherlands, Amsterdam UMC, location VUmc and Inholland University of Applied Sciences have set up a LIN on the internal medicine traumatology, oncology, cardiology and urology departments. On the LIN departments, the number of students has increased significantly. Because the students are supernumerary, space and time are created to optimize the learning process of the RNs without compromising the care to be provided. Within the LIN, students learn from the practical experience of RNs, which gives them tools to apply knowledge practically. On the other hand, students can contribute to the adaptation of long established practices, based on recently acquired knowledge. A bridge is built between acting according to recent scientific insights and experiences from practice. It is also important to take the patient’s wishes into account. This guarantees nursing action based on evidence based practice and best practice. Several projects aimed at increasing the quality of care have already been carried out within the LIN such as projects focused on removing a catheter and bandaging. Conclusion: The LIN is taking more and more shape within the VUmc. There is a broad support base between educational and healthcare institutions, both on management and executive level. In order to make the LIN activities even more attuned to the authentic development needs of the department, interprofessional learning and working should be encouraged by also enthusing other care disciplines and researchers to participate in the LIN. An EBP working group consisting of permanent team members can contribute to the safeguarding of the outcomes of the LIN projects.
The recently established BUas Research & Graduate School has been set up to facilitate and coordinate both in-domain and cross-domain research projects. One of its ambitions is to connect our expertise on Digital Realities (DR) with our other research domains. This will give all domains a better position to contribute to the European ambition to create “a Europe fit for the digital age”. Additionally, the project will enable the SPRONG group DIGIREAL-XL to strengthen its visibility and reputation on a European level. Connecting with the European VR/AR Coalition will be an important step to achieve this goal, in combination with activities for extending our European network for DR applications. Key deliverable will be a grant proposal for the new European VR/AR-Lab, in which we combine our DR expertise with our specialized knowledge in other domains (e.g. entertainment, culture, tourism and education). The ultimate goal is to establish a more coherent and focused research portfolio, and reach a better position to contribute to a greener, more digital and more resilient Europe.
Society continues to place an exaggerated emphasis on women's skins, judging the value of lives lived within, by the colour and condition of these surfaces. This artistic research will explore how the skin of a painting might unpack this site of judgement, highlight its objectification, and offer women alternative visualizations of their own sense of embodiment. This speculative renovation of traditional concepts of portrayal will explore how painting, as an aesthetic body whose material skin is both its surface and its inner content (its representations) can help us imagine our portrayal in a different way, focusing, not on what we look like to others, but on how we sense, touch, and experience. How might we visualise skin from its ghostly inner side? This feminist enquiry will unfold alongside archival research on The Ten Largest (1906-07), a painting series by Swedish Modernist Hilma af Klint. Initial findings suggest the artist was mapping traditional clothing designs into a spectral, painterly idea of a body in time. Fundamental methods research, and access to newly available Af Klint archives, will expand upon these roots in maps and women’s craft practices and explore them as political acts, linked to Swedish Life Reform, and knowingly sidestepping a non-inclusive art history. Blending archival study with a contemporary practice informed by eco-feminism is an approach to artistic research that re-vivifies an historical paradigm that seems remote today, but which may offer a new understanding of the past that allows us to also re-think our present. This mutuality, and Af Klint’s rhizomatic approach to image-making, will therefore also inform the pedagogical development of a Methods Research programme, as part of this post-doc. This will extend across MA and PhD study, and be further enriched by pedagogy research at Cal-Arts, Los Angeles, and Konstfack, Stockholm.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes