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Over de esthetica van Epicurus (341-370/371 v.Chr.) is niets bekend; van zijn bewaarde geschriften zijn alleen werken over de ethica bewaard gebleven. Toch is het mogelijk om vanuit de ethica Epicurus' esthetica te destilleren. Ik zal hiervoor gebruik maken van de Ratae sententiae (afgekort met RS), een verzameling van veertig leerstellingen die kort en bondig de gedachten van Epicurus weerspiegelen.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
Façades have a high environmental and economic impact: they contribute 10-30% to GHG emissions and 30-40% of the building investment of new buildings [1]. Modern façades are highly optimized complex systems that consist of multiple components with varying life cycles [2]; however, many of the materials they employ are critical, and have a high CO2 footprint [3, 4]. New bio-composite facades products have emerged (a) whose mechanical properties are comparable to those of aluminum or glass fibre; (b) have a lower energy footprint; and (c) can fully or partially biodegrade [5]. Moreover, primary material sourcing from different waste streams can significantly lower the end products’ pricing. Still, their aesthetic qualities have not been sufficiently explored, so the scalability of their production remains limited. This project will develop specific combinations of bio-composites using food waste fillers and a biopolymer resin. Sheet samples will be made from these combinations and further tested against their mechanical properties, water resistance, aging and weathering. A Life Cycle Analysis will further consolidate the samples’ energy footprint. A new facade cladding tile product system with complex geometry using the overall best performing material composition will be designed and prototyped [17]. Emphasis will be given to the aesthetical properties of the tiles and their demountability. The system tiles will be further applied and tested at 1:1 scale, at The Green Village. During the project, an advisory board consisting of several companies within the building industry will be systematically consulted and their feedback will help the overall design process and their respective end products.