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Untrained listeners demonstrate implicit knowledge of syntactic patternsand principles. Untrained generative music ability, for example singing,humming, and whistling, is a largely unconscious or intuitive applicationof these patterns and principles. From the viewpoint of embodied cognition,listening to music should evoke an internal representation or motorimage which, together with the perception of organized music, shouldform the basis of musical cognition. Indeed, that is what listeners demonstratewhen they sing, hum, or whistle familiar and unfamiliar tunes orwhen they vocally or orally improvise continuations to interruptedphrases. Research on vocal improvisation using continuations sung to aninterrupted musical phrase, has shown that one’s cultural backgroundinfluences the music generated. That should be the case for instrumentalistsas well: when they play familiar or unfamiliar tunes by ear in differentkeys (transposition) or when they improvise variations,accompaniments, or continuations to interrupted phrases, the music theygenerate should reflect the same cognitive structures as their oral improvisations.This study is attempting to validate a test of (non) scoredependencythat will enable assessment of the music student’s implicitknowledge of these structures during performance on the principal instrument.
Functional Magnetic Resonance Imaging (fMRI) was used to study the cerebral underpinning of resonance behavior in professional keyboard musicians (n=12). The activation paradigm implied that subjects listened to two-part polyphonic music, while either critically appraising the performance or imagining they were performing themselves. Two-voice audition and bimanual motor imagery circumvented a hemisphere bias associated with a main melody.Both tasks activated ventral premotor and auditory cortices, bilaterally, and the anterior parietal cortex right-dominantly, compared to 12 musically unskilled controls. Although left ventral premotor activation was increased during imagery (compared to judgment), bilateral dorsal premotor and right posterior-superior parietal activations were quite unique to motor imagery, suggesting that musicians not only recruited their manual motor repertoire but alsoperformed a spatial transformation from the vertical perceived pitch axis to the horizontal keyboard. Imagery-specific activations in controls comprised left dorsal parietal-premotor and supplementary motor cortices. Although these activations were less strong compared to musicians, this overlapping distribution indicated the recruitment of a general 'mirror-neuron'circuitry. These two levels of sensori-motor transformations point towards common principles by which the brain organizes audition-driven music performance and visually guided task performance.
Aim. Although cultural dimensions theory is a topical strand of quantitative cultural research, few intercultural simulation games use it. We present the design and review of the application of OASISTAN, an intercultural role-playing simulation game that is specifically based on cultural dimensions theory. Method. OASISTAN was first designed in 1999 for use in Master’s courses on cross-cultural management at Delft University of Technology in the Netherlands, attracting 20-23 year old students with a Bachelor degree in engineering and from various cultural backgrounds. Since its first design the game has been played approximately 45 times at Delft University of Technology in the Netherlands and three times at Harbin Institute of Technology in China in the years 2006-2008. We reviewed their experiences designing and facilitating OASISTAN since 1999. Results. The game has a no-tech role-play design and revolves around the geopolitically complex region of the Caspian Sea, specifically the fictional country of ‘Oasistan’. The game consists of students forming small teams of Oasistani, Western and non-Western public/private actors collaborating with each other to try and reach the common goal of oil exploration and production in this country. In total 15-30 students were involved. We found that OASISTAN allowed its players not only to intensely experience the difficulty and awkwardness of being confronted with cultural differences, but also to interpret and understand these differences through cultural dimensions. Students who played OASISTAN identified ten out of the 12 dimensions by Maleki and De Jong. The two dimensions that students were not able to identify are uncertainty avoidance and collaborativeness. Conclusion. OASISTAN shows how a game design field (i.e., intercultural simulation gaming) can be reinvigorated in light of new or updated scientific theories pertaining to the field’s subject matter (i.e., cultural dimensions). Several opportunities for future research are identified.
MULTIFILE
The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.
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.
In Gelderland at industriepark Kleefsewaard, a prominent knowledge hub for hydrogen technology has been developed, featuring key industry players and research groups contributing to innovative and cost-effective hydrogen technologies. However, the region faces a challenge in the lack of available test equipment for hydrogen innovations. In Anion Exchange Membrane (AEM) technology, a route to follow is to create hydrogen more efficiently with stacks that can operate under high pressure (50 bar – 200 bar). This results in compact hydrogen storage. Research must be done to understand crossover effects which become more apparent at these high pressure conditions. The overall goal is to design a Balanced of Plant (BOP) system, incorporating Process Flow Diagram (PFD) and Piping & Instrumentation Diagram (P&ID) elements, alongside hydrogen purification systems and gas-liquid separators, for a test setup operating AEM stacks at 200 bar. De Nooij Stainless contributes by designing and fabricating a gas liquid separator, addressing challenges such as compatibility, elevated temperatures, and hydrogen safety. ON2Quest collaborates in supporting the design of a hydrogen purification system and the Balance of Plant (BoP), ensuring flexibility for testing future stacks and hydrogen purification components. HyET E-Trol specializes in high pressure (up to 200 bar) AEM electrolyser stacks and is responsible for providing problem statements and engineering challenges related to the (Balanced of Plant) BoP of AEM systems, and contributes in solving them. Subsequent projects will feature test sequences centered on other stacks, allowing for testing stacks from other companies. The resulting framework will provide a foundation for ongoing advancements, with contributions from each partner playing a crucial role in achieving the project's goals.