Lectorale Rede. Een op waarden gebaseerde vastgoedstrategie stelt de onderneming in staat een competitieve strategie aan te gaan.De rode draad in het curriculum vitae van Jan Veuger (1966) is strategisch management van (maatschappelijk) vastgoed in het bedrijfsleven en de corporatiesector. Jan ronde zijn studie Master of Real Estate (MRE) in 2006 af op een onderzoek over governance van een woningcorporatie en samenhang van (kwaliteits)instrumenten. Hij is daarmee onderscheiden als beste student MRE in 2006. Jan is directeur van CORPORATE © Real Estate management, lector Maatschappelijk Vastgoed Kenniscentrum NoorderRuimte Hanzehogeschool Groningen, lid Committee of quality certificates (CKV) bij Kwaliteitscentrum Woningcorporaties Huursector (KWH), toezichthouder bij vier verschillende regionale maatschappelijke organisaties (130 tot 2000 werknemers) op het gebied van onderwijs, jeugd- en ouderenzorg. Verder is Jan visitator, voorzitter stichting Kwaliteit Ontwikkeling Verbetering Onderhoudsbedrijven Nederland (KOVON), Fellow of the Royal Institution of Chartered Surveyors (RICS), auteur van 7 boek(del)en, 33 artikelen, 4 syllabi en 49 (onderzoeks)rapporten.
Lectorale Rede. Een op waarden gebaseerde vastgoedstrategie stelt de onderneming in staat een competitieve strategie aan te gaan.De rode draad in het curriculum vitae van Jan Veuger (1966) is strategisch management van (maatschappelijk) vastgoed in het bedrijfsleven en de corporatiesector. Jan ronde zijn studie Master of Real Estate (MRE) in 2006 af op een onderzoek over governance van een woningcorporatie en samenhang van (kwaliteits)instrumenten. Hij is daarmee onderscheiden als beste student MRE in 2006. Jan is directeur van CORPORATE © Real Estate management, lector Maatschappelijk Vastgoed Kenniscentrum NoorderRuimte Hanzehogeschool Groningen, lid Committee of quality certificates (CKV) bij Kwaliteitscentrum Woningcorporaties Huursector (KWH), toezichthouder bij vier verschillende regionale maatschappelijke organisaties (130 tot 2000 werknemers) op het gebied van onderwijs, jeugd- en ouderenzorg. Verder is Jan visitator, voorzitter stichting Kwaliteit Ontwikkeling Verbetering Onderhoudsbedrijven Nederland (KOVON), Fellow of the Royal Institution of Chartered Surveyors (RICS), auteur van 7 boek(del)en, 33 artikelen, 4 syllabi en 49 (onderzoeks)rapporten.
We used a validated agent-based model—Socio-Emotional CONcern DynamicS (SECONDS)—to model real-time playful interaction between a child diagnosed with Autism Spectrum Disorders (ASD) and its parent. SECONDS provides a real-time (second-by-second) virtual environment that could be used for clinical trials and testingprocess-orientedexplanationsofASDsymptomatology.Weconductednumerical experiments with SECONDS (1) for internal model validation comparing two parental behavioral strategies for stimulating social development in ASD (play-centered vs. initiative-centered) and (2) for empirical case-based model validation. We compared 2,000 simulated play sessions of two particular dyads with (second-by-second) time-series observations within 29 play sessions of a real parent-child dyad with ASD on six variables related to maintaining and initiating play. Overall, both simuladistributions. Given the idiosyncratic behaviors expected in ASD, the observed correspondence is non-trivial. Our results demonstrate the applicability of SECONDS to parent-child dyads in ASD. In the future, SECONDS could help design interventions for parental care in ASDted dyads provided a better fit to the observed dyad than reference null
The transition towards an economy of wellbeing is complex, systemic, dynamic and uncertain. Individuals and organizations struggle to connect with and embrace their changing context. They need to create a mindset for the emergence of a culture of economic well-being. This requires a paradigm shift in the way reality is constructed. This emergence begins with the mindset of each individual, starting bottom-up. A mindset of economic well-being is built using agency, freedom, and responsibility to understand personal values, the multi-identity self, the mental models, and the individual context. A culture is created by waving individual mindsets together and allowing shared values, and new stories for their joint context to emerge. It is from this place of connection with the self and the other, that individuals' intrinsic motivation to act is found to engage in the transitions towards an economy of well-being. This project explores this theoretical framework further. Businesses play a key role in the transition toward an economy of well-being; they are instrumental in generating multiple types of value and redefining growth. They are key in the creation of the resilient world needed to respond to the complex and uncertain of our era. Varta-Valorisatielab, De-Kleine-Aarde, and Het Groene Brein are frontrunner organizations that understand their impact and influence. They are making bold strategic choices to lead their organizations towards an economy of well-being. Unfortunately, they often experience resistance from stakeholders. To address this resistance, the consortium in the proposal seeks to answer the research question: How can individuals who connect with their multi-identity-self, (via personal values, mental models, and personal context) develop a mindset of well-being that enables them to better connect with their stakeholders (the other) and together address the transitional needs of their collective context for the emergence of a culture of the economy of wellbeing?
Creating and testing the first Brand Segmentation Model in Augmented Reality using Microsoft Hololens. Sanoma together with SAMR launched an online brand segmentation tool based on large scale research, The brand model uses several brand values divided over three axes. However they cannot be displayed clearly in a 2D model. The space of BSR Quality Planner can be seen as a 3-dimensional meaningful space that is defined by the terms used to typify the brands. The third axis concerns a behaviour-based dimension: from ‘quirky behaviour’ to ‘standardadjusted behaviour’ (respectful, tolerant, solidarity). ‘Virtual/augmented reality’ does make it possible to clearly display (and experience) 3D. The Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences has created the BSR Quality Planner in Virtual Reality – as a hologram. It’s the world’s first segmentation model in AR. Breda University of Applied Sciences (professorship Digital Media Concepts) has deployed hologram technology in order to use and demonstrate the planning tool in 3D. The Microsoft HoloLens can be used to experience the model in 3D while the user still sees the actual surroundings (unlike VR, with AR the space in which the user is active remains visible). The HoloLens is wireless, so the user can easily walk around the hologram. The device is operated using finger gestures, eye movements or voice commands. On a computer screen, other people who are present can watch along with the user. Research showed the added value of the AR model.Partners:Sanoma MediaMarketResponse (SAMR)
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.