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In the fall of 1999, an international integrated product development pilot project based on collaborative engineering was started with team members in two international teams from the United States, The Netherlands and Germany. Team members interacted using various Internet capabilities, including, but not limited to, ICQ (means: I SEEK YOU, an internet feature which immediately detects when somebody comes "on line"), web phones, file servers, chat rooms and Email along with video conferencing. For this study a control group with all members located in the USA only also worked on the same project.
In the fall of 1999, we started, the Integrated Product Development- Collaborative Engineering ( IPD-CE) project as a first pilot. We experimented with modern communication technology in order to find useful tools for facilitating the cooperative work and the contacts of all the participants. Teams have been formed with engineering students from Lehigh University in the US, the Fontys University in Eindhoven, The Netherlands and from the Otto-von-Guericke University in Magdeburg, Germany. In the fall of 2000 we continued and also cooperated with the Finnish Oulu Polytechnic. It turned out that group cohesion stayed low (students did not meet in real life), and that Internet is not mature enough yet for desktop video conferencing. Chatting and email were in these projects by far the most important communication media. We also found out that the use of a Computer Support for Cooperative Work (CSCW) server is a possibility for information interchange. The server can also be used as an electronic project archive. Points to optimise are: 1. We didn't fully match the complete assignments of the groups; 2. We allowed the groups to divide the work in such parts that those were developed and prototyped almost locally; 3. We haven't guided the fall 2000 teams strong enough along our learning curve and experiences from previous groups. 4. We didn't stick strong enough to the, by the groups developed, protocols for email and chat sessions. 5. We should facilitate video conferencing via V-span during the project to enhance the group performance and commitment.
The Collaborative Innovation and Entrepreneurship professorship focuses on the collaborative paradigm in economic transformation - the ways diverse organizations in globalvalue chains innovate and act in partnerships to address ecological and social grand challenges. Collaboration with multiple and diverse stakeholders is complex and challenging. Stakeholders have different interests, may compete with each other, or are just not ready to move as fast or as radically as others. Yet, we know that grand challenges are too complex and systemic for any one organization to address alone. Business leaders have an important role to play in transforming economic ecosystems and catalysing change among stakeholders and industry actors. They must move from linear thinking, where sustainability is a market for green or social products, to circular and inclusive thinking, where regeneration of natural ecosystems occurs and economic profits are equally distributed.The Collaborative Innovation and Entrepreneurship professorship aims to contribute knowledge, support organizations, and facilitate learning about collaborative organizational forms and practices - what we call collaborative organizing - for a more sustainable, regenerative and thriving 21st century economic system.
To treat microbial infections, antibiotics are life-saving but the increasing antimicrobial resistance is a World-wide problem. Therefore, there is a great need for novel antimicrobial substances. Fruit and flower anthocyanins have been recognized as promising alternatives to traditional antibiotics. How-ever, for future application as innovative alternative antibiotics, the full potential of anthocyanins should be further investigated. The antimicrobial potential of anthocyanin mixtures against different bacterial species has been demonstrated in literature. Preliminary experiments performed by our laboratories, using grape, rose and red cabbage anthocyanins against S. aureus and E. coli confirmed the antimicrobial potential of these substances. Hundreds of different anthocyanin entities have been described. However, which of these entities hold antimicrobial effects is currently unknown. Our preliminary data show that an-thocyanins extracted from grape, rose and red cabbage contain different collections of anthocyanin entities with differential antimicrobial efficacies. Our focus is on the extraction and characterization of anthocyanins from various crop residues. Grape peels are residues in the production of wine, while red rose and tulip leaves are residues in the production of tulip bulbs and regular horticulture. The presence of high-grade substances for pharmacological purposes in these crops may provide an innovative strategy to add value to other-wise invaluable crop residues. This project will be performed by the collaborative effort of our institute together with the Medi-cal Microbiology department of the University Medical Center Groningen (UMCG), 'Wijnstaete', a small-scale wine-producer (Lemelerveld) and Imenz Bioengineering (Groningen), a company that develops processes to improve the production of biobased chemicals from waste products. Within this project, we will focus on the antimicrobial efficacy of anthocyanin-mixtures from sources that are abundantly and locally available as a residual waste product. The project is part of a larger re-search effect to further characterize, modify and study the antimicrobial effects of specific anthocy-anin entities.
Het doel van dit interdisciplinaire SIA KIEM project Fluïde Eigenschap in de Creatieve Industrie is te onderzoeken of en hoe gedeelde vormen van eigenaarschap in de creatieve industrie kunnen bijdragen aan het creëren van een democratischer en duurzamer economie, waarin ook het MKB kan participeren in digitale innovatie. Het project geeft een overzicht van beschikbare vormen van (gedeeld) eigenaarschap, hun werking en hoe deze creatieve professionals kunnen ondersteunen bij de transitie naar de platformeconomie. Dit wordt toegepast op een concrete case, dat van een digitale breimachine. Naast het leveren van een goede praktijk, moet het project leiden tot een groter internationaal onderzoeksvoorstel over Fluid Ownership in the Creative Industry, dat dieper ingaat op de beschikbare eigendomsoplossingen en hoe deze waarde zullen creëren voor de creatieve professional.
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