Dienst van SURF
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De digitale wereld is niet meer weg te denken in de wereld van onze kinderen. Welke kansen biedt de digitale wereld voor LO? Welke behoefte is er in het werkveld? Wat werkt wel en niet? Op het Instituut voor Sportstudies aan de Hanzehogeschool in Groningen verkennen sportstudenten en bachelor techniekstudenten samen met het werkveld de digitale mogelijkheden voor LO. Wouter de Groot vertelt over hun multidisciplinaire aanpak.
The Internet and computers increasingly determine our daily lives. This goes for almost everyone in the Netherlands. Still, it is mostly teenagers who are well informed on how to use all the possibilities of new technologies. They are building a digital world of their own that parents usually know very little about. This booklet intends to inform teachers, parents and other interested parties on what teenagers are actually doing online and how important it is to keep abreast of the new developments that the Internet and computers bring into their world. On the basis of research into these issues in the Netherlands and abroad we attempt to indicate what the digital world of teenagers looks like and how it differs from that of grown-ups. What do they do, exactly, and why? We also look into teenagers’ ICT behaviour and into dangers and abuse of the Internet. Moreover we provide tips for parents and teachers on how to handle certain phenomena. This book does not pretend to provide an exhaustive overview of the digital world of teenagers. It is focused on some important characteristics and parts of that world. It reports on research of the INHOLLAND Centre for eLearning into various aspects of ICT behaviour among teenagers. The research was undertaken in the spring of 2006, focusing mainly on texting, networking, gaming, dangers and abuse on the Internet and the digital relation between school and the home. Ultimately we are especially concerned with the question of what teenagers really learn in their digital world, and how education can profit. This book also addresses that issue.
Despite the many benefits of club-organized sports participation for children, sports participation is lower among children from low-income families than among those from middle- or high-income families. Social safety experienced by parents from low-income families is an important facilitator for parents to request financial support for their children’s sports participation. Therefore, the first aim of this study was to better understand parental social (un)safety in the context of acquiring financial support for children’s sports participation and how to create a safe social environment for low-income parents to request and receive this financial support. The second aim was to describe the co-creation process, which was organized to contribute to social safety solutions. To reach these goals, we applied a participatory action research method in the form of four co-creation sessions with professionals and an expert-by-experience, as well as a group interview with parents from low-income families. The data analysis included a thematic analysis of the qualitative data. The results showed that from the perspective of parents, social safety encompassed various aspects such as understandable information, procedures based on trust, and efficient referral processes. Sport clubs were identified as the primary source of information for parents. Regarding the co-creation process, the study found that stakeholders tended to overestimate parental social safety levels. Although the stakeholders enjoyed and learned from the sessions, differences in prior knowledge and a lack of a shared perspective on the purpose of the sessions made it challenging to collaboratively create solutions. The study’s recommendations include strategies for increasing parental social safety and facilitating more effective co-creation processes. The findings of this study can be used to inform the development of interventions that contribute to a social environment in which parents from low-income families feel safe to request and receive financial support for their children’s sports participation.
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Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
Goede ritplanning is cruciaal in de goederentransport vanwege smalle marges en CO2-reductie. Voor een toekomstbestendig mobiliteitssysteem dat in 2050 emissieloos is, is slimme software een uitkomst. Ook omdat het -in een sector die veelal operationeel gericht is- tijdwinst en rekencapaciteit oplevert voor meer tactische en strategische vraagstukken. Dit betekent een grotere verantwoordelijkheid van de ritplanner voor het eindresultaat. De transportsector kampt echter met twee personeelsplanningsvraagstukken: het beroep van transportplanner is moeilijk vervulbaar (kwantitatief vraagstuk) en het zal als gevolg van digitalisering veranderen en verdiepen (kwalitatieve uitdaging). Op verzoek van de landelijke brancheorganisatie TLN en pilot transportbedrijven wordt in dit project onderzocht in hoeverre een serious game het antwoord is op beide vraagstukken. Met deze serious game kunnen planners via assessment en training worden voorbereid op een emissieloze toekomst. Ook kan het uitdagende werk van de planner op deze manier aantrekkelijk en uitnodigend over het voetlicht kan worden gebracht. De centrale onderzoeksvraag naar de ontwerpcriteria van een dergelijke effectieve serious game wordt in een ontwerpgerichte onderzoekstraject door lectoraatsonderzoekers van HRM en Serious Games onderzocht. In de eerste fase van dit traject worden door middel van workshops met vertegenwoordigers van TLN, transportondernemingen, KennisDCLogistiek en de opleiding Logistiek ontwerpspecificaties bepaald en geanalyseerd. In de tweede fase wordt de bruikbaarheid in enkele pilotbedrijven getest, waardoor prototypes op iteratieve wijze naar een meer vaste vorm groeien. In de derde fase wordt met het resultaat van de testfase een gefundeerde prototype van een serious games interventie doorontwikkeld. Voor het feitelijk implementeren van deze doorontwikkelde prototype zal een vervolgproject nodig zijn.
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.