Dienst van SURF
© 2025 SURF
BackgroundScientific software incorporates models that capture fundamental domain knowledge. This software is becoming increasingly more relevant as an instrument for food research. However, scientific software is currently hardly shared among and (re-)used by stakeholders in the food domain, which hampers effective dissemination of knowledge, i.e. knowledge transfer.Scope and approachThis paper reviews selected approaches, best practices, hurdles and limitations regarding knowledge transfer via software and the mathematical models embedded in it to provide points of reference for the food community.Key findings and conclusionsThe paper focusses on three aspects. Firstly, the publication of digital objects on the web, which offers valorisation software as a scientific asset. Secondly, building transferrable software as way to share knowledge through collaboration with experts and stakeholders. Thirdly, developing food engineers' modelling skills through the use of food models and software in education and training.
De twee onderzoeksvragen die de basis waren voor dit onderzoek zijn: Kunnen opleiders in het beroepsonderwijs 'negotiation of meaning' van studenten stimuleren door 'contingent modelling' en is deze stimulering positief gerelateerd aan de ontwikkeling van de persoonlijke theorieën van mbo-studenten? Deze vragen werden onderzocht door middel van een quasi-experimenteel onderzoek bestaande uit drie componenten: een lessenserie, een voor- en nameting en het onderscheid tussen een 'contingent modelling' conditie en een studentconditie. De onderzoekers concluderen uit de resultaten dat persoonlijke werktheorieën stabiel zijn en dus moeilijk te stimuleren.
Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In this context, player behavioural modelling is concerned with two goals, namely (1) providing an interesting or effective game AI on the basis of player models and (2) creating a basis for game developers to personalise gameplay as a whole, and creating new user-driven game mechanics. In this article, we provide an overview of player behavioural modelling for video games by detailing four distinct approaches, namely (1) modelling player actions, (2) modelling player tactics, (3) modelling player strategies, and (4) player profiling. We conclude the article with an analysis on the applicability of the approaches for the domain of video games.
In het project wordt een nieuw door de HvA ontwikkelde methodiek (Open Collaborative Business Modelling methodiek, verder: ‘OCBM-methodiek’), toegepast om waardeproposities voor circulaire en biobased verpakkingen te ontwikkelen, samen met partijen uit de waardeketen. De inzet van biobased materialen is essentieel voor het terugdringen van het gebruik van fossiele plastics en – uiteindelijk – voor het bereiken van een volledig circulaire economie. De specifieke waardeketen waar het project zich op richt is die van verpakkingen op basis van Olifantsgras / Miscanthus. Projectpartner Vibers is een bedrijf dat dit gewas als grondstof gebruikt voor het produceren van o.a. verpakkingsmaterialen. Tijdens het project zal een viertal OCBM-sessies worden georganiseerd waarin Vibers in nauwe samenwerking met een wisselende groep ketenpartners en andere stakeholders een nieuwe waardepropositie formuleert. Projectpartner Kennisinstituut Duurzaam Verpakken (verder: KIDV) bewaakt in de OCBM-sessies de duurzaamheid van de ontwikkelde propositie en speelt een rol bij evaluatie van de OCBM-methodiek voor de verpakkingsindustrie. Het project levert daarmee twee belangrijke resultaten op: 1. Een met behulp van de OCBM-methodiek ontwikkelde waardepropositie voor een circulair business model waarin een biobased verpakking centraal staat; 2. Aanbevelingen voor het verfijnen van de OCBM-methodiek: specifieke aandachtspunten voor het ontwikkelen van innovatieve, circulaire business modellen met behulp van deze methodiek.
Due to societal developments, like the introduction of the ‘civil society’, policy stimulating longer living at home and the separation of housing and care, the housing situation of older citizens is a relevant and pressing issue for housing-, governance- and care organizations. The current situation of living with care already benefits from technological advancement. The wide application of technology especially in care homes brings the emergence of a new source of information that becomes invaluable in order to understand how the smart urban environment affects the health of older people. The goal of this proposal is to develop an approach for designing smart neighborhoods, in order to assist and engage older adults living there. This approach will be applied to a neighborhood in Aalst-Waalre which will be developed into a living lab. The research will involve: (1) Insight into social-spatial factors underlying a smart neighborhood; (2) Identifying governance and organizational context; (3) Identifying needs and preferences of the (future) inhabitant; (4) Matching needs & preferences to potential socio-techno-spatial solutions. A mixed methods approach fusing quantitative and qualitative methods towards understanding the impacts of smart environment will be investigated. After 12 months, employing several concepts of urban computing, such as pattern recognition and predictive modelling , using the focus groups from the different organizations as well as primary end-users, and exploring how physiological data can be embedded in data-driven strategies for the enhancement of active ageing in this neighborhood will result in design solutions and strategies for a more care-friendly neighborhood.
Due to the existing pressure for a more rational use of the water, many public managers and industries have to re-think/adapt their processes towards a more circular approach. Such pressure is even more critical in the Rio Doce region, Minas Gerais, due to the large environmental accident occurred in 2015. Cenibra (pulp mill) is an example of such industries due to the fact that it is situated in the river basin and that it has a water demanding process. The current proposal is meant as an academic and engineering study to propose possible solutions to decrease the total water consumption of the mill and, thus, decrease the total stress on the Rio Doce basin. The work will be divided in three working packages, namely: (i) evaluation (modelling) of the mill process and water balance (ii) application and operation of a pilot scale wastewater treatment plant (iii) analysis of the impacts caused by the improvement of the process. The second work package will also be conducted (in parallel) with a lab scale setup in The Netherlands to allow fast adjustments and broaden evaluation of the setup/process performance. The actions will focus on reducing the mill total water consumption in 20%.