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Gezonde School-adviseurs (GSA) van de GGD ondersteunen scholen bij het implementeren van de Gezonde School-aanpak. Omdat iedere school uniek is, is een contextgerichte manier van ondersteunen noodzakelijk. Om GSA’s bewust te maken van en aan te moedigen om te werken met zo’n contextgerichte aanpak is een training ontwikkeld. Wij beschrijven hoe deze training door middel van cocreatie tot stand is gekomen en reflecteren op dit proces. Het ontwikkelproces bestond uit drie fasen: 1) inventarisatie van taken en behoeften van GSA, 2) ontwikkeling van de training, en 3) een pilottest van de training. Alle fasen hebben plaatsgevonden in cocreatie tussen onderzoekers, GSA’s uit de praktijk en het landelijke programmateam Gezonde School. Evaluatie van de twee gehouden pilots laat zien dat de ontwikkelde training goed wordt ontvangen (algemeen rapportcijfer: respectievelijk 7,4 en 8,4). Een reflectie op het ontwikkelingsproces laat zien hoe groot het belang is van cocreatie gedurende het gehele proces. Hierdoor kon continu rekening worden gehouden met de dagelijkse praktijk van de GSA’s en hun wensen en behoeften. Ook kon er zo voor gezorgd worden dat de training goed aansluit bij het huidige landelijke deskundigheidsbevorderingsaanbod voor GSA’s en de Gezonde School-aanpak in het algemeen.
The scope of this thesis of Gerrit Bouwhuis, lecturer at Saxion Research Centre for Design and Technology in Enschede is the development of a new industrial applicable pre-treatment process for cotton based on catalysis. The pre-treatment generally consists of desizing, scouring and bleaching. These processes can be continuous or batch wise. Advances in the science of biocatalytic pre-treatment of cotton and catalytic bleaching formed the scientific basis for this work. The work of Agrawal on enzymes for bio-scouring and of Topalovic on catalytic bleaching led to the conclusion that reduced reaction temperatures for the pre-treatment processes of cotton are possible. A second reason for the present work is a persistent and strong pressure on the industry to implement ‘more sustainable’ and environmental friendlier processes. It was clear that for the industrial implementation of the newly developed process it would be necessary to ‘translate’ the academic knowledge based on the catalysts, into a process at conditions that are applicable in textile industry. Previous experiences learned that the transition from academic knowledge into industrial applicable processes often failed. This is caused by lack of experience of university researchers with industrial product and process development as well as a lack of awareness of industrial developers of academic research. This is especially evident for the so-called Small and Medium Enterprises (SME’s). To overcome this gap a first step was to organize collaboration between academic institutes and industries. The basis for the collaboration was the prospect of this work for benefits for all parties involved. A rational approach has been adopted by first gathering knowledge about the properties and morphology of cotton and the know how on the conventional pre-treatment process. To be able to understand the conventional processes it was necessary not only to explore the chemical and physical aspects but also to evaluate the process conditions and equipment that are used. This information has been the basis for the present lab research on combined bio-catalytic desizing and scouring as well as catalytic bleaching. For the measurement of the performance of the treatments and the process steps, the performance indicators have been evaluated and selected. Here the choice has been made to use industrially known and accepted performance indicators. For the new bio-catalytic pre-treatment an enzyme cocktail, consisting of amylase, cutinase and pectinase has been developed. The process conditions in the enzyme cocktail tests have been explored reflecting different pre-treatment equipment as they are used in practice and for their different operation conditions. The exploration showed that combined bio-catalytic desizing and scouring seemed attractive for industrial application, with major reduction of the reaction and the rinsing temperatures, leading to several advantages. The performance of this treatment, when compared with the existing industrial treatment showed that the quality of the treated fabric was comparable or better than the present industrial standard, while concentrations enzymes in the cocktail have not yet been fully optimized. To explore the application of a manganese catalyst in the bleaching step of the pre-treatment process the fabrics were treated with the enzyme cocktail prior to the bleaching. It has been decided not to use conventional pre-treatment processes because in that case the combined desizing and scouring step would not be integrated in the newly developed process. To explore catalytic bleaching it has been tried to mimic the existing industrial processes where possible. The use of the catalyst at 100°C, as occurs in a conventional steamer, leads to decomposition of the catalyst and thus no bleach activation occurs. This led to the conclusion that catalytic bleaching is not possible in present steamers nor at low temperatur
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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%.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
Nederland kent ongeveer 220.000 bedrijfsongevallen per jaar (met 60 mensen die overlijden). Vandaar dat elke werkgever verplicht is om bedrijfshulpverlening (BHV) te organiseren, waaronder BHV-trainingen. Desondanks brengt slechts een-derde van alle bedrijven de arbeidsrisico’s in kaart via een Risico-Inventarisatie & Evaluatie (RI&E) en blijft het aandeel werknemers met een arbeidsongeval hoog. Daarom wordt er continu geïnnoveerd om BHV-trainingen te optimaliseren, o.a. door middel van Virtual Reality (VR). VR is niet nieuw, maar is wel doorontwikkeld en betaalbaarder geworden. VR biedt de mogelijkheid om veilige realistische BHV-noodsimulaties te ontwikkelen waarbij de cursist het gevoel heeft daar echt te zijn. Ondanks de toename in VR-BHV-trainingen, is er weinig onderzoek gedaan naar het effect van VR in BHV-trainingen en zijn resultaten tegenstrijdig. Daarnaast zijn er nieuwe technologische ontwikkelingen die het mogelijk maken om kijkgedrag te meten in VR m.b.v. Eye-Tracking. Tijdens een BHV-training kan met Eye-Tracking gemeten worden hoe een instructie wordt opgevolgd, of cursisten worden afgeleid en belangrijke elementen (gevaar en oplossingen) waarnemen tijdens de simulatie. Echter, een BHV-training met VR en Eye-Tracking (interacties) bestaat niet. In dit project wordt een prototype ontwikkeld waarin Eye-Tracking wordt verwerkt in een 2021 ontwikkelde VR-BHV-training, waarin noodsituaties zoals een kantoorbrand worden gesimuleerd (de BHVR-toepassing). Door middel van een experiment zal het prototype getest worden om zo voor een deel de vraag te beantwoorden in hoeverre en op welke manier Eye-Tracking in VR een meerwaarde biedt voor (RI&E) BHV-trainingen. Dit project sluit daarmee aan op het missie-gedreven innovatiebeleid ‘De Veiligheidsprofessional’ en helpt het MKB dat vaak middelen en kennis ontbreekt voor onderzoek naar effectiviteit rondom innovatieve-technologieën in educatie/training. Het project levert onder meer een prototype op, een productie-rapport en onderzoeks-artikel, en staat open voor nieuwe deelnemers bij het schrijven van een grotere aanvraag rondom de toepassing en effect van VR en Eye-Tracking in BHV-trainingen.