The Sport Empowers Disabled Youth 2 (SEDY2) project encourages inclusion and equal opportunities in sport for youth with a disability by raising their sports and exercise participation in inclusive settings. This SEDY2 Inclusive (Online) Focus Group Guidance aimed to develop an easy-to-use guidance document on how to deliver inclusive focus groups to attain the authentic views, wishes and feelings of children and youth with a disability about inclusion in sport in practice. This guidance document was produced in order to support other practitioners in conducting inclusive focus groups. The focus group guidance can easily be adapted to cover other topics and can also be used effectively with all (young) people.
The Sport Empowers Disabled Youth 2 (SEDY2) project encourages inclusion and equal opportunities in sport for youth with a disability by raising their sports and exercise participation in inclusive settings. This SEDY2 Inclusive (Online) Focus Group Guidance aimed to develop an easy-to-use guidance document on how to deliver inclusive focus groups to attain the authentic views, wishes and feelings of children and youth with a disability about inclusion in sport in practice. This guidance document was produced in order to support other practitioners in conducting inclusive focus groups. The focus group guidance can easily be adapted to cover other topics and can also be used effectively with all (young) people.
In this document, we provide the methodological background for the Safety atWork project. This document combines several project deliverables as defined inthe overall project plan: validation techniques and methods (D5.1.1), performanceindicators for safety at work (D5.1.2), personal protection equipment methods(D2.1.2), situational awareness methods (D3.1.2), and persuasive technology methods(D4.1.2).
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Augmented Reality (AR) kan de mogelijkheid bieden om chirurgische ingrepen te ondersteunen. Zowel pre-operatief (planning) als gedurende een ingreep kan AR ondersteunend worden ingezet, alsmede voor het trainen van specifieke ingrepen. AR is bekend geworden van devices zoals de HoloLens, maar er zijn meer technische implicaties van deze technologie. De HoloLens en Google Glass zijn head-mounted-displays die virtuele informatie aanbieden in het gezichtsveld van de gebruiker. Toch zijn er ook andere vormen die minder bekend zijn zoals (mobiele) display gebaseerde oplossingen (bekend van bijvoorbeeld Pokémon Go) en 3D-projection mapping, waarbij informatie wordt geprojecteerd op 3D-objecten met speciale beamers. Vragen vanuit de praktijk (MST) laten zien dat de kansen van AR wel worden herkend, maar zich tegelijkertijd beperken tot een klein deel van de technische mogelijkheden, vaak op basis van welk product op dat moment 'trending' is. Het risico hiervan is dat toepassingen blijven liggen (omdat ze buiten de mogelijkheden van een bepaalde techniek vallen) of dat er oplossingen worden ontwikkeld die niet optimaal bij de toepassing passen (ontwikkeld binnen de grenzen van een bepaalde techniek). Het doel van dit project is om kansrijke en haalbare AR-zorgtoepassingen te identificeren. We doen dit door gebruikers (artsen) kennis te laten maken een breed spectrum van AR technieken en bijbehorende toepassingsmogelijkheden, en vervolgens vanuit een gebruikersperspectief een match te maken tussen die technieken en praktische toepassingen.
Coastal nourishments, where sand from offshore is placed near or at the beach, are nowadays a key coastal protection method for narrow beaches and hinterlands worldwide. Recent sea level rise projections and the increasing involvement of multiple stakeholders in adaptation strategies have resulted in a desire for nourishment solutions that fit a larger geographical scale (O 10 km) and a longer time horizon (O decades). Dutch frontrunner pilot experiments such as the Sandmotor and Ameland inlet nourishment, as well as the Hondsbossche Dunes coastal reinforcement project have all been implemented from this perspective, with the specific aim to encompass solutions that fit in a renewed climate-resilient coastal protection strategy. By capitalizing on recent large-scale nourishments, the proposed Coastal landSCAPE project C-SCAPE will employ and advance the newly developed Dynamic Adaptive Policy Pathways (DAPP) approach to construct a sustainable long-term nourishment strategy in the face of an uncertain future, linking climate and landscape scales to benefits for nature and society. Novel long-term sandy solutions will be examined using this pathways method, identifying tipping points that may exist if distinct strategies are being continued. Crucial elements for the construction of adaptive pathways are 1) a clear view on the long-term feasibility of different nourishment alternatives, and 2) solid, science-based quantification methods for integral evaluation of the social, economic, morphological and ecological outcomes of various pathways. As currently both elements are lacking, we propose to erect a Living Lab for Climate Adaptation within the C-SCAPE project. In this Living Lab, specific attention is paid to the socio-economic implications of the nourished landscape, as we examine how morphological and ecological development of the large-scale nourishment strategies and their design choices (e.g. concentrated vs alongshore uniform, subaqueous vs subaerial, geomorphological features like artificial lagoons) translate to social acceptance.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.