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Brussels, Belgium

Schuurman D.,Ghent University | Mahr D.,Maastricht University | De Marez L.,Ghent University | Ballon P.,IMinds SMIT VUB
2013 International Conference on Engineering, Technology and Innovation, ICE 2013 and IEEE International Technology Management Conference, ITMC 2013

Living Labs can be seen as a means to structure user involvement in innovation processes. However, in this rather young research domain, there is no consensus yet regarding supporting theories and frameworks. This has resulted in a wide variety of projects and approaches being called 'Living Labs', which leaves a clear conceptualization and definition a task in progress. Within this research paper we propose a fourfold categorization of Living Labs based on a literature review and validated by an empirical investigation of the characteristics of 64 ICT Living Labs from the European Network of Living Labs (ENoLL). The four types are Living Labs for collaboration and knowledge support activities, original 'American' Living Labs, Living Labs as extension to testbeds and Living Labs that support context research and co-creation with users. © 2013 IEEE. Source

Willaert K.,IMinds SMIT VUB | Vandenberghe M.,VRT | Matton M.,VRT | Versieren P.,Okeez | De Wit B.,Okeez
SAM 2013 - Proceedings of the 2nd International Workshop on Socially-Aware Multimedia, Co-located with ACM Multimedia 2013

In this paper we discuss methods for social interaction between content producers and media consumers in a fully automatic "empathic" way. The general idea is that emotions and intentions from consumers are derived and an automatic personalization system is able to act upon them. We present the initial prototype applications that have been developed in an attempt to achieve this goal. It consists of a simulated broadcast play-out and an interactive second screen platform through which a personal connection with the consumer can be made. Next, we show how these prototypes fit in a larger pilot study we plan to undertake. Next to the validation of the developed platform, we will also validate technology for automatic assessment of emotions in parallel. The work plan of this pilot study is described. © 2013 ACM. Source

Bleumers L.,IMinds SMIT VUB | Marien I.,IMinds SMIT VUB | Looy J.V.,IMinds MICT UGent | Stewart J.,JRC IPTS | And 2 more authors.
7th European Conference on Games Based Learning, ECGBL 2013

Digital games are being increasingly used in initiatives to promote personal empowerment and social inclusion (PESI) of disadvantaged groups through learning and participation. There is a lack of knowledge regarding best practices, however. The literature on game-based learning insufficiently addresses the process and context of game-based practice and the diversity of contexts and intermediaries involved in PESI work. This paper takes an important step in addressing this knowledge gap using literature review, case studies, and expert consultation. Based on our findings, we formulate a set of best practices for different stakeholders who wish to set up a project using digital games for PESI. The seven cases in point are projects that represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case's strengths and weaknesses, allowing a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated through discussion at two expert workshops. Our study shows that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability for the given use context. The particular needs of the target group and those that help implement the digital game require a highly specific approach. Projects benefit from letting both intermediaries and target groups contribute to the game design and use context. Furthermore, there is a need for multi-dimensional support to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organisations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counsellors involved in the implementation of a game-based approach, in turn can be helped through documentation and training, in combination with structural support. Source

Duysburgh P.,IMinds SMIT VUB | Elprama S.,IMinds SMIT VUB | Jacobs A.,IMinds SMIT VUB
Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW

While its technical feasibility has been illustrated over a decade ago, today, robot-assisted telesurgery is not a part of everyday surgical practice. The thresholds for adoption of telesurgery are mostly seen as technical, legal and financial challenges. However, the aim of this paper is to understand collaboration within distributed OR teams, which seems to be under examined in research on telesurgery. By means of a proxy-technology assessment and a series of interviews, collaborative challenges for telesurgery have been identified. These include the unfamiliarity of the remote surgeon with the practices of the local operating room team and the patient. In addition, verbal and non-verbal communication have to be mediated in a telesurgery setting, making it difficult for the remote surgeon to have an overview and stay in control during surgery. With this research, we illustrate how trust issues in distributed teams manifest in OR teams in a telesurgery setting. Copyright © 2014 ACM. Source

Raju A.,IMinds SMIT VUB | Lindmark S.,IMinds SMIT VUB | Delaere S.,IMinds SMIT VUB | Ballon P.,IMinds SMIT VUB
IT Professional

A new impact-assessment framework evaluates the economic and environmental effects of information and communications technology (ICT), attempting to link such effects to policies, standards, and industrial strategies. The framework is tested on a project for cooperative and self-growing energy-aware networks. © 1999-2012 IEEE. Source

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