TOPSECTOR CREATIVE INDUSTRIES - WordPress.com...DISCUSSION THREAD SUMMARISATION FOR MOBILE DEVICES...
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DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
twer
p: W
IM o
ntw
erp
ers
Den
Haa
g
VISUAL ANALYTICS FOR THE WORLD’S LIBRARY DATA
FRISIAN AUDIO MINING
ENTERPRISE
CROSSOVER COLLABORATION
FOR DIGITAL INNOVATION
Libraries provide online access to
millions of bibliographic records.
Librarians and researchers need
tools to manage and understand
these enormous datasets. Most
libraries only offer textual
interfaces for searching and
browsing. The resulting lists
are difficult to navigate and do
not provide a general overview.
Data providers like OCLC are
trying to enrich bibliographic
databases with semantically
meaningful structures. However,
these are essentially lost when
represented within a list-based
interface. Visualisations can
overcome these difficulties.
Graphical representations provide
quick access to bibliographic
data, facilitate the browsing
and identification of relevant
metadata, and provide a quick
overview of a library’s coverage.
Together with OCLC’s research
scientists, this project will develop
a visual analytics toolkit that
meets humanities researchers’
needs as well as concrete demands
from libraries. The tools will
provide visual interfaces for: (1)
data cleaning, clustering, and
enrichment, (2) data analysis,
and (3) intuitive and interactive
(geographic) representation of
search results.
Symbolists, Futurists, Dadaists and
Surrealists deliberately engaged
the sense of smell in their artistic
practices. For instance, Futurists
used regional aromas and smells
of war to add a sensory dimension
to poetry recitals and heighten
the sense of realism. Artists
organised scented dinner parties,
transforming culinary experience
into a multi-sensory performance
and they created aromatic toys
to train the senses of the child,
following the Montessori method.
Unfortunately, most scents used
by avant-garde artists have
been lost. This is partly due to
a lack of interest in the lower
senses (smell, taste, touch) in
academic and heritage circles,
but also due to the ephemeral
nature of scents. In this project
scholars, heritage institutions and
the fragrance industry will join
forces to reconstruct the olfactory
landscapes and aromatic works
of art avant-garde artists created.
The impact and effectiveness of
smell on museum visitors and
other audiences will then be
investigated.
IMAGES FOR THE FUTURE: FROM
DIGITISATION TO DISSEMINATION, WHEN CAN WE
WATCH?
This project will investigate the
role of new media technologies
in city-making processes by
focussing on two developments:
(1) “Big” and “open” data; (2)
Social media platforms. These
two trends will enable citizens to
become active change agents in
the development of their cities.
But they also raise new questions
about the democratic governance
of our cities. We will explore these
issues by (1) designing (new media)
prototypes to address issues of
agency that will be tested in the
redevelopment of Buiksloterham in
Amsterdam-Noord and (2) studying
the societal aspects of the new
opportunities from the perspective
of governance. The point of
departure is a hackable city, where
top-down, smart-city technologies
are combined with bottom-up
“smart citizen” initiatives to
open up urban institutions and
infrastructures to systemic change
in the public interest. This project
will result in a prototype for a
hackable city-making process, as
well as in a scholarly reflection
on the societal opportunities and
challenges that come with it.
Netherlands Organisation for Scientific Research (NWO)
Visitors address: Laan van Nieuw Oost-Indië 300, The Hague
Postal address: P.O. Box 93138, 2509 AC The Hague
T: +31 70 344 06 40
Janneke van Kersen (coordinator Topsector Creative Industries)
T: +31 70 3494572
www.nwo.nl/ci
TKI CLICKNL
Visitors address: Emmasingel 11, Eindhoven
Postal address: P.O. Box 913, 5600 AX Eindhoven
T: +31 40 820 03 65
www.clicknl.nl
March 2016
PROJECT LEADER
/ PROF. DR. B. (BETTINA) SPECKMANN / EINDHOVEN UNIVERSITY OF TECHNOLOGY
CO-APPLICANT / PROJECT LEADER
/ DR. A. (ARIANNA) BETTI /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ DR. B.G.M. (MARTIJN) DE WAAL /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
PROJECT LEADER
/ PROF. DR. M.H. (MARLEEN) HUYSMAN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ DR. G. (GERDA) GEMSER /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. H.M.J.J. (DIRK) SNELDERS /DELFT UNIVERSITY OF TECHNOLOGY
/ DR. IR. J.J. (HANS) BERENDS / VU UNIVERSITY AMSTERDAM
www.win.tue.nl/CatVis
PROJECT LEADER
/ PROF. DR. IR. D.A. (DAVID) VAN LEEUWEN / RADBOUD UNIVERSITY
CO-APPLICANT
/ DR. F.J. (FRITS) VAN DER KUIP / FRYSKE AKADEMY
www.beeldenvoordetoekomst.nl
The website Images for the Future
(launched in 2007) preserves and
digitises a large amount of audio-
visual material from organisations
like the Netherlands Institute for
Sound and Vision and makes this
accessible online. Although large
parts of the archives have been
digitised, this material cannot be
made available to the general
public without infringing the
Dutch Copyright Act. Therefore
the unprecedented educational,
cultural, societal, and economical
value of Images for the Future
mostly remains untapped. In this
project we will investigate the
underlying legal and practical
issues that need to be resolved
to make the material available,
for different audiences and for
different purposes. Our focus
will be the public broadcasting
collection. The project will
also explore the possibility of
cooperating with private partners
to develop new business models
for providing legal public access
to the digitised material so that
different types of value can be
generated from it.
This project will disclose 2600
hours of radio broadcasts from
Omrop Fryslân (Frisian Broadcast)
that contain spoken Frisian and
Dutch over the period 1950-2000.
Speech technology will be used to
retrieve spoken documents and to
track speakers so that broadcasts
addressing specific topics or
containing specific speakers can be
found in the archive. The project
will also develop an enriched
Frisian lexicon and a semantic
search engine for Frisian and
Dutch to guarantee relevance
in the searches queries. This
innovative project will investigate
the efficiency and performance of:
(1) Automatic speech recognition
of Frisian and Dutch using either
two separate recognisers or a
hybrid one; (2) The integration of
speaker diarisation and speaker
recognition applied to a large
longitudinal data set; (3) A flexible
semantic search interface targeted
at various user groups. In all these
topics efficient processing will be
required due to the sheer volume
of the data.
IN SEARCH OF SCENTS LOST:
RECONSTRUCTING THE AROMATIC
HERITAGE OF THE AVANT-GARDE
THE HACKABLE CITY COLLABORATIVE CITY-MAKING IN
URBAN LIVING LAB BUIKSLOTERHAM
SMART USE OF SMART
MEDIA AND GAMES FOR THE
PROMOTION OF PRO-SOCIAL
MOBILITY BEHAVIOR
Interventions based on smart
media and persuasive games are
relatively new tools for stimulating
pro-social mobility behaviour (car-
sharing, taking public transport).
Although current interventions
and theories provide a solid basis,
two important gaps still exist:
(1) Current research rarely takes
individual differences into account.
Therefore how should persuasive
games be targeted at different
demographic and lifestyle groups?
(2) Current empirical evidence
on persuasive game effects is
often based on student samples.
Therefore which design elements
affect sustained play and
behaviour change for differential
demographic and lifestyle
target groups? In this project
we will construct and validate
a measurement instrument to
identify differential sustainability
groups and test which design
features in persuasive games are
most appealing and effective.
Furthermore, different game
versions will be created to test
which design elements work best
for whom. The results will provide
evidence-based best practices
to underpin existing and future
persuasive-game interventions
focused on mobility behaviour.
PROJECT LEADER
/ PROF. DR. I.B. (INGER) LEEMANS / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS / PROJECT LEADERS
/ PROF. DR. K. (KATJA) KWASTEK /VU UNIVERSITY AMSTERDAM
/ PROF. DR. F.T. (FRITS) SCHOLTEN /VU UNIVERSITY AMSTERDAM
CO-APPLICANT
/ B. (BERNARDO) FLEMING /HEAD OLFACTIVE DESIGN STUDIO (ODS), INTERNATIONAL
FLAVOURS & FRAGRANCES, HILVERSUM
PARTNERS / MOTIVACTION STRATEGY AND RESEARCH, DTV
CONSULTANTS, IC3D MEDIA, GERMANS MEDIA TECHNOLOGY
& SERVICES /
PROJECT LEADER
/ DR. A.L. (ALLISON) EDEN / VU UNIVERSITY AMSTERDAM
CO-APPLICANTS
/ PROF. DR. E.A. (ELLY) KONIJN / VU UNIVERSITY AMSTERDAM
/ DR. C.F. (CHRISTIAN) BURGERS /
VU UNIVERSITY AMSTERDAM
PARTNERS / KENNISLAND, NETHERLANDS INSTITUTE FOR
SOUND AND VISION /
PARTNER / OCLC RESEARCH /
PARTNERS / INTERNATIONAL FLAVOURS &
FRAGRANCES, RIJKSMUSEUM
AMSTERDAM, UNIVERSITY OF THE ARTS THE
HAGUE, THE INSTITUTE OF ARTS & OLFACTION,
MART, MUSEO DI ARTE MODERNA E
CONTEMPORANEA DI TRENTO E ROVERETO,
MARRES MAASTRICHT /
PARTNERS / PHILIPS DESIGN, AGU,METATRONICS, PAKHUIS
DE ZWIJGER BV, MATTMO CREATIVE, BY-WIRE.NET, WAAG
SOCIETY /
PARTNERS / ONE ARCHITECTURE, COOPERATIEVE VERENIGING BUIKSLOTERHAM I.O./ 4XM
MIXED MEDIA MATCH MAKERS, PAKHUIS DE ZWIJGER, THE MOBILE CITY, MINISTRY OF
THE INTERIOR AND KINGDOM RELATIONS, AMSTERDAM UNIVERSITY OF APPLIED
SCIENCES /
PARTNERS / GRIDLINE, OMROP FRYSLÂN, TRESOAR /
PROJECT LEADER
/ DR. L.M.C.R. (LUCIE) GUIBAULT /UNIVERSITY OF AMSTERDAM
Grand societal challenges require
crossover collaboration to
develop solutions. Recent digital
innovations provide promising
solutions to respond to these
challenges. Such innovations
require heterogeneous partners
from various disciplines and
industries to collaborate. While
insights from existing research
on collaborations are useful,
current crossover collaborations
are radically different due to
the specific characteristics of
digital innovation. This research
aims to develop (1) an improved
understanding of how brokers
involve and engage heterogeneous
partners (connecting), (2) new
approaches to design thinking
needed for the creation of
crossover digitised products and
services (creating), and (3) insights
into how coordination leads to the
generation of new business models
for crossover digital innovation
(coordinating). The research will
contribute to academic and
practical insights into crossover
digital innovation initiatives as well
as the implications of emerging
digital innovations for the creative
industry and society at large.
Netherlands Organisation for Scientific Research On
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DISCUSSION THREAD SUMMARISATION
FOR MOBILE DEVICES
NWO has invested in the Creative Industries since 2006.
These investments focus on the development of the
sector’s knowledge base by enabling curiosity-driven
research and stimulating scientific talent to carry
out innovative projects. In this booklet we present a
selection of the research supported in 2014 and 2015.
Each project has a different scope. The booklet therefore
showcases the huge range of themes addressed and
the diversity of research realised: from audio mining
to the reconstruction of lost scents and from the use of
smart media or games to promote pro-social mobility
behaviour to tailored medical product service-systems.
All of the projects are carried out in interdisciplinary
project teams in close cooperation with private or
(semi)public partners. We hope that these projects will
serve as a source of inspiration to economic partners as
well as societal partners and scientific researchers in the
Creative Industries domain.
We increasingly seek information
in online forums. Some forum
threads are long: dozens or even
hundreds of posts. This makes it
difficult to find the most important
information, especially on a mobile
device. We will develop an open
source toolkit for summarising
Dutch and English online
discussion threads for mobile
devices. It will generate an output
summary of the most important
thread content. We will harness
techniques and methods from
three research areas: automatic
summarisation, sentiment analysis,
and natural language generation.
This innovative combination could
also further developments in
the individual research areas. In
collaboration with Sanoma Media
BV we will perform extensive
real-life testing. For example, does
the availability of automatically
summarised discussion threads
facilitate contributions to
discussions from mobile devices?
Such summaries might even
improve the quality of discussions,
as users will quickly grasp what a
discussion is about.
PROJECT LEADER
/ DR. IR. M. (MARIJKE) MELLES / DELFT UNIVERSITY OF TECHNOLOGY
CO-APPLICANTS
/ PROF. DR. IR. R.H.M. (RICHARD) GOOSSENS / DELFT UNIVERSITY OF TECHNOLOGY
/ DR. DIPL. ING. S. (STELLA) BOESS /DELFT UNIVERSITY OF TECHNOLOGY
Applied games are being used
more than ever as learning tools
in medical science and education.
Mental health is primed for a
similar revolution. However,
validated games for mental
health are virtually non-existent.
At this early stage of innovation
a rigorous theoretical framework
is needed that can offer best
practices recommendations
for both the research and
implementation of games for
mental health. The project aims
to tackle this conspicuous gap
by a proposed multidisciplinary
research, development and
dissemination (RD&D) model.
The research will focus on
developing and evaluating games
that target the two most serious
mental health problems in youth
today: anxiety and depression.
Insights from evidence-based
clinical practice and theoretical
models will be used to develop,
and rigorously test, the
effectiveness of two immersive,
interactive games that help
children and adolescents overcome
feelings of anxiety and depression.
Corporate art collections form an
important part of the demand
for contemporary art in the
Netherlands. Many corporate
collections, from multinationals
to non-profit organisations,
showcase ‘avant garde’ art
produced by artists just entering
the art market. Such collections
increase these artists’ chances of
being canonised and recognised
as part of Dutch cultural heritage.
However, the formation of such
corporate collections is the
outcome of attitudes towards
cultural consumption among
members of these organisations
and strategic decision-making at
the organisational level. In this
project, a behaviour framework
will be used to integrate cultural
studies and management science
perspectives; it will investigate
how corporate collecting
functions as a source of signals
to different audiences, including
museums and other actors. This will
enable the study of the effects of
corporate collecting in the context
of both art world dynamics and
the competitive strategies in which
corporations that build collections
are involved.
PROJECT LEADER
/ PROF. DR. A.P.J. (ANTAL) VAN DEN BOSCH / RADBOUD UNIVERSITY
CO-APPLICANTS
/ PROF. DR. E.J. (EMIEL) KRAHMER / TILBURG UNIVERSITY
/ DR. S. (SANDER) WUBBEN /TILBURG UNIVERSITY
In this project we will develop and
test open source search solutions
for exploring large multimedia
archives. The target users are
media professionals. We seek to
realise three innovations at the
interface of computer science
and media studies. First, we will
develop, test and release self-
learning search algorithms that
adapt and improve their behaviour
while being used. Second, we
will create robust methods for
semantically analysing content
in media archives. Third, we will
develop new search engine result
page presentations that provide
automatically generated storylines
as narratives for professionals
in the creative industries. The
algorithmic solutions will be
implemented in the research
environment of the Netherlands
Institute for Sound and Vision and
released as open source search
solutions.
TAILORED HEALTHCARE
USING CUSTOMER PROFILES
INTRODUCTIONINSPIRING
KNOWLEDGE TO CREATE AND
SHAPE OUR FUTURE
www.medianow.eu/?page_id=27
PROJECT LEADER
/ PROF. DR. M. (MAARTEN) DE RIJKE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. J.F.T.M. (JOSÉ) VAN DIJCK /UNIVERSITY OF AMSTERDAM
CO-APPLICANT
/ DRS. J. (JOHAN) OOMEN / NETHERLANDS INSTITUTE FOR SOUND AND VISION
www.discosumo.ruhosting.nl
CORPORATE COLLECTIONS AS
EMERGING HERITAGE: ART MARKET DYNAMICS, CORPORATE STRATEGIES,
AND PUBLIC SUPPORT FOR THE ARTS
MEDIANOW: OPTIMISING THE
CREATIVE RETRIEVAL PROCESS FOR THE
MEDIA INDUSTRIES
Patient customer profiling, with
a focus on personal preferences
like outcome expectancies and
coping behaviour, is a highly
promising tool for the creative
industry to design tailored medical
product-service systems. Although
the use of customer profiles for
designing consumer products is
widespread, no validated set of
customer profiles exists for medical
products yet. In this project we will
define a set of validated, design-
oriented, patient profiles and test
the effectiveness of integrating
patient profiles in medical product-
service systems. We will focus on
hip surgery, with a special emphasis
on tailoring the pre-operative
consultation phase and post-
operative rehabilitation phase.
We will use techniques ranging
from quantitative studies for
profile definition, to prototype-
based research for investigating
the effect of embedding the
profiles in design.
PROJECT LEADER
/ PROF. DR. R.C.M.E. (RUTGER) ENGELS /RADBOUD UNIVERSITY
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. I. (ISABELA) GRANIC /RADBOUD UNIVERSITY
PARTNERS / CENTER FOR APPLIED GAMES /
MONPELLIER VENTURE B.V., PLURYN, GGZ OOST-
BRABANT, TRIMBOS INSTITUTE /
PARTNERS / ZIMMER BIOMET INC, PANTON, VANBERLO,
REINIER DE GRAAF GASTHUIS /
PARTNERS / CROSS-MEDIA INTERACTION (XMI),
904LABS, RTL NIEUWS, TALPA PRODUCTIES B.V., VIDEODOCK,
FRONTWISE, ZIMMERMAN ZIMMERMAN, DISPECTU, NETHERLANDS INSTITUTE FOR SOUND AND VISION, FLEMISH INSTITUTE FOR ARCHIVING, NPO, NOS,
EYE FILM MUSEUM, EINDHOVEN PUBLIC
LIBRARY, NTR, VPRO /
PARTNER / SANOMA MEDIA BV /
PARTNERS / NETHERLANDS ASSOCIATION OF CORPORATE ART
COLLECTIONS (VBCN), CULTURAL HERITAGE
AGENCY OF THE NETHERLANDS, STEDELIJK MUSEUM AMSTERDAM /
PROJECT LEADER
/ DR. A.A. (ARNOLD) WITTE / UNIVERSITY OF AMSTERDAM
CO-APPLICANT / PROJECT LEADER
/ PROF. DR. N.M. (NACHOEM) WIJNBERG / UNIVERSITY OF AMSTERDAM
KNOWLEDGE TO SHAPE
OUR FUTURETOPSECTOR CREATIVE INDUSTRIES
Netherlands Organisation for Scientific Research
DEVELOPMENT, TESTING AND
DISSEMINATION OF VIDEO GAMES
THAT PREVENT AND TREAT
ANXIETY AND DEPRESSION IN CHILDREN AND ADOLESCENTS