topsector creative industries - nwo · validated games for mental health are virtually...

16
KNOWLEDGE TO SHAPE OUR FUTURE TOPSECTOR CREATIVE INDUSTRIES Netherlands Organisation for Scientific Research

Upload: others

Post on 26-May-2020

4 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 2: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 3: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 4: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 5: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 6: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 7: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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

Page 8: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 9: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 10: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 11: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 12: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 13: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 14: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 15: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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)

E: [email protected]

T: +31 70 3494572

www.nwo.nl/ci

TKI CLICKNL

Visitors address: Emmasingel 11, Eindhoven

Postal address: P.O. Box 913, 5600 AX Eindhoven

E: [email protected]

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

Page 16: TOPSECTOR CREATIVE INDUSTRIES - NWO · validated games for mental health are virtually non-existent. At this early stage of innovation a rigorous theoretical framework is needed that

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