Current projects

Agenda setting in a networked public sphere

About

The central aim of the project is to investigate the dynamics between traditional mass media and social media in political communication and agenda setting. This project takes into account the digital, networked media ecology to define and understand the changing relations between citizens, journalists and politicians.

Data collection will be centered around the elections in 2014, held at regional (Flemish), national (Belgian) and European level.

Also in an international context, parallel projects are set up. They represent similar theoretical and methodological aspects that will allow cross-national comparisons. The Social Media and Agenda-Setting in Election campaigns (SAC) project, based at the University of Oslo, is centered around the impact of social media in election campaigns in multiple countries (Norway, the USA, Sweden and Australia).

In addition, our project fits within a European research collaboration titled ‘Twitter and the public sphere. The European elections in 2014’. This collaboration is embedded in the European Cooperation in Science and Technology (COST) and is called ‘Transforming audiences, transforming societies’.

Research design

This project aims to contribute to the realignment of the traditional research tradition with current social and media conditions, both on a theoretical and a methodological level.

A first research stage entails an overview and understanding of the primary media channels for political communication. More specifically the use of online social media by politicians.

Secondly, we focus on the relation between social media and traditional media and the way they influence one another. Methodological tools include network analysis, content analysis and in-depth interviews.

Duration of the project

The project runs from 01/01/2013 - 31/12/2015.

Staff involved

Financed by

  • University Research Fund (BOF)

Apestaartjaren

About

Apestaartjaren is a joint research effort with Mediaraven and LINC. It consists of an annual monitoring of a representative sample of 1000+ Flemish secondary school pupils. Goal is to generate knowledge on their usage and possession of (new) media and ICT. Moreover, the quantitative data is supplemented with face-to-face interviews.

Besides a general study, each edition also covers a specific domain (e.g. media literacy, civic engagement, …).

The outcomes of this study are presented at an annual seminar for youth workers. The reports (in Dutch) are downloadable here.

Duration of the project

This project runs annually.

Staff involved

Financed by

  • Internal resources

Related content

Digimeter

About

With the Digimeter project, iLab.o (the Living Lab division of iMinds) wants to gather and share data and information regarding the Flemish media and ICT user. They do that on a systematic and annual basis, adopting a representative methodology.

This provides the iMinds researchers with reliable data and information regarding the adoption and diffusion of (new) media and ICT and regarding developing trends, habits and practices.

This report serves as the public summary of this data. Through its annual frequency, Digimeter also serves as a monitor that can detect and keep track of emerging trends and practices.

Another research goal concerns the detailed profiling of a user database. We carry out the Digimeter survey on a yearly basis with partly recurring respondents but also a substantial amount of new people. Therefore, the Digimeter project allows to build and refresh a database with detailed user profiles of end-users that agree to be involved in further innovation and user research (e.g. Living Lab research facilitated by iLab.o).

This user database is available for SME's, organizations and companies in collaboration with iMinds-iLab.o. The panel management staff of iMinds-iLab.o takes care of the management of this Digimeter user panel.

Duration of the project

The project runs from 01/05/2009 - 31/12/2014.

Staff involved

Financed by

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EduTab: Tablets in Education - Project website

About

EduTab unites all members of the secondary education ecosystem - schools, developers, publishers and academia - through research and development. The project’s ambition is to develop and validate co-designed and economically viable tablet applications for secondary education in a living lab environment. As such, EduTab promotes the development of a sustainable environment for successful tablet-assisted learning.

Our anticipated outcomes:

  • Three operational proof-of-concepts centering on:
    1. Role-based digital screen interactivity
    2. Multi-context adaptivity, beyond item-sequencing
    3. Open innovation, corresponding with latent needs
  • Hands-on roadmap for tablet-based education
  • Our approach:

    • User-centered design sessions: sensitize and monitor teacher and pupil needs trough direct interaction
    • Constant interaction between industrial partners trough repeated sector-wide workshops
    • Continuous improvement and evaluation of developments’ learning effectiveness and usability in a living lab context

    Duration of the project

    The projects runs from 1/01/2014 – 31/12/2015

    Staff involved

    Financed by

    Exploring gendered play

    About

    "How are digital games gendered in the everyday lives of female players?" That is the main research question of this doctoral study. The aim is to investigate the meanings female players ascribe to the practice of gaming and how they identify themselves as a gamer. Consequently, we get thorough understanding of the ‘gendered’ nature of digital games.

    In the past few decades, digital games have evolved from simple arcade machines to high-profile games in which thousands of players are daily immersed. In line with these changes, digital games play an increasingly important role in the lives of a variety of people including women and girls.

    The growth of this female gamer segment is impeded, however, by the persistent view that digital games are still ‘male territory’, causing a gender split in gameplay between men and women. Although many researchers have explored gender-based differences in gameplay, few have focused on the diversity of gaming activities in which female players indulge.

    Moreover, they generally provide a fragmented account of gendered gaming practices instead of focusing on an integrated framework that distinguishes between meanings of technology, content and context.

    Methodology

    This research question will be addressed from the multidisciplinary field of cultural studies combined with insights from media studies, audience studies, feminism and other perspectives.

    Duration of the project

    The project runs from 01/01/2013 - 31/03/2016.

    Staff involved

    Financed by

    • University Research Fund (BOF)

    Related content

    GiPA - Generic Platform for Augmented Reality Applications

    About

    Contemporary display devices – such as tablets, augmented reality (AR) glasses and wind-shield projection systems – offer the prospect of real-time overlaid rendering of computer-generated digital media material. This allows augmenting the perception of reality by virtually adding information about the user’s surroundings and virtual objects to interact with. As such, AR drives a new wave of interactivity that will benefit many markets and will cause disruptive changes in the way digital media are consumed:

    • large markets including (serious) gaming and broadcast entertainment
    • professional markets such as virtual prototyping, advertising and marketing
    • remote collaboration
    • smart city services
    • medical imaging
    • education
    • civil engineering
    • digital manufacturing

    While these AR applications have their particular needs, they share a core set of requirements.  As such it makes sense to address in first instance these common requirements.

    A new generation of AR applications is now feasible thanks to the convergence and advances of several essential AR technologies. For the user to experience a seamless overlay of the AR content on the real scene, AR applications rely on three major processes: acquisition and  recognition, tracking and rendering. These processes should be highly robust and accurate and introduce a bounded and predictable system response latency. As it is still not clear how these processes truly affect the user experience, quantifying the quality-of-experience of AR products is essential for improving AR applications. Interoperability between AR system components and with various application environments remains a concern, and research on de-sired properties of standards, which are currently immature.

    These questions and  challenges also lead to the global challenge that will be addressed by GiPA, i.e., to propose an AR platform architecture that respects the common requirements of a wide range of applications, while ensuring a high degree of interoperability. Due to resource limitations it is not possible to address all these challenges in detail within GiPA. GiPA will rather address the following primary research challenges:

    1. 3D registration of natural scenes
    2. the analysis and interpretation of captured 3D scenes
    3. the efficient representation and  exchange of AR content
    4. the quantitative measurement of quality of experience

    The industrial partners in the GiPA consortium will benefit from GiPA in terms of speed of market introduction and/or offered functionality. Moreover, GiPA would facilitate deploying similar solutions in other application domains.

    Duration of the project

    • The project runs from  1/01/2014 -  31/12/2015

    Staff involved

    Financed by

    Researching digital games in domestic space

    About

    Playing in the domestic space: exploring the role of video games in the context of everyday life.

    The aim of this research project is twofold:

    1. It aims to gain insight into why people play digital games. It focuses on how this ‘why’ can be conceptualized and measured. More specifically, a conceptual model will be developed in which individual and structural dimensions are combined. Designing and testing a valid and reliable measurement instrument will be a central concern of this section.
    2. Gaining insight into the role digital games take as cultural artifacts into the social life of people playing games. In particular, it will look at the saliency of games as social practice and if and to what extent games as a social practice contribute to the construction of an identity as a gamer.

    Duration of the project

    The project runs from 01/10/2011 - 31/08/2015.

    Staff involved

    Financed by

    • University Research Fund (BOF)

    Serious games under the microscope

    About

    In recent years the development of serious games has attracted considerable interest among companies not only at the international level but also here in Flanders. Serious games primarily aim at achieving certain educational goals and thus not solely have an entertainment purpose. On policy levels, interest in the educational and societal potential of digital games is growing, which is associated with a larger demand of research in this field.

    The growing number of publications concerning effectiveness of serious games in combination with the diversity of methods used in these studies, has led to inconsistent results. As a consequence it has become almost impossible to make generalizing statements about the impact of serious games. Equally for making comparisons across studies or statements about its validity based on the research methods.

    A standard procedure for measuring the effectiveness of serious games would create a clearer image of the real impact of serious games in diverse contexts and in this way, stimulate the game industry.

    Research design

    This PhD project aims to develop a standard procedure to measure the effectiveness of serious games in terms of cognitive learning outcomes.

    In the context of serious games, effectiveness consists of two elements: effectiveness in terms of educational goals and intrinsic motivation to play the game. This standard procedure will be structured according to the following elements:

    1. Preparation of the study (criteria concerning recruitment respondents, game, etc.)
    2. Research design (respondents’ task, measures used, etc.)
    3. Statistical analyses
    4. Reporting

    A first version of the procedure will be developed at the end of the first year of the PhD. A requirements analysis, consisting of a systematic literature review and expert interview, will provide the basis for this first attempt.

    In a second phase, the procedure will be validated by means of three empirical studies.

    In a third phase, this project will aim at achieving an international character, by presenting an adjusted version of the procedure to ITU-T, the department of the International Telecommunication Union that aims at the development of standards with regard to ICT.

    Duration of the project

    The project runs from 01/01/2013 - 31/12/2016.

    Staff involved

    Financed by

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    SPECIFI - Smart platforms enabling the creative industries for the future internet

    About

    Focal areas that Smart Cities try to overcome are the reduction of pollution, traffic, or crime, and the introduction of models for public data. However, it is SPECIFI’s guiding principle that Smart Cities need to go beyond upgrades related to control tasks and public data. They can only become a success if they also become Smart Creative Cities by employing open, Future Internet infrastructures to become thriving centres of arts, media and leisure.

    Creative Industries can create wealth through the generation and exploitation of IP, and include advertising, design, film and video, music, performing arts, printing, etc. Creative Industries lie at the crossroads between the arts, business and technology, They make them a source of competitive advantage, not the product of wealth but the origin of it.

    The issue tackled by SPECIFI is to capitalize on the cultural and creative richness and diversity of European cities, while overcoming some of their key weaknesses, i.e. fragmentation and isolation. The promise of employing open Future Internet platforms and infrastructures in a smart, citizen-centred way, is to forge creative links between different stakeholders:

    • citizens, administrations and Creative Industry SMEs
    • cities and their larger region
    • cities across Europe

    SPECIFI will demonstrate the positive impacts of a European Creative Ring of Smart Cities and Regions. Tools are real-life Future Internet (Fiber-to-the-Home and wireless) infrastructures, with real-life users and producers, and in 5 real (certified) Living Labs active in 3 smart cities and their surrounding regions.

    The project will show how cities can overcome technological limitations, geographical limitations and lack of sustainable business models. Hereby, they can become Connected Creative Cities through open Future Internet platforms and linking cities’ “Super-Creative Core” with other cities’ Cores and with the broader region surrounding them.

    Duration of the project

    The project runs from 01/01/2013 - 01/07/2016.

    Staff involved

    Financed by

    SRA - Strategic research agenda

    About

    The Strategic Research Agenda of the iMinds Digital Society Department focuses among others on the (evolving) configurations of power and control in broadcaster-to-distributor markets. As established power relationships in television become challenged, channel interactions between broadcasters and distributors may incur tensions and conflicts of interest.

    Whereas distributors are slightly moving towards commissioning and creating original content, broadcasters are bypassing traditional distributors to team up with over-the-top services and create a direct customer relationship.

    Nevertheless, one main assumption of the thesis is the mutual dependency between broadcasters and distributors. This might lead us to conclude that broadcaster-to-distributor markets are characterised by bilateral bargaining power, and need to deal with double-marginalisation problems.

    The major research objective of this PhD is to study the competitive and cooperative interactions (mutual dependencies) between broadcasters and television distributors. Goal is to identify, in a qualitative manner, the relationships between market structure, strategic firm behaviour, policy framework and carriage negotiation outcome.

    This results in the following research question: 'what contextual factors and parameters determine bargaining power in broadcaster-to-distributor markets?'

    Duration of the project

    The project runs from 01/01/2012 - 31/12/2015.

    Staff involved

    Financed by

    Physical activity in the digital age

    About


    New media and communication technologies have a significant impact on our behavior. They have changed the way we interact, work, spend our leisure time and consume media (Castells, 2011; Courtois, Mechant, Paulussen, & De Marez, 2012). To an increasing degree, media and communication technologies have also started to impact our physical activity and exercising behavior with the incorporation of wearable technology (e.g. FitBit, Jawbone) and online social network platforms as a growing trend. People are increasingly logging and sharing their physical activities on dedicated social media platforms or ‘Online Fitness Communities’ (OFC). Popular examples of these OFCs are RunKeeper, Strava, Nike+ and Endomondo. These communities are a recent phenomenon that experiences growing user bases (Dredge, 2013, September 23). The allow their users to actively monitor their physical activity and do so in connection with their online peers and social networks.


    The aim of this PhD-project is to explore the domestication and use of wearable technology and its connection to online social networks on Online Fitness Communities in a physical activity context. More specifically, we want to assess how this upcoming technology gets incorporated into health behavior and address added value of social interactions on online platforms. An integration of both Domestication Theory and Theory of Media Attendance provides an optimal framework for addressing these research questions.

    Methodology


    The project applies a mixed-method approach of traditional social scientific research methods including online surveying and in-depth interviews, and innovative data driven methodologies using the data harvesting through the APIs of OFCs. This mixed-method approach allows us to collect both observational & transactional data on usage of OFCs, without having to rely on self-reporting, and psychosocial data (which can only be collected through self-report) to complement and provide a deeper and more complete context to transactional data.

    Duration of the project

    The project runs from 01/01/2014 - 31/12/2018.

    Staff involved

    Financed by

    COMBUST - Combining Multi-trUst BusinesS data

    About


    Combust (Combining Multi-Trust Business Data) will build a new knowledge platform based on existing and new data sources. High-tech tools for efficient data management with a focus on data integration and reliability will be developed. In addition, Combust will map the effectiveness of Data-as-a-Service (DaaS) and will explore related opportunities, business and revenue models.

    Combust wants to simplify the process of data integration and enrichment and will develop a new toolset for automatic knowledge acquisition. Combust will devote special attention to the reliability and quality of data sets. Next to this, Combust will also focus on the business framework that will be built on the Combust data platform and will explore different market opportunities and business models to achieve a sustainable DaaS model. The developed tools will be tested and validated in the City of Things living lab that is set up in the framework of the FIWARE program of the European Commission.

    Duration of the project


    The project runs from 01/01/2015 - 01/01/2017.

    Staff involved

    dr. Peter Mechant
    Mathias Van Compernolle

    Financed by

    iMinds

    MediaTrust - Enhancing trust in identity management with data quality and contextualized frictionless authentication.

    About


    MediaTrust seeks to improve the quality of the media customer relationship and to avoid the risks associated with low-thresholds purchases (e.g., per article or video). The project will enhance trustworthiness in identity management by investigating, evaluating and enhancing such a system with quality of data, context-awareness and behavioural patterns as key security enablers for long-lived authenticated users and risk-sensitive services.

    The research program of the project will iteratively and incrementally build up advanced data quality know-how for trustworthy digital profiles and secure context-based authentication with enhanced usability as a means for the creation of new service propositions towards the media consumer. It will investigate opportunities for dynamic business alliances, as well as the impact of current and future Belgian and European legislation. The project will be iteratively valorised through a cross-media proof-of-concept by the industry.

    Duration of the project


    The project runs from 01/06/2014 - 31/12/2015.

    Staff involved


    dr. Tom Evens
    Jeroen Stragier

    Financed by


    iMinds

    Shift-TV - Multi-screen Place and Time Shifted Television

    About

    Since the late 2000s, we observe that the television market has shifted from broadcasting content on one fixed device (i.e., TV screen) at one fixed time (i.e., live) to making content available on multiple, (mobile) screens (e.g., laptop, smartphone, tablet,…) and at different moments (recorded, video on demand, over-the-top). An increase in the speed of the access networks has also led to an increasing number of users watching videos online. Ever since, users’ habits have drastically changed and large-scale time and place shifting have become reality.

    The consortium of industrial partners wants to overcome the technical challenges that come along with this shift by means of an optimalisation of the content delivery network and the in-home network.

    The primary role of MICT within the Shift-TV project will mainly consist of:

    • Define use case requirements towards the Shift-TV use case and compose profiles of time and place shifted viewing behaviour
    • Compose a QoE evaluation methodology taking into account a temporal dimension in measuring users’ experiences by means of interdisciplinary lab experiments and additional qualitative methods
    • Use case demonstration and validation of the Shift-TV demonstrator based on a living lab approach

    Duration of the project

    The project runs from 01/01/2015 - 31/12/2016.

    Staff involved

    Financed by

    BCC - Measuring Cost and Impact of Cybercrime in Belgium

    About

    While offering immense opportunities to the Belgian economy and society, the digital transition has also revealed various old and new threats in the form of cybercrime. To this day, very little research has been done concerning the impact caused by cybercrime on the Belgian internet population.

    In order to reach an assessment of the issue and feed policymaking, the multidisciplinary BELSPO Brain-be project was launched in 2014 on Measuring Cost and Impact of Cybercrime in Belgium (BCC). The primary objective of the project is to demystify cybercrime: reach a realistic and up-to-date picture of the phenomena and their ramifications. In this regard, MICT surveys the Belgian internet population in its risk perception and possible experience with cybercrime. Amongst others, internet user profiles are defined by their protective measures, and predicted by past cybercrime experience.

    MICT is responsible for the development and validation of a risk perception monitoring tool for mapping public risk perception levels concerning cybercrime and various related concepts (internet use, confidence in internet safety, severity and probability of threats, preventive behaviour). Furthermore, MICT will identify and profile core target groups for risk communication efforts by means of the quantitative data.

    Duration

    The project runs from 1/12/2013 - 28/02/2018

    Staff involved

    Financed by

    Planidoo - Planning tool for cities and communities

    About

    Based on the previous Living Lab research on this innovative planning platform, we will try to find out who the stakeholders are for this innovation. What organizations, governments, communities,... are interested in using the Planidoo platform to organize their events? How can the platform be implemented in their organization structure? What functionality do they prefer? Is the platform missing any functions? How can the Planidoo platform fit within their policy?

    iMinds-MICT-UGent will try to answer these questions during a Living Lab research. Mict is responsible for both stakeholder and user research. A first task is to define stakeholders and possible users of the platform. For every stakeholder and user a validation board is created together with PLANIDOO. MICT will conduct interviews with stakeholders and users. Based on the input generated through these interviews, PLANIDOO will adapt the platform. To evaluate these adjustments, a co-creation moment with different stakeholders and users will be organised by MICT. After this session PLANIDOO will again attune the platform to the needs and wants from the stakeholders and users. To finish this research MICT will organize a field trial to test out the innovation. The final steerco of this Living Lab research is a validation workshop together with PLANIDOO.

    Duration

    The project runs from 02/03/2015 - 29/02/2016

    Staff involved

    Financed by

    Proximus Living Lab in Residence

    About

    The Proximus Innovation Lab is looking for new and interesting innovative domains in which it can position itself in the short- and middle long term. To help Proximus in this journey, a dedicated Living Lab panel has been built. This panel will be engaged for a period of one year and will be actively involved in the co-creation of new product- and service offerings. MICT is responsible for the user research, hereby using a wide variety of quantitative and qualitative research methods tailored to the case at hand.

    At this moment a first case tackles new propositions in the domain of privacy and network security. In this case, Proximus has proposed different propositions situated at different points in the innovation process. Some of these propositions are at the very start of the innovation process, here we will involve the end-user with the purpose of conceptually elaborating on the propositions. Other propositions are situated close-to-market and here the user will be involved to validate and iterate the value proposition.

    Duration of the project

    The project runs from 01/01/2015 - 31/12/2015

    Staff involved

    Financed by

    VRT Stakeholder Consultation

    About

    This study, commissioned by the Department of Culture, Sport, Youth and Media (CJSM) of the Flemish Government together with the SARC Media Council, organises a consultation of all relevant stakeholders in the Flemish media and technology industry, educational and cultural sectors and other organisations in the wider public society with regard to the future role of the public service media organisation VRT.

    The research will sketch the transforming context and transitions in the media and technology industries, defines the current challenges for the public service media organisation VRT and assess the possible and likely impact on the other players in the Flemish media ecosystem.

    Duration of the project

    The project runs from 01/01/2015 - 29/05/2015.

    Staff involved

    Financed by

    Inquiry to the Political Economy of Audiovisual Distribution

    About

    Technological developments (e.g. the rise of digital and online TV platforms) and policy measures (e.g. liberalization) have changed the power structures in the audiovisual media landscape, especially the relationships between TV broadcasters and distributors. In the last decades, audiovisual distribution has evolved from a local utility to a global business, and has driven the on-going mutation of the media industries. Despite its important role, TV distribution has hardly been investigated by media researchers (as most attention goes to TV production and reception).
    The project therefore focuses on the changing political economy of TV distribution and seeks to unravel the (changing) power relationships with TV broadcasters. Since power relationships in TV markets often depend on the political and economic context, it is important to identify those contextual ‘power parameters’ that determine the power relationship. By means of a comparative case study approach, combining in-depth expert interviews and document analysis, the political and economic context of TV distribution across four European countries will be compared, and the respective importance of the different power parameters will be assessed.

    Duration of the project

    The project runs from 01/01/2015 - 31/12/2017.

    Staff involved

    Financed by

    OTN - OpenTransportNet - Spatially Referenced Data Hubs for Innovation in the Transport Sector

    About

    OTN will create collaborative virtual service hubs that aggregate, harmonize and visualize open transport-related data. OTN has chosen Transport as a cross border focus-area because it touches upon almost every facet of 21st century living, making it an ideal target for the creation of solutions that can be enhanced by location based services. OTN service delivery hubs will address the following challenges:

    • a need to better aggregate and harmonize data to improve accessibility and use
    • a need to link spatial and non-spatial data to extract value and increase accuracy
    • a need to provide innovators with easier APIs and GUIs to stimulate the creation of new services and commercial opportunities.

    OTN hubs will combine spatial (GI), dynamic data streams and non-spatial (OD) data and derive insights from the data through visualization tools and pattern detection algorithms. OTN will be validated in four pilot locations: the UK, Belgium, France and the Liberic Region. The OTN solution will use a Social Enterprise Freemium business model. OTN Lite will be an open service that provides access to open data sets and an innovation environment. OTN Premium will be available for a fee that enables users access to business incubation.

    Duration of the project

    The project runs from 01/01/2015 - 01/07/2018.

    Staff involved

    Financed by

    Mapping flow experience by electroencephalography (EEG) dynamics and connectivity

    About

    Although not originally designed as an explanation of media enjoyment, the Flow Theory (FT) has been broadly used in the field of media psychology to investigate issues like how does enjoyment occur during media exposure and why does it differ among individuals. In this project, we will  investigate using neuroscience methods the Synchronization Theory of Flow (STF), which defines the subjective experience of “flow”, focused motivation leading to a feeling of spontaneous joy during media use, as the result of the synchronization of attentional and reward processing brain
    networks. By means of electrodes placed on participants’ scalp (electroencephalogram), this project aims to measure electrical pulses at different brain sites to map the EEG temporal dynamics of attentional networks.

    Data analysis techniques such as granger causality connectivity measures, dynamic causal modeling and transfer entropy will be used. In a final stage, we will combine the electrophysiological brain signals with functional magnetic resonance imaging (fMRI) data to reconstruct the brain sources that give rise to the scalp potentials and map connectivity patterns between attentional and reward related networks. By going beyond the traditional event related
    component analyses and guided by a formally and neurally explicit model, this research will increase our understanding of the neural correlates of flow during media use and its temporal dynamics.

    Duration of the project

    The project runs from 01/01/2015 - 31/12/2017.

    Staff involved

    Financed by

     

    iFEST – improved Festival Experience with wearable Sensor Technology

    About

    Goal of the iFEST project is to improve the digital experience of large events, such as music festivals, by developing a new generation of festival bracelets. These wearable devices will be provided with advanced communication and sensor capabilities, which allow for a variety of integrated systems and services.

    Aside from the design of a new generation festival bracelet and the supporting infrastructure, several use cases will be developed within the iFEST project. This includes general festival management methods, access control and security management, and the creation of an enriched festival experience for visitors.

    Duration of the project

    The project runs from 01/01/2015 - 31/12/2016.

    Staff involved

    Financed by

    BNP Paribas Fortis ‘The Game’

    About

    Poised to create the bank of the future, BNP Paribas Fortis is developing an innovative digital game to not only motivate employees in improving their ways of working, but also to promote open sharing and collaboration within the organization. BNP Paribas Fortis aims at encouraging its employees to become entrepreneurial and open-minded towards innovation. This requires an important cultural change, of which the bank plans to address using a dynamic game that encourages employees to practice new behaviors in a safe environment.


    During this Living Lab research, MICT is responsible for the user research. The research starts with an environmental scan to detect drivers and barriers of games to change a company’s culture. In a next phase a survey is conducted to collect information on current habits and practices related to the adoption potential of the game. A profiling strategy is set based on the initial survey to involve potential end-users throughout the entire Living Lab. Following the survey, end-users are invited to co-create the game and to test the game in its initial form via a proxy technology assessment. Once the MVP of the game is developed, a field trial will take place with as small sample of employees before launching it in the entire company.

    Methodology

    MICT is responsible for the state of the art, survey, co-creation workshops, proxy technology assessment and field trial

    Duration

    The project runs from 01/12/2014 till 30/09/2015

    Staff Involved

    Financed by

    VIAA exchange platform

    About

    The Flemish Institute for Archiving (VIAA) wishes to explore the market opportunity for an exchange platform of the archive that might be entrusted to the VIAA. There are several foreign similar initiatives already operational, so the most relevant characteristics must be identified in order to launch a platform tailored to the local Flemish context.

    In collaboration with potential end users, VIAA wants to shape the possible use cases for innovation in this study, in line with the needs of all relevant stakeholders and tested in a real ecosystem. Involving end users in an early stage of the development, allows this innovation to tailer the outset to real needs, habits, attitudes and contextual factors. This study aims as result:
    • An analysis of international best practices;
    • An overview of the interest in an exchange platform for relevant stakeholders;
    • The possible business model of an exchange platform offered by VIAA and potential growth of the cases arising therefrom.

    As a first step, MICT will provide an environmental scan, including interviews with international competitors. Secondly, they will query stakeholders by means of an interview series, an online questionnaire and a final co-creation session.

    The insights of the former research steps will be implemented as input for a revenue and cost model. Together with SMIT (VUB), a market projection will be created.

    Duration

    The project runs from 01/01/2015 - 29/02/2016

    Staff involved

    Financed by

    SPOTSHOP - On-the spot e-commerce for televesion

    About

    The SpotShop project is developing an innovative second screen application which offers viewers relevant information on objects, clothing, furniture, food… they see and like on their television screens. The application also enables interaction between TV audiences and brands, so producers and advertisers can offer potential consumers tailored promotions, e-shop items, free samples, gamification etc.

    Iterative Living Lab Research

    A lot of attention within the SpotShop project is going to the real needs of users. Through the living lab approach, potential users are involved in each development stage of the application. This research is conducted by the MICT living lab team.

    Duration of the project

    The project runs from 01/10/2015 - 30/09/2016.

    Staff involved

    Financed by

    Local decisions as linked open data - LBLOD

    About

    "Local decisions as linked open data" is a project of “Agentschap Binnenlands Bestuur” (the Flemish Agency for Domestic Governance) and is part of “Vlaanderen Radicaal Digitaal” and the broader transition of the agency towards an administration with a greater focus on policy development in terms of a better administrative organization of the government in Flanders. It is supported by V-ICT-OR and VVSG.

    Together with iMinds-MMLab-UGent, MICT is developing in this project a methodology to aggregate data starting from the source (authentic local decisions) in a structured and integrated manner in order to make it available for reuse. In this way, local authorities can publish their decisions starting from their normal decision making processes as (linked) open data. Linked open data refers to a digital method to publish structured and opened data. This enables connecting open data files that are structured in the same way (e.g. according to the OSLO standard). Linking opened data sources between different local governments ensures that data can be exchanged automatically.

    The first phase of the project is exploratory and will study the feasibility and conditions to publish local decisions as linked open data. In addition, the integrability of possible solutions in local processes, and their associated costs, will be taken into account to a maximum extend. Also, during this first phase, a standard will be developed for the publication of local decisions as files with meta-data. Finally, the concept will be demonstrated in a tangible way, by working with the contents of a number of local decisions, as well as the publication of these decisions in their entirety (files and metadata) in a 'living labs / testing ground' context.

    This pilot or proof-of-concept demonstrator will show that publishing local decisions as linked open data opens up a wealth of information for data reuse, for lowering administrative overhead, for simplifying policy planning and for providing smoother and more efficient services to the citizens.

    Duration of the project


    The project runs from 12/10/2015 - 30/04/2016.

    Staff involved

    Financed by

    PrevenD: Cognitive control training to prevent recurrent depression

    About

    In the PrevenD IWT project we will aim to improve and implement a promising cognitive control training tool that, based on individual computerized assessment, trains specific cognitive impairments underlying depressive symptomatology and its recurrence. Ultimately, PrevenD will provide an online tool to increase efficacy of current treatments for depression as well as to consolidate stable remission and prevent new depressive episodes from occurring in remitted depressed patients.

    By combining scientific insights from clinical psychology, cognitive science, serious games and e-Health, the PrevenD project can play a major role in increasing efficacy of existing treatments and preventing recurrent depression in a highly cost-efficient manner. Furthermore, the project brings cognitive training to the next level, providing the patient with an intervention based on one’s individual profile of cognitive vulnerability factors.

    Depression not only has detrimental individual consequences but also high societal costs (treatment-related and indirect) and is known to have a large rate of recurrence. Therefore, the successful implementation of this training tool can help to increase personal well-being as well as provide economic benefits by way of increased employability and reduced consumption of antidepressants in the substantial group of Flemings that have suffered from depression.

    The goal of the PrevenD project is to develop a tool that offers a gamified cognitive control training to prevent recurrent depression by targeting remitted depressed patients. Morerover, the tool will also provide information to clinicians to minimize steps and research needed for implementation of the tool in clinical practice for currently depressed patients receiving treatment. Based on an iterative, user-centered design process informed by a number of single-case and validation studies, an existing promising training will be transformed into an individually-tailored, gamified, online cognitive control training.


    PrevenD is a corroboration between iMinds-MICT-Ghent University, the Psychopathology and Affective Neuroscience Lab , and UZ Ghent.

    Duration of the project

    The project runs from 01/12/2015 - 30/11/2018.

    Staff Involved

    Financed by

    NowYu - an intermediary to exchange personal data with companies in exchange for specific rewards

    About

    We all know our internet behavior is leaving a personal trail behind. Companies such as Facebook and Google profit from our behavior, by constantly trying to retrace our footsteps. They create consumer profiles and sell targeted advertising space to companies that do not have access to this data. The users only have limited control over what is happening with their data and try to regain control by for example installing ghost trackers.
    NowYu wants to create a win-win situation for companies and consumers by serving as an intermediary to exchange personal data with companies in exchange for specific rewards.

    Methodology

    During the Living Lab research, MICT is responsible for the user research. Together with a panel of users, the platform will be co-created. The research involves a survey, probing, co-creation and stakeholder interviews.

    Duration of project

    The project runs from 17 september 2015 till 17 march 2016

    Staff involved

    Financed by

    Maddle - A mobile solution that allows companies to optimize their career page

    About

    Maddle is a mobile solution that allows companies to optimize their career page. Maddle lets companies integrate their career page with their ATS system in a mobile friendly way. Maddle also supports companies without an ATS system to be mobile friendly for applicants. Candidates can for example apply on a job with their LinkedIn profile and companies can keep on overview of the candidates via the dashboard. Maddle is already operational in the Netherlands, but wants to expand towards the Belgian market.

    MICT is responsible for the user research of this potential expansion by investigating what the potential market success would be of Maddle.

    Methodology

    During the Living Lab research, MICT is responsible for the user research. The research involves expert interviews, survey, usability testing and stakeholder interviews.

    Duration of project

    The project runs from 6 October 2015 till 6 May 2016

    Staff involved

    Financed by

    A dual learning system for different types of education levels

    About

    Syntra is researching the possibilities of a dual learning system for different types of education levels. This means that not only BSO, but also TSO and ASO students would be able to divide their time between theoretical and practical development while working on their degree. To support such a learning system, Syntra will have to develop a system that will allow to accurately follow up of its students.

    MICT is responsible for the user research of this scale expansion by investigating what should and should not be developed to qualitatively guide students in this process.

    Methodology

    During the Living Lab research, MICT is responsible for the user research. The research involves survey, contextual inquiry (observation), and stakeholder co-creation workshops.

    Duration of project

    The project runs from 9 December 2015 till 9 June 2016

    Staff involved

    Financed by





     

    Info Flanders - a comprehensive approach for service processes for Flemish citizens

    About

    The Department of Information in Flanders is pursuing a comprehensive approach for service processes for the Flemish citizens. Currently the information services are fragmented and scattered on various websites and services of different departments and agencies, making it even more difficult for citizens and businesses to find their way in all this information.

    To meet this need the team Simplification and Monitoring of the Department of Information Flanders wants to redesign the existing service from a customer-centric approach and from a service design vision. Meaning that end users are involved as early as possible in the development of new tools, modules and applications for citizens who are seeking information about government services. In order to do this, the team wants to use the Living Lab project to create a sustainable process which focuses on the end user and which succeeds to present the complexity of interaction between the user and the government.

    The role of iMinds-MICT in this project is twofold: on the one hand we will help to elaborate a research method which can be transferred to the Department of Information in Flanders. On the other hand we will perform the methodology and analyse two pilot projects for two life events: "building & renovating" and "unemployment". This means that within the project we will both have a research as a training component. The following research steps will be organized and taught by MICT researchers: a State of the Art, expert interviews, a profiling of the target group, co-creation and co-design sessions and finally an introduction to the market.

    Duration


    The project runs from 01/11/2015 - 30/10/2016

    Staff involved

     

    Financed by

    Musebooks - a demo system to create PDF's of an art book or catalog and save it

    About

    Musebooks.world is a web store and reading platform for art books and catalogs. The books can be bought digitally or in a physic form. Musea and publishers are dealing with a decreasing sales of art books and catalogs. Also, they are working against tight deadlines whereby the pressure and the distribution of small editions is not evident and is expensive. Existing (digital) initiatives within this domain are not very successful. The main reason is because digital art books are creatively enriched with a lot of technological gadgetry which asks for customization and is expensive. On the other hand, a lot of art books are offered in PDF what does not stimulate the reading experience of art books in a positive way.

    Therefore Musebooks created a (demo) system which pulls the PDF of an art book or catalog apart and saves it as separated parts in a database. iMinds-MICT organizes a Living Lab research project to gather user feedback for this demo system. We will do this by means of an environmental scan together with experts, a co-creation session with lead users, a survey with potential users, UX Lab testing with lead users and eventually we will set up a Living Lab field trial with beta users.

    Duration

    The project runs from 30/11/2015 - 18/05/2016

    Staff involved

    Financed by

    Talentdepo - Matching students for a student job with potential employers

    About

    Talentdepo is an innovation that matches students that look for a student job with potential employers. Based on the availability of the students they can see jobs that are available in their environment or they can be contacted by the employer. Within this Living Lab, MICT is involved in the user research.  By means of two co-creation sessions we first will explore the current needs and frustrations of end-users regarding applying for a student job and their feedback on Talentdepo. Based on these results the application will be further developed and interviews with employers will be held to see how Talentdepo can be used for employers and which functionalities are of importance to them. At the end of the user research an evaluative co-creation session will be conducted with people that tested Talentdepo in order to get more in-depth feedback about the app and how it can be optimized.  

    Duration

    The project runs from January 2015 – December 2015

    Staff involved

    Financed By

     

    Motosmarty - analyzing the driving behavior of people and generates personalized feedback to improve driving behavior

    About

    The Digital Driving Pass analyzes the driving behavior of people and generates personalized feedback for the driver to improve their driving behavior. The application wants to reward people for driving well by connecting them to businesses that provide customized rewards.

    Within this project MICT is involved by conducting the Living Lab user research. Within the first steps of the Living Lab a co-creation will be held in order to generate the needs and want of people towards the Digital Driving Pass. Based on this feedback the app can be iterated and further developed. Once there is a prototype, this will be tested by conducting a usability test and field trial. Also other user research steps will be conducted in order to further iterate the innovation and to adapt it to the needs and wants of the end-users.

    Duration

    The projects runs from May 2015 till December 2016

    Staff Involved

    Financed By



     

    Cascade - a platform to help people making a good informed decision when buying products

    About

    Within this innovation project Cascade wants to develop a platform to help people making a good informed decision when buying products. During this innovation project iMinds-MICT organizes an explorative Living Lab project  in which the idea will be transformed into a prototype.  In order to have a clear view on the wants of the possible users of the platform a survey will be launched. Based on this survey several personae will be made that can be used during the other steps of the Living Lab project. Within a next step two co-creation sessions are held in order to discuss the current frustrations and dreams of the end-users and to discover the most important features of the innovation. Based on these insights the iMinds prototyping team will develop mock-ups. Together with all the stakeholders this prototype will be further co-designed until there is a clear view on what the innovation should be like. Based on this prototype a Proxy Technology Assessment is held to study the use of the innovation in the natural use-context of the end-users. Finally an evaluative survey will be held in which the final innovation will be evaluated by possible end-users.

    Duration

    The project runs form January 2015 till December 2016

    Involved Staff

    Financed By

    Postbuzz2 - an online platform which makes it more easy to communicate with people in your neighborhood

    About

    Postbuzz is an online platform which makes it more easy to communicate with people in your neighborhood. iMinds-MICT is involved in this project by taking the lead in the user research for the Living Lab project. Based on a previous Living Lab project, Postbuzz redeveloped its platform in order to meet the needs of the end-users. Within this Living Lab Postbuzz wanted to test their new version of the platform. Therefore a usability test and field trial are being organized.

    Duration

    The project runs from August 2015 till December 2015

    Staff involved

    Financed By



     

    Towards Responsible e-Gambling: Assessing the Perceived Opportunities and Risks Associated with Digital Gambling

    About

    As electronic or e-gambling services widen both the reach and scope of gambling practice, a new generation of gamblers is playing in previously non-existent ways. From related fields we know that behaviors that shift to the Internet change both in form and intensity (i.e. excessive online video gaming), and induce new norms (i.e. the acceptance of porn, sexting, partner-seeking ads). The research on these changes for e-gambling is extremely limited. This means we have very little knowledge regarding the risks and opportunities that e-gambling present. Yet, this information is crucial for responsible gambling efforts.

    The current study aims to extend our understanding of this shift. It will, first, assess e-gamblers’ perceptions of risks and opportunities. Secondly, it will explore the drivers behind e-gambling behavior, which will aid with targeted (digital) prevention and intervention, and ultimately, contribute to clinical assessment of gambling behavior. Research on traditional gambling has successfully applied the theory of planned behavior to understand why people gamble. This theory explains behavior through attitudes, norms, and control-beliefs. We aim to study e-gambling through this established framework with a specific focus on the opportunities and risks associated with e-gambling. Research questions will be answered using a mixed methods approach, which will involve a qualitative study and a representative national sample quantitative study.

    Duration of the project

    The project runs from December 2015 – December 2016.

    Staff involved

    Financed by

    HD²R - Highly Delightful Dynamic Range for Next Generation Digital Cinema and Television

    About

    High dynamic range (HDR) images are the next step forward in visualization technology. HDR images  are images with a large dynamic range of luminosity that reproduce both very dark and bright areas in realistic detail. Many filmmakers, TV manufacturers, TV broadcasters and (OTT) content providers, such as Netflix, have jumped on the HDR bandwagon. This move is, however, not so obvious for cinemas, as higher brightness requires powerful and expensive laser sources. In addition, the dynamic range of a projected image depends not only on the projector, but also on the room layout.

    The HD²R project is researching ways to optimize the viewing experience by using a higher dynamic range of colors, contrast and brightness. To that end, the project will carry out pioneering experiments to achieve the optimal and reliable visual quality, conversion and color correction of HDR images. HD²R is studying all aspects of the imaging chain, from the camera to screening in the cinema or in the living room. The HD²R project aims to define new, technically and financially viable guidelines for the deployment of HDR technology in digital movie theatres and in future television sets.

    Duration of the project

    The project runs from 01/10/2015– 30/09/2017

    Staff involved

    ●    Prof. dr. Jan Van Looy
    ●    dr. Elena Núñez Castellar
    ●    dr. Antonius J. van Rooij
    ●    Tine Vyvey

    Financed by

    ●    iMinds

    VLAIO Digital Tool

    About

    During this Living Lab research project, the Agency for Entrepreneurship wants to create use-cases for a digital tool -which will inform and sensitize SME’s about Innovation and Entrepreneurship- and let them match with the needs of all stakeholders. The Agency for Entrepreneurship wants to do this in cooperation with potential end users (SME’s and consultants) and with the consortium members of VIEP (UGent Tech Transfer, Wetenschappelijk en Technisch Centrum voor het Bouwbedrijf (WTCB), Centexbel, IMEC, iMinds, Innovatiecentrum, Innovatiecentrum, Innovatiecentrum, Agentschap Innoveren en Ondernemen and Benelux-Bureau Intellectuele Eigendom (BBIE)).

    By involving the end users in an early stage of the development process, this allows the innovation to form real needs, habits, attitudes and contextual factors.

    This Living Lab research project wants to answer these questions:

    • What is the main goal of this digital application which sensitizes and informs SME’s about Innovation and Entrepreneurship?
    • Who are possible customer segments and who will be the primary target public?
    • What are the needs and wants of these customer segments? How can a digital tool help them?
    • What can the consortium of VIEP offer today that does not already exist? What can be the USP –in relation to the services that VIEP already offers today?

    In order to answer these research questions we will organize 5 Living Lab Assumption Validation workshops during the research period. Also, we will teach the service design team of the Agency for Entrepreneurship some methods they can use to focus on users during their practices by means of the Living Lab Academy. The Living Lab research project will start with a State of the Art by means of an environmental scan and expert interviews. After this exploring phase, we will organize three co-creation sessions with SME’s as end users to help create, design and discuss possible solutions. These results will be queried in a survey which should be filled out by at least 250 SME’s. To finalize this research project, we will organize a workshop in order to create a (paper) prototype of a digital solution based on all insights we gathered during the research project.

    Duration

    The project runs from 15/02/2016 - 31/07/2016

    Staff involved

    Financed by

    Genscom - Happiedays

    About

    Happiedays is an online editor, aimed at end-users who want to create their personal publication (newspaper) and/or spread a personalized publication to friends, colleagues, family, … When all input for a specific publication has been integrated, the publication is processed and delivered to the receiver’s mailbox, without any other intervention. In this Living Lab project Genscom wants to involve and co-create with  potential end-users, to further develop and shape the platform’s possible use-cases.

    Main research questions:

    • What are the end-user’s current needs & wants with regards to the creation and distribution of personalized publications?
    • How should a digital platform with corresponding service delivery be built to have a match with the previously uncovered needs?
    • On which customer segments, with what use-cases, and with what service offering, should Genscom initially focus?


    MICT responsibility:

    • Environmental scan
    • Contextual inquiry with both existing users and potential users
    • PSAP-survey

    Duration

    The project runs from 01/12/2015 until 31/03/2016.

    Staff involved

    Financed by

    Eureka E-learning platform

    About

    Eureka Expert is specialized in education aimed at children with learning difficulties, starting from the second year of primary education. Eureka has developed its own label whereby didactic materials are offered. The school is characterised by a lean approach. Teachers can use their classroom as a test lab environment, this way they can test and use new materials and technologies. Additionally, Eureka Expert is continuously scanning the market for learning path enhancing materials, such as a smart pen stylus: which is both functioning as a pen and a dictaphone. Eureka Expert strongly believes in a multi sensorial approach to optimize learning opportunities. Finally, Eureka Expert has developed a four-dimensional model for learning, this allows them to work across school years. The primary benefit of such an approach is that children are no longer lagging behind, but continuously grow in the learning process which leads to a higher motivation?

    The digital era demands the embracement of digital elements in the learning process. An abundance of learning-applications are being introduced to the market, but until this day Eureka Expert has found no clear applicable application, specifically aimed at children with learning difficulties. This has lead them to develop such an application themselves, which takes their four-dimensional model and multi-sensorial approach into account.

    Main research questions:

    • What are the possible contextual factors on use and processes. What features and supporting services should be developed related to the e-learning application, to allow the positive evaluation of such an application by the different stakeholders?
    • What are the possible use-cases to optimize the current e-learning application, and to allow for the right integration with different stakeholders?
    • How can Eureka Expert play into the hands of the ecosystem and what stakeholders are of importance to take into account for the different steps of value creation, delivery and consumption?


    MICT responsibility:

    • Segmentation survey
    • Interviews with representatives of the defined segments
    • Co-creation session with 8-10 lead users
    • Usability lab test
    • PSAP survey
    • Validation workshop

    Duration

    The project runs from 01/01/2016 until 30/04/2016.

    Staff involved

    Financed by

    Onderzoek naar gebruik van (digitale) kansspelen

    Geachte lezer,

    Speelt u regelmatig een gok- of kansspel in bijvoorbeeld een wedkantoor, casino, of thuis via de computer? Dan zouden we u graag spreken.

    Binnen de iMinds onderzoeksgroep MICT van de Universiteit Gent wordt namelijk een wetenschappelijk onderzoek uitgevoerd naar het gebruik van (nieuwe soorten) kansspelen. Hiervoor zijn we op zoek naar deelnemers.
        
    •    Bij deelname aan een volledig interview ontvangt u een bedrag van 10 €
    •    Het interview zal slechts (maximaal) een uur in beslag nemen.
    •    We zijn slechts op zoek naar maximaal 15 mensen, dus reageer snel! 

    U kunt zich inschrijven door een mail te sturen naar:

    Vermeld in deze mail uw naam, welke kansspelen u speelt, en hoe vaak per week u dat doet. Heeft u geen email? Bel dan tijdens de kantooruren naar 09 264 84 76.


    Veel dank voor uw reactie!
    Namens het onderzoeksteam,

    Tony van Rooij
    Mariek vanden Abeele
    Prof. Jan Van Looy

    Nallian - UX from a SaaS platform for companies who want to share information

    About

    Nallian  is  an  IT-service  provider that offers an innovative SaaS platform to companies who want to share operational information and collaborate more efficiently.

    In a Living Lab approach, Nallian wants to collaborate with potential end-users and shape potential use cases of the innovation. 

    More concretely, this living lab project aims to shed a light on: 

    • the needs and wants of end-users and stakeholders towards a selection of functionalities of the platform
    • the content, use-cases and applications that Nallian can offer with this platform
    • the usability of the platform, focussing on making complex processes user friendly even for non-technical users

    Duration of the project

    The project runs from 05/02/2016 - 30/09/2016.

    Staff involved

    Financed by

     

    TenderWolf - Smart Tender Management

    About

    Today, most governmental tenders are published on official online platforms. Yet, because of the large daily influx of new tenders and the often limited search capabilities of the platforms, private companies generally feel that manually searching for tenders is cumbersome, tedious and labour intensive, which makes it more likely to miss out on interesting tender opportunities. Hence, they are in need of a highly customizable, intelligent and fast automatization of their tender search activities. Moreover, for those companies that are active in multiple countries, this solution should also be able to deal with many different types of tenders, coming from a multitude of platforms.

    In order to meet these needs, DataWoods (Ghent, Belgium) has developed an online application called 'TenderWolf'. TenderWolf screens thousands of newly published tenders, every day, on all levels of government, in any country. The application selects only those tenders that are relevant for its subscribed company customers. It also enriches the selections with extra analytics, like ‘cue tests’ (performing a linguistic search for ‘special interest’-indicators), budget estimates or suggestions for strategic collaboration.

    In this Living Lab project, DataWoods wants to collaborate with potential end-users of TenderWolf to generate relevant use-cases. More concretely, the project aims to shed light on:

    • the type(s) of companies that currently work with tenders,
    • the current solutions used by companies working with tenders,
    • the current frustrations of companies working with tenders,
    • evaluation of, and experiences with TenderWolf.

    Duration of project

    The project runs from 02/03/2016 - 30/09/2016

    Staff involved

    Financed by










    MyMinds Living Lab case - evaluation of the Enterprise Content Management System

    About

    In this project, the current Enterprise Content Management System (ECMS) of iMinds, called MyMinds,
    will be evaluated and insights will be gained in the potential of MyMinds 2.0.
    The primary use case of MyMinds is to manage, store, preserve and deliver content
    and documents, related to research processes in a secure environment and to enable
    collaboration and project related communication during the whole project lifecycle.
    Also, the ECMS is used as central document storage for the staff members for storing
    work process related documents and files.

    However, multidisciplinary research teams often face challenges concerning communication,
    coordination and collaboration processes as members usually have different educational
    backgrounds, speak different domain-specific languages and use different work processes.
    Furthermore, members use their own applications to optimize their work processes within
    the context of their own organization.

    The current MyMinds ECMS has grown and evolved over time and is actively used by a
    considerable number of users on a daily basis. To adapt the platform to evolving work
    processes as well as technology, iMinds IT is looking to evaluate the MyMinds platform as is,
    in order to be able to define which user needs a new version of this platform should primarily
    address, in which form this should be done and what components it could be built with.

    In this exploratory Living Lab project, iMinds wants to collaborate with current end-users of MyMinds and shape potential use cases of MyMinds 2.0. More concretely, this living lab project aims to shed a light on: 

    • the primary target audiences and their (common) needs
    • the potential use-cases that tackle these needs
    • the solutions current users use to satisfy their needs
    • priotisation of use-cases by members of the MyMinds community

    Duration of the project

    The project runs from 09/03/2016 - 30/09/2016.

    Staff involved

    Financed by

    Onderzoek naar bewegingsgames bij kinderen tussen 6 en 10 jaar

    Beste ouder,

    Binnen de iMinds onderzoeksgroep voor Media en ICT van de vakgroep Communicatiewetenschappen aan de Universiteit Gent wordt momenteel wetenschappelijk onderzoek gevoerd naar het gebruik van actieve video games (zoals dansspellen of bewegingsgames) bij kinderen.

    Dit onderzoek kadert binnen een groter project (wE-MOVE), waarbij een nieuwe game wordt ontwikkeld om kinderen meer te laten bewegen en dit als leuke aanvulling op bestaande methoden (zoals een bezoek aan de kinesist).

    Binnen dit onderzoek zal u:

    • Twee weken een console / spelcomputer ter beschikking krijgen met een aantal actieve games (bv. dans- en sportgames) om uit te proberen.
    • Gedurende deze twee weken vragen we om het spelgedrag van uw kind bij te houden in een dagboek.
    • Na twee weken plannen we een afsluitend interview met u en uw kind over de ervaringen met het toestel en de verschillende games.

    Waarom deelnemen?

    • U levert een belangrijke bijdrage aan wetenschappelijk onderzoek naar betere therapeutische games.
    • Er is een kleine financiële compensatie voorzien bij deelname.

    Wilt u deelnemen aan dit onderzoek of wenst u meer informatie?


    Aarzel dan niet om ons te contacteren op volgend e-mailadres: (of bellen via +32 9 264 84 76)

    Vriendelijke groet,
    dr. Tony van Rooij en Prof. dr. Jan Van Looy

    Evaluation of Flanders’ Game Policy

    About

    The creative industries, and video games in particular, are among the strongest growing sectors in Western developed countries. Due to their high contribution to both job creation and GDP, these industries are subject to extra attention in both policy and academic research. With the current policy agreement of Flanders’ Gamefonds coming to an end, the department of Culture, Youth, Sports and Media (CJSM) of the Government of Flanders requested an evaluation be made of Flanders’ game policy.

    This call was broken down into four main topics: An evaluation of the VAF Gamefonds, the needs and expectations of the Flemish gaming sector, a comparison with foreign initiatives, and policy recommendations.

    The study will investigate VAF’s suitability as administrator of the Gamefonds and its impact on the developer studios. In parallel the study will interview developers, representatives and other support bodies in the Flemish gaming sector to find out what aid is available, and which aspects of the production process are problematic for the industry. These findings, together with a comparison of successful initiatives abroad, will result in policy recommendations for the next term of the policy agreement on the gaming industry.

    Methodology

    These questions will be researched through open and semi-structured interviews with key stakeholder in the sector, which will be encoded for further analysis in NVIVIO. Complementary data and financial figures will be gathered through desk research.

    Duration of the project

    The project runs from 01/06/2013 - 31/09/2016.

    Staff involved

    • Jan Waeben

    Financed by

    CONAMO

    Transforming cycling into a social experience

    About the project

    Transforming cycling into a social experience


    The topic of athlete data in cycling is especially relevant in Flanders, the birthplace of many cycling innovations. Real-time data doesn’t just enable cyclists to get an instant overview of their performance for improved training and strategic decision-making; it also makes cycling a social experience, opening up areas of a market in which novelty and added value are key differentiators.

    Addressing new technical challenges in real-time data transmission and analysis


    By introducing new technologies in the areas of long-range networks and data analysis, CONAMO will address several innovation goals, including:


    •    reliable long-range sensor connectivity in high-density networks;
    •    a semantic reasoning platform that analyses cyclist data to implement individualized and adaptive training models;
    •    increased user experience during training and collective cycling events and the identification of business opportunities for cyclists, fans and media professionals.


    In determining what factors spark increased user experience during actual cycling events, the project intends to extend the data-driven cycling experience from ‘post event’ into ‘during event’.

    Taking personal training and collective cycling to the next level


    CONAMO will collaborate with diverse partners specializing in the areas of athletic training methods, public engagement, the Internet of Things, networking and big data. Two use cases form the core of the project:
    1.    preparation for the event in the form of training;
    2.    group experience during mass cycling events with a trial planned at a mass cycling event such as the 2018 Tour of Flanders for amateurs.
    The project’s living lab will explore how social interaction, storytelling, gamification and smart connections to professional cycling experiences can enhance user experience in both use cases and motivate a wide group of cyclists to train in a healthy way.

    Promoting an active lifestyle to a wider group


    Fields of investigation and innovation for CONAMO don’t just include the technical and social; the project also seeks to support the creation of a healthier, more responsible and social cycling experience. Cycling continues to grow in popularity around the world, and promoting exercise to a wider group of people is an explicit goal of CONAMO and its collaborators.

    "CONAMO seeks to improve both the training for and experience during mass amateur cycling events by continuously monitoring and analyzing the stream of cycling sensor data generated by cyclists and their peers. The project’s goals are to open new market segments, promote an active lifestyle, give cyclists new insights into their training and performance, and transform cycling into a shared experience."

    About our research

    MICT conducts the users research of the project, from ideation over conceptual design, usability testing, field trial and evaluation of the social cycling application, together with IMEC-SMIT and project partner VRT. The aim is to develop an application suited to the needs of the user and targeted at increasing cycling behavior.

    Duration of the project

    October 1, 2016 - September 30, 2018