/Research & Artikelen

Onderzoeksrapporten

‘Trendrapport Game On: gamification en spel als pijler van de engagementeconomie’ – Namens VINT

‘Creating Clarity with Big Data’ – Namens VINT,

‘Big Social: Predicting Behavior with Big Data’ – Namens VINT.

‘Privacy, Technology and The Law’ – Namens VINT.

‘Your Big Data Potential’ – Namens VINT.

‘No More Secrets With Big Data Analytics’ – Namens VINT.

The Internet of Things: Business Opportunities‘ – Namens VINT.

Empathic Things: Wearables, Context and Systems of Engagement‘ – Namens VINT.

SMACT and the City: New Technologies in Urban Environments‘ – Namens VINT.

Design to Disrupt: Executive Introductie‘ – Namens VINT.

Design to Disrupt: New Digital Competition‘ – Namens VINT.

Design to Disrupt: Blockchain: cryptoplatform voor een frictieloze economie‘ – Namens VINT.

“In de media”

Het Britse New Electronics magazine interviewde o.a. mij over anticiperende computersystemen: ‘The computing power in a smartphone is set to enable a new level of intelligent assistance’ (PDF) – webversie staat hier.

Interview met InCT over het internet of things en de toekomst van uitgeven met slim en connected papier. – Link

‘Digitale Wereld: Virtuele Assistent’ – Kort interview in Elsevier over Virtuele Assistenten

‘Aan uw lijf geen polonaise’ – Artikel in computer idee naar aanleiding van rapport over Wearables.

‘Gamification brengt structuur in innovatie’ – Interview over gamification van bedrijfsprocessen op NuZakelijk.

‘Game-elementen verhogen de betrokkenheid van je publiek’ – Interview over gamification bij Top Names van Fast Moving Targets

Op papier

De App revolutie: strijd der titanen – Gepubliceerd in Folia Magazine. En ook vulde ik zo’n 25 keer een rubriek over nieuwe media, internet, apps en gadgets in Havana. Van Netneutraliteit tot Spotify en van Whoopaa tot iOS. Lees bijvoorbeeld hier op blz.30, hier op blz. 30 en hier op blz. 22 wat voorbeelden.

Artikelen elders op het web

Lees hier mijn blogs/artikelen op het VINTblog, of op Marketingfacts, of op Frankwatching. Hieronder een lijst waar nog meer teksten van mij zijn te vinden:

Een column voor DOTS Magazine.
The Internet of Everything and the Future of Wearable Technology: Three Ways to Get it Right – op CISCO Internet of Everything blog
A Brain Controlled Drone – Drones and Brain-computer Interfaces team up – Op TEDxAmsterdam
I got to play around with Google Glass – Here’s my experience  – Op TEDxAmsterdam
DATA DRIVEN DECISION-MAKING – op Data-Samenleving (een initiatief Virtueel Platform en Rathenau Instituut)
Social Analytics Tools: de nieuwe gereedschapskist – op Computable

Academische papers

Gamification: Emphasizing or commodifying media’s playability? (Thesis)
Is gamification making the default playfulness of new media more explicit or does it fit within a more recent shift that can be described as the commodification of play? The thesis is in Dutch, a summary (also in Dutch) and download can be found here. Want more info in English, please contact me.

Browsing the Dutch Augmented Reality Landscape: a critical exploration
The aim of this paper is two-folded. First this paper explores augmented reality as an information technology by (1) providing a working definition of augmented reality and briefly discussing how the concept of augmented reality evolved over time, (2) discussing in what forms today’s augmented reality applications are presented, (3) what expectations regarding augmented reality can be traced in popular discourse and Layar’s own rhetorics. Second this paper sets out to critically explore the Dutch augmented reality landscape through a case study of the Dutch augmented reality browser Layar.

An Archeology of the Window Metaphor – from Renaissance art to Augmented Reality
In this archaeology of the window metaphor I trace back this dominant cultural metaphor of the window to the beginning of the fifteenth century and I will show how it reappears over and over again in media discourse history. I will explore the metaphor of the window in academic and popular discourse alongside different screen types and investigate how the metaphor is used to describe the mediating role of the screen between spaces.In this historical approach three types of screens will help distinguish the use of the metaphor in a specific media context. First the classical screen is explored and then the early years of the dynamic screen and finally the screen of the computer. My goal is to place the metaphor within a wider social and cultural frame of reference.

The Urban Playground: playful practice of navigating with(in) information
This group journal is a special issue for the academic journal The Spaces of (New)Media: Spatiality in Digital Audiovisual Cultures, part of the Master programme New Media & Digital Culture (NMDC) at the University of Utrecht. This journal contains 7 articles that dive into the ludification of culture and what this means for dealing with information and the practice of navigating in city spaces. My article argues that the urban playground (city spaces) facilitates a playful construction of information that constantly changes the social construction of space. Mobile tagging will be presented as an important driver to this playful construction.