47,501 research outputs found
Portfolio management in double unknown situations: technological platformsand the role of cross-application managers
International audienceThis article investigates portfoliomanagement in double unknown situations. Double unknown refers toa situation in which the level of uncertainty is high and both technology and markets are as-yet-unknown. This situation can be an opportunityfor new discoveries, creation of new performance solutions and giving direction to portfolio structuring. The literature highlights that the double unknown situation is a prerequisite to designinggeneric technologies that are able to address many existing and emerging markets and create value across a broad range of applications. The purpose of this paper is to investigatethe initial phases of generic technology governance and associated portfolio structuring in multi-project firms.We studiedthree empirical contexts of portfolio structuring at the European Semiconductor provider STMicroelectronics. The results demonstrate that 1) portfolio management for generic technologies is highly transversal and comprises creating both modules to address market complementarities and the core element of a technological system – the platform and 2) the design of generic technologies requires "cross-application" managers who are able to supervise the interactions among innovative concepts developed in different business and research groups and who are responsible for structuring and managing technological and marketing exploration portfolios within the organizational structures of a company
Crossing innovation and product projects management: comparative analysis in the automotive industry.
Projectification and platform approaches have been two main transformation trends implemented by industrial firms during the1990s. For those firms, innovation management no longer deals with introducing radically and totally new products, but rather withapplying innovative features within a regular stream of products and platforms. This paper proposes an analytical framework thatcan address the resulting interplay between innovative features and new products. This framework relies on the concept of innovationlife-cycle management (ILCM). The paper presents the early results from the comparison of five case studies from three OEMs.Organizational learning; New product projects portfolio; Innovation management; Automotive industry; Comparative analysis.
Catalyzing Collaboration: The Developing Infrastructure for Federal Public Private Partnerships
There is growing interest on the part of government, philanthropy and business to work together to achieve greater impact. Partnerships that span the sectors have the potential to achieve more than any sector can achieve on its own by leveraging the strengths of each. However, such partnerships also give rise to added costs and entail greater risks. To address these challenges, offices of strategic partnerships are emerging at the federal level to provide an infrastructure to catalyze cross-sectoral partnerships. This report examines 21 such offices in federal departments and agencies whose purpose is to facilitate and accelerate partnerships with philanthropy and business -- ranging from the Department of Housing and Urban Development and the Department of Education, to the Department of State and the Agency for International Development, to the Department of Homeland Security and the Federal Emergency Management Agency. The formation of these offices has been driven by champions within government -- many with prior experience in philanthropy or business -- that have witnessed the power of working collaboratively with other sectors. Their actions have often been reinforced by executive orders and other directives conducive to their growth. In the case of those offices that have been created in the last few years, they have also been encouraged by the examples of their more established counterparts
Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition
Similar to oil that acted as a basic raw material and key driving force of
industrial society, information acts as a raw material and principal mover of
knowledge society in the knowledge production, propagation and application. New
developments in information processing and information communication
technologies allow increasingly complex and accurate descriptions,
representations and models, which are often multi-parameter, multi-perspective,
multi-level and multidimensional. This leads to the necessity of collaborative
work between different domains with corresponding specialist competences,
sciences and research traditions. We present several major transdisciplinary
unification projects for information and knowledge, which proceed on the
descriptive, logical and the level of generative mechanisms. Parallel process
of boundary crossing and transdisciplinary activity is going on in the applied
domains. Technological artifacts are becoming increasingly complex and their
design is strongly user-centered, which brings in not only the function and
various technological qualities but also other aspects including esthetic, user
experience, ethics and sustainability with social and environmental dimensions.
When integrating knowledge from a variety of fields, with contributions from
different groups of stakeholders, numerous challenges are met in establishing
common view and common course of action. In this context, information is our
environment, and informational ecology determines both epistemology and spaces
for action. We present some insights into the current state of the art of
transdisciplinary theory and practice of information studies and informatics.
We depict different facets of transdisciplinarity as we see it from our
different research fields that include information studies, computability,
human-computer interaction, multi-operating-systems environments and
philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for
Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and
Wolfgang Hofkirchner, Editor
Report of the Stanford Linked Data Workshop
The Stanford University Libraries and Academic Information Resources (SULAIR) with the Council on Library and Information Resources (CLIR) conducted at week-long workshop on the prospects for a large scale, multi-national, multi-institutional prototype of a Linked Data environment for discovery of and navigation among the rapidly, chaotically expanding array of academic information resources. As preparation for the workshop, CLIR sponsored a survey by Jerry Persons, Chief Information Architect emeritus of SULAIR that was published originally for workshop participants as background to the workshop and is now publicly available. The original intention of the workshop was to devise a plan for such a prototype. However, such was the diversity of knowledge, experience, and views of the potential of Linked Data approaches that the workshop participants turned to two more fundamental goals: building common understanding and enthusiasm on the one hand and identifying opportunities and challenges to be confronted in the preparation of the intended prototype and its operation on the other. In pursuit of those objectives, the workshop participants produced:1. a value statement addressing the question of why a Linked Data approach is worth prototyping;2. a manifesto for Linked Libraries (and Museums and Archives and …);3. an outline of the phases in a life cycle of Linked Data approaches;4. a prioritized list of known issues in generating, harvesting & using Linked Data;5. a workflow with notes for converting library bibliographic records and other academic metadata to URIs;6. examples of potential “killer apps” using Linked Data: and7. a list of next steps and potential projects.This report includes a summary of the workshop agenda, a chart showing the use of Linked Data in cultural heritage venues, and short biographies and statements from each of the participants
Exploring the benefits of integrating business model research within living lab projects
Business model and living lab research both have similar objectives – to maximize the probability of successful market introduction of innovative solutions – be it through different means. Yet, there are still only few studies or reports discussing both, with those studies that do touch the subject staying at a high level. iMinds Living Labs has gained a lot of experience in combined living lab and business model innovation projects and, rather than being competing approaches, our results have shown that these two research methodologies can be complementary, where the combined approach turns out to be more powerful than each individual approach used alone. The goal of this article is to promote the inclusion of business model research in a model of "a living lab as a service" (and vice versa) by explaining the benefits and by introducing a practical framework to implement such combined research tracks based on the experience at iMinds Living Labs over the past few years
Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.
In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software development.video/computer game industry; artifacts; free/open source software; video game console
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FABRIC: A National-Scale Programmable Experimental Network Infrastructure
FABRIC is a unique national research infrastructure to enable cutting-edge and exploratory research at-scale in networking, cybersecurity, distributed computing and storage systems, machine learning, and science applications. It is an everywhere-programmable nationwide instrument comprised of novel extensible network elements equipped with large amounts of compute and storage, interconnected by high speed, dedicated optical links. It will connect a number of specialized testbeds for cloud research (NSF Cloud testbeds CloudLab and Chameleon), for research beyond 5G technologies (Platforms for Advanced Wireless Research or PAWR), as well as production high-performance computing facilities and science instruments to create a rich fabric for a wide variety of experimental activities
Developing a distributed electronic health-record store for India
The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India
Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.
In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software developmentvideo/computer game industry; artifacts; free/open source software; video game consoles
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