5,249 research outputs found
User Needs and Library Services in Agricultural Sciences
published or submitted for publicatio
Connecting open and closed innovation markets: A typology of intermediaries
Open Innovation embraces the process of cultivating and internalizing value from opportunities external to the firm, as well as the skilful deployment of internal discoveries to external complements. For a subset of open innovation practice, well-known innovation intermediaries such as InnoCentive and NineSigma can help transgress the boundaries between open and closed innovation markets. Moreover, less publicised forms of intermediation exist, representing consultants, incubators and science and technology parks
that further complement innovative practice. Based on an exploratory cross-case analysis, this study enhances our understanding of the operational practices of innovation intermediaries. We develop a theoretical typology that anchors the formulation of generalizable propositions concerning the function and business logic of predominant innovation intermediary types. Implications for management are considered
Government Information Quarterly. Volume 7, no. 2: National Aeronautics and Space Administration Scientific and Technical Information Programs. Special issue
NASA scientific and technical information (STI) programs are discussed. Topics include management of information in a research and development agency, the new space and Earth science information systems at NASA's archive, scientific and technical information management, and technology transfer of NASA aerospace technology to other industries
State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literature and Empirical Cases
This report presents the 'state of play' of knowledge of how digital games can work as empowerment tools to support social inclusion processes and policy. The report brings together for the first time a review of theoretical and empirical research in a variety of disciplines, especially from learning, social inclusion, e-inclusion and innovation studies to build a framework to help understanding of the potential of games for inclusion and empowerment. It uses this framework to analyse seven well-documented case studies from across the spectrum of digital games for empowerment and inclusion to understand between the factors contributing to their success or failure. It draws conclusions as to the principal challenges, identifies knowledge gaps, and recommends potential action by stakeholders to address these challenges.JRC.J.3-Information Societ
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