309 research outputs found

    Patent related indicators for assessing knowledge-generating institutions: towards a contextualised approach.

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    This contribution aims at examining the extent to which patent related indicators are relevant for shedding light on the notion of excellence within knowledge generating institutions. Traditionally, excellence has been looked upon as the ability to create interesting and valuable new scientific concepts, theories and data. From such a perspective, scientific excellence can be assessed through scientometric measures of publication output and impact. The recent interest in the 'entrepreneurial' phenomenon within knowledge generating institutes justifies efforts to examine the relevancy of broadening the set of indicators used to assess such institutions into the direction of entrepreneurial excellence. In this paper we will examine the relevancy of using patent data in order to delineate such additional, more entrepreneurial oriented, indicators. The arguments and findings presented in this respect will lead us to a plea for the use of these indicators in a contextualized manner.Science; Effectiveness; Patents; Country; Performance; Variance analysis;

    A systematic literature review of the use of social media for business process management

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    In today’s expansion of new technologies, innovation is found necessary for organizations to be up to date with the latest management trends. Although organizations are increasingly using new technologies, opportunities still exist to achieve the nowadays essential omnichannel management strategy. More precisely, social media are opening a path for benefiting more from an organization’s process orientation. However, social media strategies are still an under-investigated field, especially when it comes to the research of social media use for the management and improvement of business processes or the internal way of working in organizations. By classifying a variety of articles, this study explores the evolution of social media implementation within the BPM discipline. We also provide avenues for future research and strategic implications for practitioners to use social media more comprehensively

    Do science-technology interactions pay off when developing technology? An exploratory investigation of 10 science-intensive technology domains.

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    In this paper we investigate the impact of science – technology (S&T) interactions on the effectiveness of technology development. The number of references in patents to scientific articles is considered as an approximation of the intensity of S&T interaction whereas a country's technological performance is measured both in terms of its technological productivity (i.e. number of patents per capita), and its relative technological specialization (i.e. RTA-index). We use USPTO patent-data for eight European countries in ten technological domains. A variance analysis (ANOVA) is applied. Country as an independent variable does not explain a significant portion of the observed variance in science interaction intensity (p=0.25). Technology domain, however, explains a significant portion of the observed variance (pScience; Effectiveness; Patents; Country; Performance; Variance analysis;

    Sustainability performance measurement : a preliminary classification framework of models and indicators

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    In this position paper we focus on the diversity of sustainability measurements. Based on existing research on performance measurement, we propose a preliminary classification framework summarizing sustainability models and indicators. By describing illustrative examples, we claim that several models and indicators can be distinguished with their own peculiarities. Having such a framework is interesting for both academia and business to structure the range of models and indicators and to ultimately select the appropriate sustainability measurement approach. The proposed framework should be validated by further research

    Parents' Degree and Style of Restrictive Mediation of Young Children's Digital Gaming: Associations with Parental Attitudes and Perceived Child Adjustment

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    Objectives As young children increasingly grow up in a digital environment, parents are confronted with the question whether and how to regulate young children's digital gaming effectively. The goal of this study was to examine correlates of parents' degree of restrictive mediation and their (autonomy-supportive or controlling) style of doing so. Specifically, we tested associations of parents' degree and style of restrictive mediation with parents' attitudes about digital gaming, parental perceptions of children's defiance and problematic gaming, and their interest in social play. Methods A sample of 762 parents of children between 3 and 9 years filled out questionnaires on their degree and style of restrictive mediation, their attitudes about gaming, and their perceptions of children's oppositional defiance, problematic gaming, and interest in social play. Results We found that parents who hold more negative attitudes about digital gaming were more likely to use a controlling style when mediating their child's gaming. Further, a higher degree of restrictive mediation generally related to more adaptive child outcomes (i.e., lower levels of perceived defiance and problematic gaming, higher levels of perceived interest in social play), whereas the opposite pattern was found for parents' controlling style of mediation. Finally, these associations were not moderated by children's age or gender, nor by parents' gender or educational level. Conclusions Also in the context of children's digital gaming, it seems important for parents to set clear rules. Yet, when doing so, it is equally important to refrain from using controlling strategies, as they seem to be counterproductive

    Support vector machine versus logistic regression modeling for prediction of hospital mortality in critically ill patients with haematological malignancies

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    Background: Several models for mortality prediction have been constructed for critically ill patients with haematological malignancies in recent years. These models have proven to be equally or more accurate in predicting hospital mortality in patients with haematological malignancies than ICU severity of illness scores such as the APACHE II or SAPS II [1]. The objective of this study is to compare the accuracy of predicting hospital mortality in patients with haematological malignancies admitted to the ICU between models based on multiple logistic regression (MLR) and support vector machine (SVM) based models. Methods: 352 patients with haematological malignancies admitted to the ICU between 1997 and 2006 for a life-threatening complication were included. 252 patient records were used for training of the models and 100 were used for validation. In a first model 12 input variables were included for comparison between MLR and SVM. In a second more complex model 17 input variables were used. MLR and SVM analysis were performed independently from each other. Discrimination was evaluated using the area under the receiver operating characteristic (ROC) curves (+/- SE). Results: The area under ROC curve for the MLR and SVM in the validation data set were 0.768 (+/- 0.04) vs. 0.802 (+/- 0.04) in the first model (p = 0.19) and 0.781 (+/- 0.05) vs. 0.808 (+/- 0.04) in the second more complex model (p = 0.44). SVM needed only 4 variables to make its prediction in both models, whereas MLR needed 7 and 8 variables in the first and second model respectively. Conclusion: The discriminative power of both the MLR and SVM models was good. No statistically significant differences were found in discriminative power between MLR and SVM for prediction of hospital mortality in critically ill patients with haematological malignancies

    Publication and patent analysis of European researchers in the field of production technology and manufacturing systems

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    This paper develops a structured comparison among a sample of European researchers in the field of Production Technology and Manufacturing Systems, on the basis of scientific publications and patents. Researchers are evaluated and compared by a variegated set of indicators concerning (1) the output of individual researchers and (2) that of groups of researchers from the same country. While not claiming to be exhaustive, the results of this preliminary study provide a rough indication of the publishing and patenting activity of researchers in the field of interest, identifying (dis)similarities between different countries. Of particular interest is a proposal for aggregating analysis results by means of maps based on publication and patent indicators. A large amount of empirical data are presented and discusse

    Scholars’ open debate paper on the World Health Organization ICD-11 gaming disorder proposal

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    Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world
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