1,064 research outputs found

    The limits of process: On (re)reading Henri Bergson

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    This article offers a reading of the work of Henri Bergson as it pertains to organizations through the lens of ideas drawn from critical realism. It suggests an alternative to interpretations based on a stark division between process and realist perspectives. Much of the existing literature presents a rather partial view of Bergson’s work. A review suggests some interesting parallels with themes in critical realism, notably the emergence of mind. Critical realism has a focus on process at its heart, but is also concerned with how the products of such processes become stabilized and form the conditions for action. This suggests that attention might usefully be paid to the relationship between organizational action and the sedimented practices grouped under the heading of ‘routines’. More attention to Bergson’s account of the relationship between instinct, intuition and intelligence provides a link to the social character of thought, something which can be mapped on to Archer’s work on reflexivity and the ‘internal conversation’. This suggests that our analyses need to pay attention to both memory and history, to building and dwelling, rather than the one-sided focus found in some process theory accounts

    The fundamental problem of command : plan and compliance in a partially centralised economy

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    When a principal gives an order to an agent and advances resources for its implementation, the temptations for the agent to shirk or steal from the principal rather than comply constitute the fundamental problem of command. Historically, partially centralised command economies enforced compliance in various ways, assisted by nesting the fundamental problem of exchange within that of command. The Soviet economy provides some relevant data. The Soviet command system combined several enforcement mechanisms in an equilibrium that shifted as agents learned and each mechanism's comparative costs and benefits changed. When the conditions for an equilibrium disappeared, the system collapsed.Comparative Economic Studies (2005) 47, 296–314. doi:10.1057/palgrave.ces.810011

    Spinoza

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    "Spinoza", second edition. Encyclopedia entry for the Springer Encyclopedia of EM Phil and the Sciences, ed. D. Jalobeanu and C. T. Wolfe

    Managing stress through the Stress Free app: Practices of self-care in digitally mediated spaces

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    In this paper we are concerned with the question of how we feel when living in concert with multiple technologies. More specifically, we are focused on the influx of digital apps designed to manage psychological wellbeing. We draw on empirical work exploring one such app, Stress Free, and focus on the experiences of stress and technological tools designed to lessen stress. Our concern is with the way that technologies become part of the experience of stress as opposed to solely understanding the app as a tool aimed to reduce the occurrence and severity of stress. This involves taking a theoretical journey through philosophies of technology that provide valuable resources for conceptualising the relational characteristics of digitally mediated stress. Our wider interest is to speak to broader concerns with the movement to ‘digital care’ and the implications for how we conceptualise technology, self and care therein

    From Word Play to World Play: Introducing Humor in Human-Computer Interaction

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    Humor is important in our life, whether it is at home, at work, or in public spaces. Smart technology is increasingly becoming part of our daily life. Can smart technology, sensors and actuators, not only be used to introduce smartness in our environments, but also to introduce amusement? So far understanding of humor has escaped algorithmic approaches. Nevertheless, humor research knowledge is available and is increasing. First philosophers, then psychologists, then linguists and AI researchers made humor topic of their research. The aim of this paper is to introduce humor research to the human-computer interaction community. In particular we look at how our digitally enhanced physical worlds, or smart environments, can facilitate humor creation
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