410 research outputs found

    Asiakkaan kokeman arvon rahastaminen.

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    This thesis studies how an operator can monetise the customer perceived value. The main goal is to find new business opportunities, which potentially increase the average revenue per unit. The second goal is to identify components in the mobile operator’s products and services that affect the customer’s willingness to pay and the customer expected value. Outcomes are verified by a quantitative customer survey and deepened by qualitative interviews with experts and professionals. The results indicate that customer perceived value is a complex concept but very important when developing businesses. Key factors in customer perceived value in the mobile plan industry at the moment are price, performance, reliability and safety. The findings of this research are directions for future research and managerial implications.Tässä diplomityössä tutkitaan, kuinka teleoperaattori voi rahastaa käyttäjän kokemaa arvoa. Tavoitteena on löytää uusia liiketoimintamalleja, jotka kasvattaisivat keskimääräistä käyttäjän tuottamaa tuottoa. Toisena tavoitteena on tunnistaa liittymäliiketoiminnan komponentteja, jotka vaikuttavat kuluttajan maksuhalukkuuteen. Tutkittavat aiheet rajataan käyttäjäkyselyllä, ja valittujen aiheiden mahdollisuuksia syvennetään asiantuntijahaastatteluilla. Tulokset osoittavat, että asiakkaan kokema arvo on erittäin monisyinen konstruktio. Asiakkaan kokeman arvon ymmärtäminen on ensisijaisen tärkeää, kun yritys suunnittelee uutta liiketoimintaa. Arvoon vaikuttavat muun muassa asiakkaan kokema turvallisuus, luotettavuus sekä nopeus

    Edvard August Vainio 1853-1929

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    Luovat järjestelmät, toimijat sekä yhteisöt : Teoreettisia analyysimenetelmiä ja empiirisiä yhteistyötutkimuksia

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    Creativity is a multi-faceted phenomenon that can be observed in diverse individuals and contexts, both natural and artificial. This thesis studies computational creativity, i.e. creativity in machines, which can be broadly categorised as a subfield of artificial intelligence. In particular, the thesis deals with three important perspectives on computational creativity: (1) identifying properties of creative individuals, (2) studying processes that lead to creative outcomes, and (3) observing and analysing social aspects of creativity, e.g. collaboration which may allow the individuals to create something together which they could not do alone. One of the key interests in computational creativity is how computational entities may exhibit creativity in their own right, implying that the creative entities and their compositions, roles, processes and interactions are potentially different from those encountered in nature. This calls for theoretical analysis methods specifically tailored for artificial creative entities, and carefully controlled empirical experiments and simulations with them. We study both of these aspects. The analysis methods allow us to scrutinise exactly how creativity occurs in artificial entities by providing appropriate conceptual elements and vocabulary, while experiments enable us to test and confirm the effectiveness of different design decisions considering individual artificial creative entities and their interaction with each other. We propose three novel, domain-general analysis tools for artificial creative entities, i.e. creative systems and creative agents, and collections of them, called creative societies. First, we distinguish several conceptual components relevant for metacreative systems, i.e. systems that can reflect and control their creative behaviour, and discuss how these components are interlinked and affect the system's creativity. Second, we merge elements from sequential decision making in intelligent agents, i.e. Markov Decision Processes, into formal creativity as search model called the Creative Systems Framework, providing a detailed account of various elements which compose the decision-making process of a creative agent. Third, we map elements from an eminent social creativity theory, the Systems View of Creativity, a.k.a. Domain-Individual-Field-Interaction model, into the elements of the Creative Systems Framework and show how creative societies may be analysed formally with it. Each of the proposed analysis tools provides new ways to analyse creativity in artificial entities. The analysis of metacreative systems assumes an architectural point of view to creativity, which has not been previously addressed in detail. Deconstructing the decision-making process of a creative agent gives us additional means to discuss and understand why or how a creative agent selects certain actions. Lastly, the contributions to the creative societies are the first formal framework for their analysis. We also investigate in two consecutive case studies collaborator selection in creative societies. In the first study, we focus on what kind of cues, e.g. selfish or altruistic, assist in choosing beneficial collaboration partners when all the agents can observe from their peers are the individually created end products. The second study allows the agents to adjust their aesthetic preferences during the simulations and inspects what emerges from society as a whole. We conclude that selfish cues seem to be more effective in choosing the collaboration partners in our settings and that the society exhibits distinct emergence depending on how much the agents are willing to change their aesthetic preferences.Luovuus on monitahoinen ilmiö, jonka osatekijöitä voidaan tunnistaa monissa eri asiayhteyksissä. Tässä väitöskirjassa käsitellään laskennallista luovuutta, eli luovuutta koneissa, mikä voidaan karkeasti luokitella tekoälyn yhdeksi osa-alueeksi. Yksi laskennallisen luovuuden tärkeimmistä kiinnostuksen kohteista tutkii miten koneet voivat olla luovia omasta ansiostaan. Tämä tarkoittaa että luovat järjestelmät ja toimijat, menetelmät, yhteisöt sekä niiden vuorovaikutus voivat erota ihmisten vastaavista. On siis tärkeää kyetä keskustelemaan luovien järjestelmien, toimijoiden ja yhteisöjen ominaisuuksista riippumatta niiden toteutuksien yksityiskohdista sekä suunnittelemaan simulaatioita ja kokeita joissa voidaan todentaa suunnitteluratkaisujen vaikutukset järjestelmän luovuudelle. Väitöskirja esittelee kolme uutta luovuuden analyysimenetelmää, jotka on kehitetty analysoimaan (1) luovia järjestelmiä, (2) luovia toimijoita sekä (3) luovia agenttiyhteisöjä. Lisäksi kahdessa osajulkaisussa tutkitaan yhteistyöprosesseja simuloiduissa yhteisöissä, joissa itsenäiset luovat toimijat tuottavat abstraktia taidetta evolutiivisia menetelmiä käyttäen. Ehdotetut analyysimenetelmät mahdollistavat luovuuden monialaisen tarkastelun sekä tarjoavat yhden mahdollisen suunnan kohti laskennallisen luovuuden yhtenäistä analyysimenetelmää. Havainnot empiirisistä simulaatioista antavat uutta tietoa laskennallisista yhteistyöprosesseista ja ovat askel kohti monimutkaisempia kokeita luovan yhteistyön saralla

    Towards Goal-aware Collaboration in Artistic Agent Societies

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    We study the effects of goal-awareness in artistic agent societies creating evolutionary art. Particularly, we examine how goal-awareness may be utilized in modeling agent's peers when the aesthetic goals of the agent and its peers are subject to change. The agents use the learned peer models to choose their collaboration partners, and may alter their own aesthetic goal for the duration of the collaboration in order to enhance the potential of the collaboration outcomes. In addition, we demonstrate how goal-awareness can be used to guide the aesthetic goal change. The empirical evaluation indicates that agents which can adapt to their collaboration partners are more likely to reach favorable collaboration outcomes, even when their partners perceive fundamentally different properties from the artifacts.Peer reviewe

    Action Selection in the Creative Systems Framework

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    The Creative Systems Framework (CSF) formalises creativity as search through a space of concepts. As a formal account of Margaret Boden’s descriptive hierarchy of creativity, it is at the basis of multiple studies dealing with diverse aspects of Computational Creativity (CC) systems. However, the CSF at present neither formalises action nor action selection during search, limiting its use in analysing creative processes. We extend the CSF by explicitly modelling these missing components in the search space traversal function. We furthermore introduce a distinction between a concept and its material realisation as an artefact, and elaborate the action selection process to provide stopping criteria for creative search. Our extension, the Creative Action Selection Framework (CASF), is informed by previous studies in CC and draws on concepts from Markov Decision Processes (MDP). It allows us to describe a creative system as an agent selecting actions based on the value, validity and novelty of concepts and artefacts. The CASF brings the descriptive power of the CSF to a wider range of systems with more analytical depth.Peer reviewe

    Uutuutta etsivät moniagenttijärjestelmät

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    This paper considers novelty-seeking multi-agent systems as a step towards more efficient generation of creative artifacts. We describe a simple multi-agent architecture where agents have limited resources and exercise self-criticism, veto power and voting to collectively regulate which artifacts are selected to the domain i.e., the cultural storage of the system. To overcome their individual resource limitations, agents have a limited access to the artifacts already in the domain which they can use to guide their search for novel artifacts. Creating geometric images called spirographs as a case study, we show that novelty-seeking multi-agent systems can be more productive in generating novel artifacts than a single-agent or monolithic system. In particular, veto power is in our case an effective collaborative decision-making strategy for enhancing novelty of domain artifacts, and self-criticism of agents can significantly reduce the collaborative effort in decision making.Peer reviewe

    How to Report the Contributions of a CC System?

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    We argue that the lack of well established reporting practices for applied Computational Creativity systems is hindering progress in the field. We consider that the current lack of reporting details – and variation in form and content – makes it difficult for third parties to reliably evaluate and compare systems based on pub-licly available information. This hinders forming an un-derstanding of the similarities, differences and relative qualities of these systems. We propose a set of building blocks for robustly reporting the contributions of computationally creative systems to promote visibility and clarity in the field.Peer reviewe

    On the Inherent Creativity of Self-Adaptive Systems

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    We argue that frameworks employed in architecting self-adaptive systems allow the system to exhibit creative behaviour, and that many of the existing self-adaptive systems operating in domains which are typically not associated with creativity are inherently creative. However, even the current state-of-the-art solutions do not fully exploit stronger forms of creative behaviour, which are required in complex environments, where the system constantly encounters fundamentally novel situations. To this end, software development necessitates a paradigm shift parallel to moving from procedural design methodology toward self-aware systems where the system adapts to its context at run time.Peer reviewe

    Sinisistä maisemista maantieteen ytimeen

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    Allan Tiitta: Sinisten maisemien mies. J. G. Granön tutkijantie 1882–1956. SKS 2011

    "Niin todenmukainen kuin mahdollista" : Maisemavalokuva suomalaisessa maantieteessä 1920-luvulta 1960-luvulle

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    Finnish geography has been tightly linked to the construction of the Finnish nation state. The discipline was formed as a part of the governmentalisation of the modern state, and its development has followed changes in the spatial regulation of the Finnish society. However, geography has not only reflected societal structures, but geographers have also actively taken part in constructing Finland and Finnishness by developing research and representational methods, which have turned the spatial complexity of the state into governable, controllable, and hierarchical regionalities. Consequently, geographical research and its documents have positioned themselves in their social contexts by supporting the state ideas that have characterized different epochs. I understand landscapes as social ways of seeing. It follows that the forms of representing landscapes are statements in favour of certain social realities and aspirations. This study scrutinizes the landscape photography of Finnish geography from this perspective by defining the ways in which landscape photography has been used to represent and produce a desired statehood and citizenship. I position the examined photographs at the intersection of discourses about scientific content and social role of geography in order to clarify how geographers have negotiated their position in the Finnish nation state while creating ideas of Finnish regions and landscapes. My study draws from the methodologies of visual studies and sociology of science. I use content and discourse analyses to study the landscape photographs published in Terra (the journal of The Geographical Society of Finland), Finnish geography schoolbooks, and the non-fiction book series Suomenmaa ( The land of Finland ). I concentrate on the 1920s, 1940s and 1960s, which are three decades during which Finland turned from an aerial nation state into a modern welfare state. Geographical landscape imagery captured this change well. In the 1920s, representations of landscapes were linked to the constitutional consensus politics of the state, whereas in the 1940s landscape photography was used to legitimate expansive Finnish wartime politics and to unify the post-war state. In turn, the photographs from the 1960s depicted a state that had become a producer of civic services and a distributor of welfare. At the same time, within the field of geography, the landscape photographs turned from sensory observation material into sources of chorological analysis and further into documents that had a lesser role in research but which were nevertheless crucial in popular communication. My study represents the geographical landscape imagery as a political but conventional totality, which is characterized by many temporal layers. The imagery draws upon several traditions, which include, for example, the chorological and visual traditions that stem from the era preceding the institutionalisation of geography and the nineteenth century national and nature romantic traditions. Most importantly, however, the imagery is characterized by a twentieth century tradition, which represents the spatial and functional structure of the modern nation state. The importance of this tradition shows that the Finnish geography has been very loyal to the state institution. My study thus shows that the landscape photographs have been intertwined with the processes of social spatialization of the Finnish nation state and reveals that the geographical ways of representing landscapes have been highly dependent on societal spatial interests of knowledge.Tarkastelen tutkimuksessani maisemavalokuvan käyttöä suomalaisissa maantieteen julkaisuissa (Terra-aikakauskirjassa, Suomenmaa-kirjasarjoissa ja maantiedon koulukirjoissa). Valokuvia on pidetty maantieteessä yleisesti ulkoista todellisuutta objektiivisesti taltioivina dokumentteina, joiden avulla tutkijat ovat kuvittaneet niin matkakertomuksiaan, oppikirjojaan kuin tieteellisiä tutkimuksiaankin. Lisäksi kuvia on käytetty ahkerasti kansalaisvalistuksen välineinä. Työni osoittaa, että maantieteilijöiden tavat esittää Suomen maisemia ovat olleet lausumia tietyn yhteiskunnallisen todellisuuden ja tavoitetilan puolesta. Valokuvat ovat esittäneet tutkijoiden käsitykset maailmasta todelta näyttävänä kokonaisuutena, jolloin kuvista on tullut paitsi tieteellisiä myös kulttuurisia ja poliittisia väittämiä. Kuvien propagandistinen luonne on ollut voimakkainta populaareissa maantieteellisissä julkaisuissa ja oppikirjoissa, mutta myös tieteellinen kuvasto on sitonut maisemat osaksi maantieteen yhteiskunta- ja tiedepoliittisia tavoitteita. Työni avainvuosikymmeniä ovat 1920-, 1940- ja 1960-luvut, joiden aikana Suomi muuttui poliittisesti leiriytyneestä porvarillis-talonpoikaisesta kansallisvaltiosta moderniksi hyvinvointivaltioksi. Näiden vuosikymmenien kuluessa suomalainen maantiede tuotti aktiivisesti visuaalista aineistoa, joka tuki käsitystä kansallisesti eheästä valtiosta sekä sille lojaalista valtiokansalaisesta. Vaikka kuvastoon taltioitui sekä yhteiskunnan että maantieteellisten lähestymistapojen muutos, pysyivät suuret temaattiset linjat samankaltaisina kautta tutkimani ajanjakson. Maantieteilijät kuvasivat Suomea modernistisella otteella, jossa Suomen alueille ja paikoille määriteltiin valtiollisen eliitin tavoitteille alisteiset kulttuuriset ja toiminnalliset identiteetit. Niinpä maisemavalokuvissa yhdistyivät 1800-luvulla kehittynyt romanttinen käsitys suomalaisesta kulttuurihistoriasta ja luontosuhteesta sekä modernin kansallisvaltion ihanne sisäänrakennettuine valtahierarkioineen. Samalla määrittyi maantieteen oma tehtävä tätä valtiorakennetta tukevana tieteenalana. Maantieteilijät sosiaalistivat kansalaisvalistuksen keinoin ihmiset sitomaan omat alueelliset identiteettinsä osaksi tilallista järjestystä, jonka territoriaalinen ja moraalinen ydintoimija oli kansallisvaltio
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