476,485 papers on Academia.edu
Miguel Alonso
Preparing Barceloneta workshop on sound cartography
Sun 22 November at 03:09 AM
William Rathouse
passed his upgrade board and is now a doctoral candidate. he has also been doing some seminar work with first year undergraduates for the first time.
Sun 22 November at 03:02 AM
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People who have Measures of the Level of Innovativeness and Impact of Particular Innovations as a research interest
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- Africana
- Anthropology
- Pacific Island Studies
- Art
- Art History
- Bureaucracies & bureaucratic workers
- Comparative Perception
- Virtual Worlds
- Diversity
- Emotional intelligence
- Employability
- Film Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Globalization
- Graphs Theory
- Heuristics
- Human Resource Development
- Humanities
- Imagology / Image Studies
- Indo-european language reconstruction
- Innovation
- Conflicts Between Creation Practices and Innovation Practices
- Dialectic Innovation--opposings of innovations that spawn new innovations
- Idea Wave and Global Cascade Processes of Innovation
- Innovation as Mere Self Image Sprucing--national and gender cultures drivers of innovation exaggeration
- Innovation Errors--assuming it is one thing and erecting one envt. to support it for example
- Innovation Noise--nearly worthless continual innovation activities and persons wasting time and resources and publishings
- Innovation Studied in Particular Domains--art, science, politics, porno, cooking, theology, etc.
- Innovation Studied with Particular Research Methods or Data Source Types
- Innovation Study outside of Business, Economics, and Commercial Fields
- Inter-level, Emergence, and Power Law Aspects of Innovation
- Investigating the Petty Levels of Innovation that Famous Corporations Settle For
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Ownerless Big Innovations--innovation without creators, inventors, heroic males, or other individualizations and Western culture myths
- Relation Between Creation Practices and Innovation Practices
- Social Revolutions, Disease Outbreaks, Mass Hysterias and Other Unusual Examples of Innovation Dynamics
- The Dependence of Innovation on Huge Non-Innovation Practices and Dynamics
- Theory of Innovation Posings--people/organizations working to "look like" they are innovative without actually being so
- Theory of Relation Between Innovation and Creativity
- Material Culture Studies
- Transnationalism
- Cultural Memory
- Music
- Open Access
- Organizational Culture
- Organizational Theory
- Personality
- Philosophy
- Public PolicyStudies
- European integration
- Popular Culture
- Posthumanism
- Practice theory
- Project Management
- Psychology
- Quality Management
- Quantity Surveying
- Renaissance Studies
- Research Methodology
- Situation awareness
- Social Philosophy
- Social Sciences
- Sociology
- Collective Behavior
- Community Informatics
- Cultural Sociology
- Cultural Studies
- Economic Sociology
- Future Studies
- Historical Sociology
- Industrial Sociology
- Interactionism
- Measuring the Competitive Explanatory Powers of: Sociology, Psych, PolySci, Anthro, Social Physics
- Non-Linear System Social Dynamics & Simulations
- Person-alness of Social Things & Social-ness of Persons
- Political Sociology
- Popularity Dynamics, Kinds, Causes, Evolution, Ecosystems, Markets
- Program Evaluation
- Public Sociology
- Pure Sociology
- Research Methods and Methodology
- Self and Identity
- Definitions of Adulthood: undoing socialization effects, demystifying roles, making one's self
- Kinds of & Theories of: Selves--what are they, are they one or many
- Self-ness Excesses--Measurement of--too much, too little, too imbalanced, too balanced
- Self-ness Profiles: being a self across plural media, cultures, relations, frames
- Social Identity
- Social identity processes
- The Identity Prison--identities as cutting off most of the world = harmful narrownesses
- The Self of Groups
- The Special Case of Self-less Selves: in service, monatery, abuse, theatre state polities like Japan & Tonga & Bali
- Social Change
- Social Indexing: Mechanisms, Measurements of, Kinds, Impacts & Effects
- Social Movements
- Social Networks
- Social Physics
- Social Psychology
- Social Theory
- Sociology of Emotion
- Sociology of Work
- The Sociality, Sociology, Socio-Tech of Events and Vice Versa
- The Sociology of Social: Thinking, Theories, Practices, Eras, & Genres
- The Sociology, Sociality, Socio-Tech of Truth and Vice Versa
- Urban Studies Or Urban Sociology
- Visual Sociology
- States
- Sustainability
- Technology
- Training and Development
- Visual Studies
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- Developmental Neuropsychology, Child Clinical Neuropsychology
- Positive Organizational Scholarship
- Corporate Entrepreneurship
- Dynamic Capabilities
- Strategic Agility
- Strategic Foresight
- Strategy Implementation Assessment
- Conflicts Between Creation Practices and Innovation Practices
- Dialectic Innovation--opposings of innovations that spawn new innovations
- Embedding Degree of Innovations within Communities of Practice
- Fluid Self-Organizing Coalition versus "Champion" Models of Innovation
- Idea Wave and Global Cascade Processes of Innovation
- Innovation as Mere Self Image Sprucing--national and gender cultures drivers of innovation exaggeration
- Innovation Ecosystems and Their Dynamics
- Innovation Errors--assuming it is one thing and erecting one envt. to support it for example
- Innovation Noise--nearly worthless continual innovation activities and persons wasting time and resources and publishings
- Innovation Policy
- Innovation Studied in Particular Domains--art, science, politics, porno, cooking, theology, etc.
- Innovation Studied with Particular Research Methods or Data Source Types
- Innovation Study outside of Business, Economics, and Commercial Fields
- Inverse U Functions of Innovating--undoing worth of prior innovations by later innovations (innovation noise)
- Investigating the Petty Levels of Innovation that Famous Corporations Settle For
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Ownerless Big Innovations--innovation without creators, inventors, heroic males, or other individualizations and Western culture myths
- Relation Between Creation Practices and Innovation Practices
- Social Revolutions, Disease Outbreaks, Mass Hysterias and Other Unusual Examples of Innovation Dynamics
- Technology Cluster Theory and Practice--Silicon Valley and its imitations/replications
- The Dependence of Innovation on Huge Non-Innovation Practices and Dynamics
- The Economics, Politics, Anthro, PolySci, Media, Communication etc. of Innovation
- The Femininity of Creativity and Innovation--how centuries of male dominance makes nearly all innovations feminize work systems
- The Showmanship and Sincerity of Innovation
- The Study Loop--measures of degree of use of innovation research by creators and innovators
- Theory of Innovation Posings--people/organizations working to "look like" they are innovative without actually being so
- Theory of Relation Between Innovation and Creativity
- Mindfulness
- Organizational Culture
- Organizational Theory
- Personal Development Planning (PDP)
- Personality
- Spirituality
- Spiritual Leadership
(More)
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- Animation
- Architecture
- Art
- Business
- Language and Social Interaction
- New Media
- PR and Advertising
- Propaganda
- Computer Science
- Design Creativity
- Design and Emotion
- Design education
- Design for Social Innovation
- Design Management
- Design Methods
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Automating Design Novelty--via interpolating/extrapolatilng among dimensions of difference, etc.
- Becoming a Designer--the social science & career & economic dynamics of
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Darwinian Evolution Design--events, mass workshops, classes, software factories
- Design Sneakinesses--unplanned second order effects of designs
- Designing Designing--designs for social processes by which designers design
- Designs of Deployment Processes--how events, ideas, people, funds, etc. flow over social, technical, and other webs/nets
- Digital Tech Re-framings of World Poverty--person-at-a-time delivery of "development", micro-institution and viral development digitally web enabled, micro-charity
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Invent Events--mass workshops where many parallel workshops whose product combine invent, patent, discover, design
- Libraries of Social Indexing Function Routines as Design Material for Digital Systems and Web Nets
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Science of Flawed/Failed Designs--from excess testicularities, attentional competitions, requirements politics, immediacy erosions of morale, etc.
- Self Assembling Software Applications--from populations of self-knowing functional agents
- Self Extinguishing Designs and Designers--designing for systems whose requirements and potential capabilities continually evolve (& accelerate)
- Social Automata Re-engineerings, Re-structurings, En-toolings of Common Social Phenomena: meetings, discussions, referrals, visitation tours
- Solving System, Link, Reference, Interface "Bushyness": via regularizations, fractalizations, orderings, self indexing mechanisms
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Thrillilng Audiences/Customers of Designs--social sciences of
- World Changers--a passion beyond money, designing to change the world not enhance personal lifestyles
- Ergonomics
- Event design
- Participatory Design
- E Commerce
- E-learning
- Engineering
- Excellence Science
- Face and Facework Theory
- Conflicts Between Creation Practices and Innovation Practices
- Dialectic Innovation--opposings of innovations that spawn new innovations
- Embedding Degree of Innovations within Communities of Practice
- Fluid Self-Organizing Coalition versus "Champion" Models of Innovation
- Idea Wave and Global Cascade Processes of Innovation
- Innovation as Mere Self Image Sprucing--national and gender cultures drivers of innovation exaggeration
- Innovation Ecosystems and Their Dynamics
- Innovation Errors--assuming it is one thing and erecting one envt. to support it for example
- Innovation Noise--nearly worthless continual innovation activities and persons wasting time and resources and publishings
- Innovation Studied in Particular Domains--art, science, politics, porno, cooking, theology, etc.
- Innovation Studied with Particular Research Methods or Data Source Types
- Innovation Study outside of Business, Economics, and Commercial Fields
- Inter-level, Emergence, and Power Law Aspects of Innovation
- Inverse U Functions of Innovating--undoing worth of prior innovations by later innovations (innovation noise)
- Investigating the Petty Levels of Innovation that Famous Corporations Settle For
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Ownerless Big Innovations--innovation without creators, inventors, heroic males, or other individualizations and Western culture myths
- Relation Between Creation Practices and Innovation Practices
- Social Revolutions, Disease Outbreaks, Mass Hysterias and Other Unusual Examples of Innovation Dynamics
- Technology Cluster Theory and Practice--Silicon Valley and its imitations/replications
- The Dependence of Innovation on Huge Non-Innovation Practices and Dynamics
- The Economics, Politics, Anthro, PolySci, Media, Communication etc. of Innovation
- The Femininity of Creativity and Innovation--how centuries of male dominance makes nearly all innovations feminize work systems
- The Showmanship and Sincerity of Innovation
- The Study Loop--measures of degree of use of innovation research by creators and innovators
- Theory of Innovation Posings--people/organizations working to "look like" they are innovative without actually being so
- Theory of Relation Between Innovation and Creativity
- International Studies
- E-learning
- Multimedia
- Political Science
- Psychology
- Social Sciences
- Blogs
- E-learning
- Innovation
- Web 2.0
- Theatre Studies
- Web Design
- Abstract Layout/Mapping Alternative Regimes for Website Design--regularize operators applied, operands operated on, path topologies used, etc.
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Coincident Memory Systems in Site Designs--muscle memory, verbal memory, association memory, remindings
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Scale, Level, and Power Law Phenomena in Web Site Design
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Web Site Design Measures--bushy-ness, muscle memory page carryover, verbal memory page carryover, etc.
- Web Site Types--for individual access, for group access, for interactive contact, for 1-directional contact,
(More)
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- Business
- Educational Research
- Knowledge Management
- Career Effects: undermining sharing info, use sneakily worth determination difficulty
- Cognitive Competitiveness--benchmarks, systems, response effects, capability evolution
- Knowledge Deployment & Distributions
- Measuring Knowledge--validity, currency, pertinance, utility, impact, error, distortion, bias, latency, etc.
- Organizational Learning Processes
- SME
- Conflicts Between Creation Practices and Innovation Practices
- Innovation Ecosystems and Their Dynamics
- Innovation Errors--assuming it is one thing and erecting one envt. to support it for example
- Inter-level, Emergence, and Power Law Aspects of Innovation
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Relation Between Creation Practices and Innovation Practices
- Social Revolutions, Disease Outbreaks, Mass Hysterias and Other Unusual Examples of Innovation Dynamics
- The Dependence of Innovation on Huge Non-Innovation Practices and Dynamics
- Theory of Innovation Posings--people/organizations working to "look like" they are innovative without actually being so
- Theory of Relation Between Innovation and Creativity
- Intelligence
- Sustainability
- Innovation
(More)
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- Business
- Project Management
- Conflicts Between Creation Practices and Innovation Practices
- Innovation as Mere Self Image Sprucing--national and gender cultures drivers of innovation exaggeration
- Innovation Ecosystems and Their Dynamics
- Innovation Noise--nearly worthless continual innovation activities and persons wasting time and resources and publishings
- Innovation Studied with Particular Research Methods or Data Source Types
- Innovation Study outside of Business, Economics, and Commercial Fields
- Inter-level, Emergence, and Power Law Aspects of Innovation
- Inverse U Functions of Innovating--undoing worth of prior innovations by later innovations (innovation noise)
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Ownerless Big Innovations--innovation without creators, inventors, heroic males, or other individualizations and Western culture myths
- Relation Between Creation Practices and Innovation Practices
- Technology Cluster Theory and Practice--Silicon Valley and its imitations/replications
- The Study Loop--measures of degree of use of innovation research by creators and innovators
- Theory of Relation Between Innovation and Creativity
- Innovation
- Innovation Poses--companies trying to look innovative while achieving near no novelty
- Measuring Degree of Novelty for All Types of Innovation
- Measuring Traits of Results from Operations on Innovations--blending, splitting, subsuming, distributing
- Models of Innovation
- Open Innovation
- Tech Cluster Theory/Practice--(Silicon Valley & imitators) flows, norms, emergence, homeless ideas/funds/etc. finding homes
- Technology Error, Flaw, Disaster Causes--excess male-ness, excess-US-ness, excess Descartian abstraction, etc.
- The Culture of Technologies, Interfaces, Inventions, and Innovation Processes
- Web 2.0
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- Anthropology Of Technology
- Mythology
- Psychological Anthropology
- Social Anthropology
- American Studies
- Asian Studies
- Japanese Studies
- Art Economics and Markets
- Art Events--mass multi-art workshop composition events
- Art for Emotion Management in Business
- Art Theory
- Digital Media
- Event Art--mass many-art workshop/composition events
- Bioinformatics
- Bioinformatics
- Evolutionary Biology
- Medical Statistics / Biostatistics
- Arts Administration (As A Subfield Of Business Administration)
- Business Administration
- Business Culture--using/inventing/fixing/evolving
- Entrepreneurship
- Finance
- Information Systems
- Knowledge & Creativity Management
- Management
- Marketing
- Cultural Games around the word "Strategic" in Businesses
- Global National Account Imbalances & Declining Powers
- Social Automatons & their Strategic Properties
- The MBA Subculture & Its Economic Instabilities
- Alternatives to Prose, Updating this ancient interface
- Intercultural Communication
- Interpersonal Communication
- Media and Cultural Studies
- New Media
- Organizational Communication
- Basic Daily Social Interaction as Performances
- Management/Leadership as Performing arts
- Social and Cogntive Psych of Thrilling Audiences
- PR and Advertising
- Civilizational Collapses as Non-Linear System Avalanche Events
- Evolutionary Dynamics in Brains generating Thought
- Evolutionary Dynamics in Human & Animal Cultures
- Evolutionary Engineering of Self Evolving Evolutionary Algorithms
- Genetic Algorithms Updated by Latest Bio Algorithm in Real Life Findings
- Levels of Selection Mechanisms for Emergence of all Life, Brain, Complex Behavior in Universe
- Simulating Consciousness in Alife Systems
- Social Automata--new forms of face-to-face-ness
- Algorithms
- Artificial Intelligence
- Computer And Society
- Computer-Based Learning
- Semantic Web Technologies
- Computing In Social Sciences, Arts And Humanities, Professions
- Human Computer Interaction
- Parallel Computing
- Programming Languages
- Quantum Computing
- Software Engineering
- Theory Of Computation
- Digital Media, Device, and Software Interface Design
- Event design
- Fashion design
- Ecology
- Creativity studies
- E-learning
- Education Innovation and Ventures
- Educational Leadership
- Knowledge Management
- Scholarship of Teaching and Learning
- Quality Assurance Engineering
- Software Engineering
- Excellence Science
- Image Menus for Designs--gender, era, power, wealth, trendiness, celebrity
- The Everyday Performer Locus of Design
- The Micro-jecting of Global Images/Trends Locus of Design
- Values Sourcing of Fashion Components--green design, child-labor-less designs
- Cross-Culture Game Story Plotting & Pathing
- Indigenous Health
- Installation Art
- Critical Theory
- Literary Criticism
- A New Industry: The Publishing Of Structural Readings Of Texts
- American Literature
- Educational Research
- Post Modern Literature
- Teaching and Learning
- A New Industry: the Publication of Reading Types of Works
- Alternatives to Prose--visually evident point count, names. orderings
- Assessing Amount/Kinds of Creativity of New Forms/Genres/Plots/Publications
- Audience/Reader Participation in Composing: Composings as Performances
- Bloggings, Social Webbings, & Other Emergent Writing/Reading Forms
- Challenges to All Writing--audience exhaustion with: plots, heroics, extremes (to sell of sex, violence),
- Cognitive & Social Psych of Alternative Ways to Compose
- Composing Point Geometries & Structures Behind Prose Forms
- Creative Nonfiction
- Fiction Writing
- Genre Blends and Embeddings
- Genre Inventions and Inventings
- Measures/Ratings of the Novelty of Plots, Characters, Imagery, Emotions Evoked of Works
- Media Blends and Embeddings
- New Ways to Compose: Group & Social Automata, Web-Distributed
- Non Fiction Writing
- Parallel Release of Alternative Versions of the Same Story/Movie/Game
- Poetry Composition
- Re-Writings of Prior Works: same macro-structure re-imaged/re-expressed
- Reality Fictions--messing up traditional mythic plot and genre sequence elements
- Redefinition of Prose: Unfreezing Punctuation, Grammar, Sentencing
- Screenwriting
- Video Game Versions of Genres and Genre Versions of Video Games
- Web Enabled/Inspired New Ways to Compose: Wiki, Blog Summaries, etc.
- Self Funding Micro Institution Development
- Allocating Functions: Depts., Processes, Events, Web-asynch/synch
- Bio-Sense Replacing Mechano-Sense, Biologic Org Forms
- Institutional Forms as Libraries from which Teams as Pulled
- Social automata theory and practice
- Audience as Composer-Performers Events
- Improv Conversation Dramas
- Aesthetics
- Applied Philosophy
- Buddhist Philosophy
- Chinese Philosophy
- Japanese Philosophy
- Experimental philosophy
- Phenomenology
- Philosophy Of Mind
- Philosophy Of Science
- Philosophy of Technology
- Political Philosophy
- Pop Culture and philosophy
- Quantum Physics
- Policy Analysis/Policy Studies
- Political Philosophy
- Public Administration
- Applied Psychology
- Cognitive Psychology
- Cognitive Science
- Creativity studies
- Educational Psychology
- Emotion
- Evolutionary Psychology
- Intrapersonal Communications
- Neuropsychology
- Organizational Psychology
- Personality Psychology
- Positive Psychology
- Quantitative Psychology
- Social Psychology
- Quality Management
- Boundary Ethics of Mythic Belonging: Tribal, Us-ness, Identity, Saved/Heathen
- Cognitive, Affective, Social Capabilities Fostered by Mythic Rites & Forms
- Qualitative methodology
- Cultural Sociology
- Cultural Studies
- Assessing Cultures via Traits, Dimensions, Coherence, etc.
- Blending, Fusing, Mixing Various Culture Types
- Cross-Culture Phenomena---morality, transfer of practices across cultures, info frame changes thru cultures,
- Culture Disasters---the great and brilliant made fools of by culture
- Improving (Strengthening, Balancing etc.) Cultures
- Intercultural Communication
- Inventing and/or Founding Entirely New Cultures
- Measuring Cultures---strength, health, neurosis, permeability, persistence power,
- The Culture of Technologies and Interfaces
- The Iceberg Effect---culture power from automated unconscious self contents beyond awareness
- The Shallowness Effect---culture "settings" changed by simple trainings
- Theory of What Is a Culture and What a Culture Does
- Transplanting Leadership and Other Practices across Cultures
- Future Studies
- Human Ecology
- Media Sociology
- Self and Identity
- Definitions of Adulthood: undoing socialization effects, demystifying roles, making one's self
- Kinds of & Theories of: Selves--what are they, are they one or many
- Self-ness Excesses--Measurement of--too much, too little, too imbalanced, too balanced
- Self-ness Profiles: being a self across plural media, cultures, relations, frames
- The Identity Prison--identities as cutting off most of the world = harmful narrownesses
- The Self of Groups
- The Special Case of Self-less Selves: in service, monatery, abuse, theatre state polities like Japan & Tonga & Bali
- Social Change
- Butterfly, Threshold, Last Straw Effects in Social, Institutional, Personal Change
- Diverse Particular Models of Creativity found in Societies, Institutions, Persons Changing
- Ecosystem Dynamics in Social, Institutional, & Personal Change
- Educative Social Change Mechanisms/Groups--the West's bias for political means violated
- Fractal Patterns in Social, Institutional, Personal Change
- Kinds of Leadership--taking credit for changes or starting/guiding them
- Measuring Change Degrees--appearance or reality or relativity (frameworks) of change
- Natural Selection Style Evolution Processes in Societies & Institutions & Persons
- Non-Lineary System Dynamics Avalanche Events in Societies, Institutions, Persons
- Social Automata Models of Social Processes of Establishment and Change
- Social Revolution Studies
- Symbol & Conscious Awareness as Change Accelerants
- Social Movements
- Social Psychology
- Social Theory
- Sociology of Education
- Sociotechnical Systems
- Innovation
- Web 2.0
- Wikis
- Cognitive & Social Psych of Thrilling Audiences
- Design
- City-fications: How We Urbanize Places We Are
- 3D TV, Magazine Ads, Theatres & New Viewings/Composings
- Web Design
- The Femininity of Creativity & Productivity
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