Critical mass (sociodynamics) In social dynamics, critical mass is a sufficient number of adopters of an innovation in a social system so that the rate of adoption becomes self-sustaining and creates further growth. It is an aspect of the theory of diffusion of innovations, written extensively on by Everett Rogers in his book Diffusion of Innovations.[1] Social factors influencing critical mass may involve the size, interrelatedness and level of communication in a society or one of its subcultures. Another is social stigma, or the possibility of public advocacy due to such a factor. Critical mass may be closer to majority consensus in political circles, where the most effective position is more often that held by the majority of people in society. Critical mass is a concept used in a variety of contexts, including physics, group dynamics, politics, public opinion, and technology. The concept of critical mass had existed before it entered a sociology context. Finally, Herbert A. In M. A fax machine
Human-based computation Human-based computation (HBC) is a computer science technique in which a machine performs its function by outsourcing certain steps to humans. This approach uses differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human-computer interaction. In traditional computation, a human employs a computer[1] to solve a problem; a human provides a formalized problem description and an algorithm to a computer, and receives a solution to interpret. Human-based computation frequently reverses the roles; the computer asks a person or a large group of people to solve a problem, then collects, interprets, and integrates their solutions. Early work[edit] Human-based computation (apart from the historical meaning of "computer") research has its origins in the early work on interactive evolutionary computation. A concept of the automatic Turing test pioneered by Moni Naor (1996) is another precursor of human-based computation. Alternative terms[edit]
Moore's law Moore's law is the observation that, over the history of computing hardware, the number of transistors on integrated circuits doubles approximately every two years. The law is named after Intel co-founder Gordon E. Moore, who described the trend in his 1965 paper.[1][2][3] His prediction has proven to be accurate, in part because the law is now used in the semiconductor industry to guide long-term planning and to set targets for research and development.[4] The capabilities of many digital electronic devices are strongly linked to Moore's law: processing speed, memory capacity, sensors and even the number and size of pixels in digital cameras.[5] All of these are improving at roughly exponential rates as well. This exponential improvement has dramatically enhanced the impact of digital electronics in nearly every segment of the world economy.[6] Moore's law describes a driving force of technological and social change in the late 20th and early 21st centuries.[7][8] History[edit]
Plate-forme collaborative Un article de Wikipédia, l'encyclopédie libre. Une plate-forme de travail collaboratif est un espace de travail virtuel. C'est un outil, parfois sous la forme d'un site internet, qui centralise tous les outils liés à la conduite d'un projet, la gestion des connaissances ou au fonctionnement d'une organisation[1] et les met à disposition des acteurs. L'objectif du travail collaboratif est de faciliter et optimiser la communication entre les individus dans le cadre du travail ou d'une tâche non liée au travail, généralement en mesurant également leur impact sur le comportement des groupes. Contenus et fonctionnalités[modifier | modifier le code] Ce type de plate-forme intègre par exemple les fonctionnalités suivantes : Voir aussi[modifier | modifier le code] Usages des outils collaboratifs[modifier | modifier le code] Voir Etude de Kelton Research, juin 2010 Voir Etude de Lecko, décembre 2013 Liens externes[modifier | modifier le code] Articles connexes[modifier | modifier le code]
Notes on Factors in Collective Intelligence | There are probably hundreds of factors we could identify as important for the generation of collective intelligence in different types of human system. We find these factors wherever we see collective intelligence being exercised, and when we support them (especially in combination) we often find collective intelligence increasing. From my work with reflective forms of CI in groups, communities and societies, I find that about fifteen factors stand out most vividly, and I’ve listed them with brief descriptions here. As I tried to articulate them, I noticed how they overlapped and showed up as part of each other. _ _ _ _ _ __ _ Some Factors Which Support Collective Intelligence DIVERSITY – To the extent everyone is the same, their intelligence can’t collectively add up to something more than any of them individually. Like this: Like Loading...
Disruptive technology Sustaining innovations are typically innovations in technology, whereas disruptive innovations cause changes to markets. For example, the automobile was a revolutionary technological innovation, but it was not a disruptive innovation, because early automobiles were expensive luxury items that did not disrupt the market for horse-drawn vehicles. The market for transportation essentially remained intact until the debut of the lower priced Ford Model T in 1908. The current theoretical understanding of disruptive innovation is different from what might be expected by default, an idea that Clayton M. The work of Christensen and others during the 2000s has addressed the question of what firms can do to avoid displacement brought on by technological disruption. History and usage of the term[edit] The term disruptive technologies was coined by Clayton M. The theory[edit] Christensen defines a disruptive innovation as a product or service designed for a new set of customers. See also[edit]
information « relationary.wordpress I was passed this link to a free Knowledge Management Course by a friend today. I gave the entire course a read (it is not that long) and concluded that there was only one thing that the course covered that is not covered by the Six Hats, Six Coats as it has been explained so far. The issue is valuation, how do we know the cost/benefit of any fact. Otherwise, the authors wave the term “knowledge” around with little restraint to the point of its being meaningless. If they had it their way, everything would be knowledge. To perform valuation of the Six Hats, Six Coats Framework, facts are each of the Six Coats columns: Motive, Locale, Object, Method, Person and Moment. The rest of the Knowledge Management concepts are covered by the Six Hats, Six Coats Framework. The Six Hats, Six Coats Framework provides not only knowledge. Green Hat: Wisdom. The Six Hats, Six Coats Framework gives a clear definition of knowledge. “Mentifacts” and “Sociofacts” are obtuse terms.
Socially distributed cognition Distributed cognition is a psychological theory that knowledge lies not only within the individual, but also in the individual's social and physical environment. This theory was developed in the mid-1980s by Edwin Hutchins. Using insights from sociology, cognitive science, and the psychology of Vygotsky (cf. cultural-historical psychology) it emphasizes the social aspects of cognition. It is a framework for studying cognition rather than a type of cognition. Embodiment of information that is embedded in representations of interactionCoordination of enaction among embodied agentsEcological contributions to a cognitive ecosystem Distributed cognition is a branch of cognitive science that proposes that human knowledge and cognition are not confined to the individual. This abstraction can be categorized into three distinct types of processes: Early research[edit] John Milton Roberts thought that social organization could be seen as cognition through a community (Roberts 1964). Daniel L.
Geoffrey Moore - Dealing With Darwin Pro-Ams: The Rise Of The Amateur Professionals, Prosumers, Passionate Amateurs "A number of factors are coming together to empower amateurs in a way never before possible, blurring the lines between those who make and those who take. Unlike the dot-com fortune hunters of the late 1990s, these do-it-yourselfers aren't deluding themselves with oversized visions of what they might achieve. Instead, they're simply finding a way--in this mass-produced, Wal-Mart world--to take power back, prove that they can make the products that they want to consume, have fun doing so, and, just maybe, make a few dollars." Passionate amateurs have in fact attracted the attention of both large corporations as well as the one of mainstream news sources, who have recently started to devote quite a bit of attention to this new spreading phenomenon. Call them "prosumers" or "Pro-Am", professional amateurs are here to stay while gradually transforming many of the professional realities we now give for granted. "Numerous currents have converged to produce this reaction.
National University National University Online Library Membership The National University Online Library is a unique and valuable resource for alumni, and includes one of the largest collections of electronic books in the nation. As a student, you had access to a great collection of print and online resources through the National University Library System, including NetLibrary, EBSCO and onsite library resources. Join the Alumni Online Library and you can continue to have access to the following key resources and services: Borrowing books (free delivery outside of the San Diego area).Using online journals with the alumni version of Academic Search Premier (EBSCO).Having access to the NetLibrary e-book collection.
User innovation User innovation refers to innovation by intermediate users (e.g. user firms) or consumer users (individual end-users or user communities), rather than by suppliers (producers or manufacturers).[1] Eric von Hippel [2] and others observed that many products and services are actually developed or at least refined, by users, at the site of implementation and use. These ideas are then moved back into the supply network. This is because products are developed to meet the widest possible need; when individual users face problems that the majority of consumers do not, they have no choice but to develop their own modifications to existing products, or entirely new products, to solve their issues. Based on research on the evolution of Internet technologies and open source software Ilkka Tuomi (Tuomi 2002) further highlighted the point that users are fundamentally social. See also[edit] [edit] Sources[edit] Bilgram, V.; Brem, A.; Voigt, K. External links[edit]
Amateur professionalism Amateur professionalism or professional amateurism (shortened to am pro, AmPro, Am-Pro, pro am, ProAm, Pro-Am, etc.) is a socioeconomic concept that describes a blurring of the distinction between professional and amateur within any endeavour or attainable skill that could be labelled professional, whether it is in the field of writing, computer programming, music, film, etc. When speaking of persons, the terms amateur professionals, amateur pros, am pros, professional amateurs, professional ams or pro ams may be used. The idea is distinct from the sports term "pro–am" (professional–amateur), though related to and ultimately derived from it. Amateur professionalism occurs in populations that have more leisure time and live longer, allowing the pursuit of hobbies and other non-essential interests at a professional or near-professional knowledge- and skill-level. See also[edit] User innovation References[edit] Further reading[edit]