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Books > Computing & IT > General
Edward Huizenga explores how knowledge and service intensive
companies can thrive on innovation and entrepreneurship in the ICT
sector. He applies new theoretical insights from strategy and
organisation theory, and includes case studies of 30 European
service companies. These case studies address the key innovation
issues and present answers as to why a constant search for
innovation improves firms' competitive position. The key success
factors are identified together with those differences that define
the frontrunners who are able to turn new ideas into profit. With
its mix of academic insights, managerial practices and
implementations, this book benchmarks company performance in
innovation and develops new theoretical strategy insights
including; resource-based ideas; firm's innovation styles;
strategic timing; the customer's involvement and the management
implications. Innovation Management in the ICT Sector is aimed at,
and will be of value to, a readership of academics in the area of
strategic management, organisation and innovation, policymakers
involved in innovation and economic growth at all levels of
government as well as managers in the ICT sector.
Each of the chapters in this volume devotes considerable attention
to defining and elaborating the notion of the frame problem-one of
the "hard problems" of artificial intelligence. Not only do the
chapters clarify the problems at hand, they shed light on the
different approaches taken by those in artificial intelligence and
by certain philosophers who have been concerned with related
problems in their field. The book should therefore not be read
merely as a discussion of the frame problem narrowly conceived, but
also as a general analysis of what could be a major challenge to
the design of computer systems exhibiting general intelligence.
Using a unique in-depth, case-based approach, Cengage's NEW
PERSPECTIVES COLLECTION, Microsoft® 365® & PowerPoint® 2021
Comprehensive helps you prepare for the Microsoft® Office®
Specialist (MOS) certification exam and success in your future
career. As you apply Microsoft® Office® skills to real-world
business scenarios based on Burning Glass market insights, you will
sharpen your critical-thinking and problem-solving skills.
Professional tips and insights incorporated throughout provide
context and relevancy to real-world practice, while ProSkills Boxes
help strengthen your employability skills, including written and
verbal communication. Updated coverage of Microsoft® 365®
features and enhanced support for Mac users are also included. In
addition, MindTap and up-to-date SAM (Skills Assessment Manager)
online resources provide interactive study tools to help maximize
your study time -- and results.
This book addresses how computers affect people's everyday lives.
Using actual situations and problems that people have encountered
with current software applications, this book offers academics ways
to examine how new situations are created through computer use. It
contains some of the very first papers on very important topics
including the AEGIS disaster, the intriguing new world of MUD
environments, and community networks, including a study of
Community Memory in Berkeley, possibly the world's first community
computer system. The first half contains critical studies, in which
the authors explain ways of describing real situations where people
are already using computers. This situations are often problematic
and much more complicated than the scenarios that the designers
envisioned when designing the system. The second half of the book
contains constructive studies, reporting experiences in trying to
build systems in new ways, with a fully developed consciousness of
what people need and the interactions between computer systems and
social systems.
Intellectual property is rapidly becoming one of the most
controversial aspects of American law with both domestic and
international implications. The controversy over copyright law is
largely a result of the rapidly growing internet which threatens
clear copyright ownership. In fact, Halbert argues, the internet,
through its emphasis on information exchange, inherently challenges
the concept of intellectual property rights developed in the 18th
century to protect written--not word-processed--works.
Halbert critiques the theoretical foundations and the present
American approach to copyright law, and she concludes that we
should not uncritically extend copyright law to the internet. More
generally, we should keep the concept of intellectual property from
colonizing knowledge and ideas. She attempts to describe how new
technologies are brought within the boundaries of the intellectual
property discourse and given legal legitimacy. Halbert touches on
the historical roots of copyright law, the manner in which
copyright law is used today, and provides a critique of our current
attitudes toward intellectual property. Court cases, government
documents, public policy recommendations, international trade
agreements, the actions of key industries, and popular opinion
provide insight into how intellectual property as a concept is
being defined in the information age and used to enforce property
boundaries. An important resource for scholars and professionals
alike working in copyright related industries.
Discover everything you need to know about how to survive in the
Overworld with this brand-new handbook! The Overworld is waiting to
be explored – you just need to survive long enough to do it! With
dangers lurking around every corner, staying alive can be tricky
for even the most experienced player. Whether it’s finding
resources, crafting equipment or protecting yourself from hostile
mobs, this Survival Handbook will teach you everything you need to
know to stay alive in Minecraft. With so much to explore, there’s
sure to be something for players of every level. Explore. Thrive.
Survive. Try our indispensable handbooks for your Minecraft
journey: Minecraft Redstone Handbook 978 0008495992 Minecraft
Creative Handbook 978 0755500413 Minecraft Combat Handbook 978
0755500420 Minecraft Explorers Handbook 9780008608507 Minecraft
Legends Handbook 978 0008595012 Brilliant books full of
inspiration: Minecraft Bite Size Builds: 978 0755500406 Minecraft
Amazing Bite Size Builds: 978 0008495954 Minecraft Super Bite Size
Builds 978 0008534127 Minecraft Epic Inventions 978 0008496012
Minecraft Epic Bases: 978 1405296472 Perfect Gifts: Minecraft Maps
978 1405294546 Minecraft Blockopedia 978 0755500390 Sticker, humour
and activity: Minecraft Survival Sticker Book 978 1405288552
Minecraft Sticker Adventure Treasure Hunt 978 0755503582 Minecraft
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978 1405295253 Minecraft How to Draw 978 0008534028 Minecraft Would
You Rather 978 0008534028 Minecraft Catch the Creeper 978
0755503575
We all are users of technology and services, but the way we use
them strongly depends on who our 'interlocutor' is: a machine, a
software application or a person. The contributions of this volume
look at the concept of the user from various perspectives and
continue to discuss the theme started in volume three on the user
of the artificial.
In today's knowledge-driven economy, the ability to share insight
and know-how is essential for driving innovation and growth. In
this groundbreaking volume, scholars from around the world
demonstrate how communication and information technologies are
enabling dynamic project design and management practices that
challenge traditional concepts of time, space and behavior.
Showcasing experiments in architecture, engineering, and
construction design--employing technological infrastructures that
link people and their ideas across physical, intellectual, and
cultural boundaries--the authors consider such issues as the links
between "competence" and "innovation" and between individual and
collective knowledge. At the heart of their analysis is the
realization that technological innovation is chiefly a social
activity. The implications are profound for the practical
management of complex design projects, experiments in distance
learning and virtual teams, and emerging theoretical concepts of
collaborative learning and innovation.
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