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This book provides theoretical and practical backgrounds for the
digital creativity management and related Agent-Based Modeling
(ABM) results on the basis of a set of realistic assumptions in
which several topics such as knowledge network, diversity,
individual creativity, team creativity, exploration and
exploitation, and organizational creativity are discussed. Until
now, there has been no clear-cut methodology by which creativity
management can be articulated and materialized into the business
process management within companies and corporate performance.
Though many approaches have been proposed to tackle the creativity
research issues, this book adopts a new approach which assumes that
the network structure formulated by interrelationships among team
members decides individual creativity and team creativity as well,
and ABM-based simulations lead to robust analysis of corporate
performance over time. Typical examples of network structure under
consideration in this study are degree centrality and structural
hole (an opportunity to broker the flow of information between
people, and control the projects that bring together people from
opposite sides of the hole). This book suggests detailed analysis
of source code used in implementing a prototype digital creativity
simulation engine with related snap-shots and ABM results, so that
readers can understand hard core of how to design and implement ABM
tasks related to target problems, and extract implications from the
ABM results.
As the use of digital technology has grown, so necessarily has the
body of research into its effects at the personal, group and
organizational levels, but there is no one book that looks at how
digital technology has specifically influenced creativity. Digital
Creativity: Individuals, Groups, and Organizations discusses all
spectrums of influence that digital technologies have on creativity
from the individual, team, and organization level. This book offers
a new kind of creativity model encompassing all three levels of
creativity. It combines each level into a unified creativity
framework in which organizations regardless of their industry types
could benefit in reengineering their business processes as well as
strategies. For this purpose, the book considers various factors
that would affect creativity- individuals' digital efficacy,
heterogeneity among members (i.e., age, gender, races, tenure,
education, and culture, etc), CMC (Computer-Mediated
Communication), task complexity, exploitation, exploration,
culture, organizational learning capability, and knowledge networks
among members. This book introduces a theorized and systematic
glimpse into the exciting realm of digital creativity. It is
organized with contents starting from individuals to teams and
ultimately to organizations, each with various techniques and
cases. Each chapter shows how individuals, teams, and organizations
can become more creative through use of digital technologies.
As the use of digital technology has grown, so necessarily has the
body of research into its effects at the personal, group and
organizational levels, but there is no one book that looks at how
digital technology has specifically influenced creativity. Digital
Creativity: Individuals, Groups, and Organizations discusses all
spectrums of influence that digital technologies have on creativity
from the individual, team, and organization level. This book offers
a new kind of creativity model encompassing all three levels of
creativity. It combines each level into a unified creativity
framework in which organizations regardless of their industry types
could benefit in reengineering their business processes as well as
strategies. For this purpose, the book considers various factors
that would affect creativity- individuals' digital efficacy,
heterogeneity among members (i.e., age, gender, races, tenure,
education, and culture, etc), CMC (Computer-Mediated
Communication), task complexity, exploitation, exploration,
culture, organizational learning capability, and knowledge networks
among members. This book introduces a theorized and systematic
glimpse into the exciting realm of digital creativity. It is
organized with contents starting from individuals to teams and
ultimately to organizations, each with various techniques and
cases. Each chapter shows how individuals, teams, and organizations
can become more creative through use of digital technologies.
Data Analytics in Biomedical Engineering and Healthcare explores
key applications using data analytics, machine learning, and deep
learning in health sciences and biomedical data. The book is useful
for those working with big data analytics in biomedical research,
medical industries, and medical research scientists. The book
covers health analytics, data science, and machine and deep
learning applications for biomedical data, covering areas such as
predictive health analysis, electronic health records, medical
image analysis, computational drug discovery, and genome structure
prediction using predictive modeling. Case studies demonstrate big
data applications in healthcare using the MapReduce and Hadoop
frameworks.
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U- and E-Service, Science and Technology - International Conference, UNESST 2011, Held as Part of the Future Generation Information Technology Conference, FGIT 2011, in Conjunction with GDC 2011, Jeju Island, Korea, December 8-10, 2011. Proceedings (Paperback, 2011)
Tai-Hoon Kim, Hojjat Adeli, Jianhua Ma, Wai-Chi Fang, Byeong Ho Kang, …
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R1,579
Discovery Miles 15 790
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the International
Conference, UNESST 2011, held as Part of the Future Generation
Information Technology Conference, FGIT 2011, Jeju Island, Korea,
in December 2011. The papers presented were carefully reviewed and
selected from numerous submissions and focuse on the various
aspects of u- and e-service, science and technology.
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