929 resultados para TECHNOLOGICAL CHANGE


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Published as an article in: Journal of Population Economics, 2004, vol. 17, issue 1, pages 1-16.

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670 p. Capítulos de introducción, metodología, discusión y conclusiones en castellano e inglés.

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A colaboração de usuários em sites jornalísticos é um fenômeno crescente. Cada vez mais, a evolução tecnológica abre espaço para uma maior participação dos usuários no processo de construção da narrativa noticiosa. Nesse contexto, um olhar do design sobre os modelos colaborativos dos sites jornalísticos fornece subsídios para o entendimento deste fenômeno e para o aprofundamento em cada uma das etapas que compõe o processo colaborativo. Dessa forma, essa dissertação apresenta a análise teórica e prática dessas diferentes etapas, bem como das soluções de design aplicáveis aos modelos colaborativos, de maneira a estabelecer conceitos e diretrizes para a construção de modelos que otimizem o aproveitamento do conteúdo enviado por usuários e sua relação com o conteúdo editorial dos sites noticiosos.

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[ES] Este estudio analiza la relación entre productividad laboral, innovación radical, innovación incremental, tecnología incorporada en maquinaria y equipos, utilización de la capacidad productiva y formación. Los datos utilizados son de empresas españolas, manufactureras y de servicios, procedentes de la Business Environment and enterprise Performance Survey (BEEPS). La técnica empleada para estimar los coeficientes del modelo es la regresión mínimo cuadrática ordinaria, ya que la variable dependiente (productividad laboral) es continua. Los resultados indican que la innovación radical y la formación influyen positiva y significativamente sobre la productividad laboral. La influencia de la tecnología incorporada también es significativa, pero de signo negativo. Finalmente, señalar que las empresas que más exportan y las de mayor tamaño alcanzan mayores niveles de productividad. Los hallazgos encontrados en este estudio tienen implicaciones para los responsables de la política económica. Los decisores políticos españoles deben promover y subsidiar la adquisición de maquinaria y equipos más eficientes para las empresas que alcanzan menores niveles de productividad, así como subsidiar la formación de trabajadores cualificados en el manejo de estos nuevos equipos. Además, también deben promover y subsidiar el desarrollo de actividades de elevado contenido en I+D para las empresas que consiguen elevados niveles de productividad, a fin de que incrementen su desempeño en innovación radical. La promoción y subsidiación de programas de formación relacionados con la I+D también resulta esencial en este tipo de empresas, máxime en un escenario caracterizado por un cambio tecnológico intenso y que se produce con gran rapidez.

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As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.

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This research aims to communicate new results of empirical investigations to learn about the relationship between determination of controlling an acquired firm’s capital, assets and brand versus its capability of innovation and ex post performance of the rising Vietnamese M&A industry in the 2005-2012 period. The analysis employs a categorical data sample, consisting of 212 M&A cases reported by various information sources, and performs a number of logistic regressions with significant results as follows. Firstly, the overall relationship between pre-M&A pursuit’s determination on acquiring resources and performance of the post-M&A performance is found significant. There exist profound effects of a ‘size matters’ strategy in M&A ex post performance. When there is an overwhelming ‘resources acquiring’ strategy, the innovation factor’s explanatory power becomes negligible. Secondly, for negative performance of post-M&A operations, the emphasis on both capital base and asset size, and the brand value at the time of the M&A pursuit is the major explanation in the post-M&A period. So does the absence of innovation as a goal in the pre-M&A period. These two insights together are useful in careful M&A planning. Lastly, expensive pre-M&A expenditures tend to adversely affect the post-M&A performance. As a general conclusion, this study shows that innovation can be an important factor to pursue in M&A transitions, together with the need to emphasize and find capable and willing human capital, rather than a capital base (equity or debt) and existing values of the acquired brands.

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Recent efforts to endogenize technological change in climate policy models demonstrate the importance of accounting for the opportunity cost of climate R&D investments. Because the social returns to R&D investments are typically higher than the social returns to other types of investment, any new climate mitigation R&D that comes at the expense of other R&D investment may dampen the overall gains from induced technological change. Unfortunately, there has been little empirical work to guide modelers as to the potential magnitude of such crowding out effects. This paper considers both the private and social opportunity costs of climate R&D. Addressing private costs, we ask whether an increase in climate R&D represents new R&D spending, or whether some (or all) of the additional climate R&D comes at the expense of other R&D. Addressing social costs, we use patent citations to compare the social value of alternative energy research to other types of R&D that may be crowded out. Beginning at the industry level, we find no evidence of crowding out across sectors-that is, increases in energy R&D do not draw R&D resources away from sectors that do not perform R&D. Given this, we proceed with a detailed look at alternative energy R&D. Linking patent data and financial data by firm, we ask whether an increase in alternative energy patents leads to a decrease in other types of patenting activity. While we find that increases in alternative energy patents do result in fewer patents of other types, the evidence suggests that this is due to profit-maximizing changes in research effort, rather than financial constraints that limit the total amount of R&D possible. Finally, we use patent citation data to compare the social value of alternative energy patents to other patents by these firms. Alternative energy patents are cited more frequently, and by a wider range of other technologies, than other patents by these firms, suggesting that their social value is higher. © 2011 Elsevier B.V.

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While much research has focused on entrepreneurship and creativity in developed economies, the notions of both topics are still embryonic in many emerging economies. This paper focuses on entrepreneurs in one such economy, Vietnam, to understand the perceptions of entrepreneurs about the role that innovation and creativity may play in their own entrepreneurial ventures and success. This is important because before reaping benefits from entrepreneurship, entrepreneurs need to decide when and on what conditions they start based on their calculations of required resources and predictions of likely outcomes. The research also sought to understand how "creativity," broadly applied ("innovation" and "creative performance") affects the ways that entrepreneurs think about and anticipate their own success and decisions. In essence, the study suggests that the higher the entrepreur’s creativity is, the more likely she or he is to start a new business and believe success will result. Future research could examine whether history, industry and geographic location matter in entrepreneurs’ perceptions as well as whether transition/emerging economies like Vietnam may have different views altogether about the two key concepts.

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As the profile of disability sport has risen, so has the emphasis grown beyond participation to include the development of a high performance environment. This book is the first to take an in-depth look at the role of coaches and coaching in facilitating the professionalisation of disability sport, in raising performance standards, and as an important vector for the implementation of significant political, socio-cultural and technological change. Using in-depth case studies of elite disability sport coaches from around the world, the book offers a framework for critical reflection on coaching practice as well as the reader’s own experiences of disability sport. The book also evaluates the vital role of the coach in raising the bar of performance in a variety of elite level disability sports, including athletics, basketball, boccia, equestrian sport, rowing, soccer, skiing, swimming and volleyball. Providing a valuable evidence-based learning resource to support coaches and students in developing their own practice, High Performance Disability Sport Coaching is essential reading for all those interested in disability sport, coaching practice, elite sport development and the Paralympic Games.

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As the profile of disability sport has risen, so has the emphasis grown beyond participation to include the development of a high performance environment. This book is the first to take an in-depth look at the role of coaches and coaching in facilitating the professionalisation of disability sport, in raising performance standards, and as an important vector for the implementation of significant political, socio-cultural and technological change. Using in-depth case studies of elite disability sport coaches from around the world, the book offers a framework for critical reflection on coaching practice as well as the reader’s own experiences of disability sport. The book also evaluates the vital role of the coach in raising the bar of performance in a variety of elite level disability sports, including athletics, basketball, boccia, equestrian sport, rowing, soccer, skiing, swimming and volleyball. Providing a valuable evidence-based learning resource to support coaches and students in developing their own practice, High Performance Disability Sport Coaching is essential reading for all those interested in disability sport, coaching practice, elite sport development and the Paralympic Games.

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As the profile of disability sport has risen, so has the emphasis grown beyond participation to include the development of a high performance environment. This book is the first to take an in-depth look at the role of coaches and coaching in facilitating the professionalisation of disability sport, in raising performance standards, and as an important vector for the implementation of significant political, socio-cultural and technological change. Using in-depth case studies of elite disability sport coaches from around the world, the book offers a framework for critical reflection on coaching practice as well as the reader’s own experiences of disability sport. The book also evaluates the vital role of the coach in raising the bar of performance in a variety of elite level disability sports, including athletics, basketball, boccia, equestrian sport, rowing, soccer, skiing, swimming and volleyball. Providing a valuable evidence-based learning resource to support coaches and students in developing their own practice, High Performance Disability Sport Coaching is essential reading for all those interested in disability sport, coaching practice, elite sport development and the Paralympic Games.