780 resultados para Teleonomic Creativity
Resumo:
Despite the prediction of the demise of cities with the advance of new information and communication technologies in the New Economy, the software industry has emerged from cities in the USA, Europe and Asia in the past two decades. This article explores the reasons why cities are centers of software clusters, with reference to Boston, London and Dublin. It is suggested that cities' roles as centres of knowledge flows and creativity are the key determinants of their competitiveness in the knowledge-intensive software industry.
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This study aims to explore how Chinese overseas doctoral students adjust to a different academic, social and cultural environment, using Giddens’ theoretical framework of self-identity (1991). The findings indicate the participants proactively used various coping strategies in meeting challenges, and adapting to new social environments. Continuity and stability of self-identity were achieved either culturally or academically through self-reflexivity, autonomy, creativity, authenticity, and reliance on an ontological identity. The result is to challenge the grand narrative of essentialised “problematic Chinese learners”.
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Purpose – Earlier work on career choice has identified that career choice involves gendered processes which lead to differentiated career outcomes for women and men. However, this literature remained anaemic in offering career counselling strategies for addressing the negative impacts of these processes. The paper aims to explore the creativity cycle and other tools derived from personal construct psychology (PCP) and other feminist literature as potential means for dissolving gendered perceptions of various professions and organisational practices. Design/methodology/approach – This is a conceptual paper. Findings – The paper argues that PCP can provide a theoretical and methodological framework for discussing how dichotomous and gender identified the perceptions of professions can be and how such perceptions might be challenged. Practical implications – This theory and its techniques allow us an exploration of the flexibility of one’s constructions system, which determines a person’s ability to construe alternative views and to develop new ways of understanding oneself and others. Originality/value – The PCP’s potential as a technique to combat gendered perceptions of a career is examined.
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This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for the use and users of the space, and more strategic interactions around how to best represent the design and model to the client within the CAVE setting. The analysis also reveals some unique aspects of design work in this environment. Perhaps most significantly, rather than enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, it is often acting to challenge or surprise the participants as they experience the immersive, full scale version of their own design.
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The concept of the command of the sea has its roots in medieval notions of the sovereignty of coastal waters, as claimed by several monarchs and polities of Europe. In the sixteenth century, a surge of intellectual creativity, especially in Elizabethan England, fused this notion with the Thucydidean term ‘thalassocracy’ – the rule of the sea. In the light of the explorations of the oceans, this led to a new conceptualisation of naval warfare, developed in theory and then put into practice. This falsifies the mistaken but widespread assumption that there was no significant writing on naval strategy before the nineteenth century.
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This paper explores the role of digital media and creativity in the processes of learning that occur in groups of urban skateboarders. In particular, it examines how the production and consumption of amateur videos contribute to both skaters’ mastery of the techniques of the sport and their integration into the culture of the sport. The data come from an ethnographic study of skateboarders in Hong Kong, which included in-depth interviews, participant observation and the collection of texts and artifacts like magazines, blog entries and amateur skating videos. Skateboarders use video in a number of ways that significantly impact their learning and integration into their communities. They use it to analyze tricks and techniques, to document the stages of their learning and socialization into the group, to set community standards, to build a sense of belonging with their ‘crews’ and to imagine ‘idealized futures’ for themselves and their communities. Understanding the value and function of such ‘semiotic mediation’ in learning and socialization into sport cultures, I suggest, can contribute to helping physical educators design tasks that integrate training in physical skills with opportunities for students to make meaning around their experiences of sport and physical education.
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In recent years, it has been observed that software clones and plagiarism are becoming an increased threat for one?s creativity. Clones are the results of copying and using other?s work. According to the Merriam – Webster dictionary, “A clone is one that appears to be a copy of an original form”. It is synonym to duplicate. Clones lead to redundancy of codes, but not all redundant code is a clone.On basis of this background knowledge ,in order to safeguard one?s idea and to avoid intentional code duplication for pretending other?s work as if their owns, software clone detection should be emphasized more. The objective of this paper is to review the methods for clone detection and to apply those methods for finding the extent of plagiarism occurrence among the Swedish Universities in Master level computer science department and to analyze the results.The rest part of the paper, discuss about software plagiarism detection which employs data analysis technique and then statistical analysis of the results.Plagiarism is an act of stealing and passing off the idea?s and words of another person?s as one?s own. Using data analysis technique, samples(Master level computer Science thesis report) were taken from various Swedish universities and processed in Ephorus anti plagiarism software detection. Ephorus gives the percentage of plagiarism for each thesis document, from this results statistical analysis were carried out using Minitab Software.The results gives a very low percentage of Plagiarism extent among the Swedish universities, which concludes that Plagiarism is not a threat to Sweden?s standard of education in computer science.This paper is based on data analysis, intelligence techniques, EPHORUS software plagiarism detection tool and MINITAB statistical software analysis.
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The ability to communicate orally in a foreign language is fundamental and highly evaluated by both students and teachers. Therefore it is important that educational materials can provide communicative activities that improve this ability. A study of educational materials for young French learners revealed that the activities aimed to practice oral communication in fact were not really communicative. This investigation analyzes three educational materials for beginners in Spanish. The purpose is to see which kinds of activities the materials can offer for practice of oral and interactive communication, to compare them with educational theories and the Swedish curriculum and to detect similarities with the former study. The results show that the majority of the activities used in the materials, are not really communicative, they are mostly based on prepared phrases and there are few possibilities for creativity.
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The purpose of this dissertation is to describe, explain and understand how record companies identify and develop new music and new talent. The analysis is carried out on three levels: individual, organizational and sector level. In a record company, this task formally goes to A&R (Artist and Repertoire). This dissertation takes its point of departure in how the capacity for discovering new talent can be understood in terms of knowledge, creativity and competence and how this capacity is affected in the meeting between the record company and the industry. The theoretical framework of the dissertation spans two sociological fields: the sociology of organizations and the sociology of knowledge. While it takes its organizational starting point in the Knowledge Company Approach, it employs a practice-based approach to discuss knowledge. I argue that within the Knowledge company approach there are two contrasting ways to understand knowledge; a distinction is made between knowledge- and creativity-intensive enterprises. The results show that the record industry’s polarized structure can be seen as a result of the Knowledge Company’s typical problems. The A&R’s work is described as including two phases, one intuitive and one analytical. The intuitive assessment is direct, unconscious and without reflection. This ability has been described as "intuition" and "gut feeling". The analytical phase adds analysis and reflection based on knowledge. The results from the interviews with A&R’s reveal the limit of formal and explicit knowledge not only in the choice of music but also in the marketing strategies. The overarching picture is one in which record companies move in a space characterized by tension between dichotomous forces – art and commercialism, creativity and knowledge, culture and economy, chaos and order, but where opposite poles are not mutually exclusive but complementary.
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Studiens syfte var att undersöka byråanställda art directors och originalares olika perspektiv på och förhållningssätt till sin yrkesroll med särskilt fokus på kreativitet och kundrelationer.Nio semi-strukturerade djupintervjuer genomfördes med sex art directors och fyra originalare. Respondenterna valdes ut genom ett kombinerat strategiskt bekvämlighetsurval från nio reklambyråer.Professionalism inom yrkesrollen visade sig vara något som respondenterna inte reflekterat över men det framkom att det främst handlar om hur art directors och originalare förhåller sig till kunden. Dessutom framkom det att respondenterna såg variation i arbetet som en positiv aspekt av yrket medan de såg prestationsångest och utomståendes oförståelse av yrket som negativa.Det framkom även att art directors och originalare i första hand ser på kreativitet som problemlösning, dock såg de olika på problemlösning i sina respektive roller. De använde sig av samma metoder för att finna inspirationsamt hanterade ångest på liknande sätt.Studien visade även att kunden och kundrelationen spelade en stor roll för yrket och ämnet berördes återkommande i respondenternas svar under intervjuernas gång. De använde sig av samma metoder för att finna inspiration
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Intresset för kriminalitet och individerna bakom de kriminella handlingarna ökar i samhället och återges i media dagligen. Det är just individen bakom brottet, hen som fängslas och får avtjäna sitt straff som denna studie riktar sitt fokus på. När fängelsegrindarna öppnas och återinträdet till samhället blir ett faktum; Hur tar då dessa individer sig tillbaka till samhället för att åter bli en del av det? Syftet med denna studie är att undersöka vilka återanpassningsstrategier som frigivna använder sig av samt hur samhällets bemötande påverkar strategierna. Studien baseras på självbiografier skrivna av fyra författare som alla levt ett kriminellt liv och som sedermera avtjänat ett eller flera fängelsestraff. Resultatet visar att det finns flera anpassningsstrategier som tas i bruk. Däribland att söka hjälp och stöd hos familj, vänner eller andra sociala grupper. Vidare återfinns det i strävan efter en ”ny identitet” vilket ofta sker med hjälp av tro. Att sysselsätta sig, ge något tillbaka till samhället, visa sin kreativitet i syfte att återfå sin kredibilitet kan ses som strategier som leder fram till det slutliga målet, kredibiliteten. Slutligen kunde ett samband mellan samhällets bemötande och återanpassningsstrategierna utrönas. Ju mer negativt bemötandet är desto fler återanpassningsstrategier behövs och arbetet för att uppnå dem blir mer krävande. Givet blir då att ett bemötande som fyllts av uppmuntran till individens förändring medför att färre strategier behövs och risken för återfall blir mindre.
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The self, roles and the ongoing coordination of human action. Trying to see ‘society’ as neither prison nor puppet theatre In the article it is argued that structural North-American role-sociology may be integrated with theories emphasizing ‘society’ as ongoing processes (f. ex. Giddens’ theory of structuration). This is possible if the concept of role is defined as a recurrence oriented to the action of others standing out as a regularity in a societal process. But this definition makes it necessary to in a fundamental way understand what kind of social being the role-actor is. This is done with the help of Hans Joas’ theory of creativity and Merleau-Pontys concept of ‘flesh’ arguing that Meads concept of the ‘I’ maybe understood as an embodied self-asserting I, which at least in reflexive modernity has the creative power to split Meads ‘me’ into a self-voiced subject-me and an other voiced object-me. The embodied I communicating with the subject-me may be viewed as that role-actor which is something else than the role played. But this kind of role-actor is making for new troubles because it is hard to understand how this kind of self is creating self-coherence by using Meads concept of ‘the generalized other’. This trouble is handled by using Alain Touraines concept of the ‘subject’ and arguing that the generalized other is dissolving in de-modernized modernity. In split modernity self-coherence may instead be created by what in the article is called the generalized subject. This concept means a kind of communicative future based evaluation, which has its base in the ‘subject’ opposing the split powers of both the instrumentality of markets and of life-worlds trying to create ‘fundamentalistic’ self-identities. This kind of self is communicative because it also must respect the other as ‘subject’. It exists only in the battle against the forces of the market or a community. It never constructs an ideal city or a higher type of individual. It creates and protects a clearing that is constantly being invaded, to use the words of the old Frenchman himself. Asa kind of test-case it is by the way in the article shown how Becks concept of individualization may be understood in a deeply social and role-sociological way.
Resumo:
Syftet med examensarbetet var att med utgångspunkt i ett konkret exempel, beskriva hur företag kan organisera verksamheten för att ta till vara på de anställdas outnyttjade kreativitet. Materialet i examensarbetet kan mycket väl tillämpas och användas i andra organisationer än den studerade organisationen Ica DE Borlänge. Dock bör beaktande tas till den specifika kontexten som föreligger vid implementeringen av materialet. Med stöd av den teoretiska referensramen visar resultaten av analysen ett behov av en ny organisationsstruktur med tydliga roller och nya belöningssystem. Den studerade organisationen är en lärande organisation där ett medarbetarengagemang söker främjas. Genom en ny organisationsstruktur med tydliga roller ökar detta medarbetarengagemanget och fler genomförda förbättringar genomförs snabbare, vilket bidrar till att de anställdas outnyttjade kreativitet tillvaratas på ett framgångsrikt sätt. De nya belöningssystemen flyttar fokus till medarbetarengagemanget och förbättringsarbetet, vilket främjar ett genomsyrande Lean-tänkande i organisationen. Belöningssystemen skapar även jämnare produktionsflöden som höjer arbetssäkerheten, ökar produktionskvalitén, minimerar stress samt skapar goda förutsättningar för att beräkna personalbemanningen. Kvalitativa metoder har använts för datainsamlingen. Dessa utfördes genom en förstudie och en fallstudie. Fallstudien bestod utav bakgrundsintervjuer, en intervjustudie samt en observation. Det empiriska materialet visar att organisationen arbetar med ett omfattande förbättringsarbete i alla organisatoriska nivåer. Både chefer och medarbetare har viljan och ambitionen att få till ett framgångsrikt förbättringsarbete, men trots flera års arbete med Lean efterfrågas ändå mer tid, bättre organisationsstruktur samt en sambandskoordinatör med specialistkompetens som driver förbättringsarbetet framåt. Empirin ger en viss indikation på att förbättringsverksamheten har anpassats och organiserats till den befintliga organisationsstrukturen. Förbättringsarbetet torde bli mer framgångsrikt om verksamheten anpassas och organiseras utefter de anställdas outnyttjade kreativitet istället. I summering av slutsatsen åskådliggörs två centrala variabler som kan bidra till långsiktiga framgångar i arbetet med att tillvarata de anställdas outnyttjade kreativitet. En ny organisationsstruktur med tydliga roller som fokuserar på förbättringsarbetet samt nya belöningssystem för inlämnade förbättringsförslag, skulle vara av stor betydelse för ett långsiktigt medarbetarengagemang i en framgångsrik organisation.
Resumo:
This research will discuss some experiences from a four year school research study. It was conducted in cooperation with teachers from four municipalities in Dalarna. The aim of the research was to examine teachers´ professional development when they participated in collaborative discussions based on video recordings and video edited material from specific lessons in their own practice. The study had two foci one was to investigate methods and tools that teachers can use to develop their ability to assess their students while working on multimodal tasks. The other was to examine how video can be used by teachers wanting to obtain knowledge about assessing students. The study is based on several theories about when teachers collaborate to create new knowledge. The first is the design theoretical approach – where visual ethnography and a semiotic approach contribute to problematize the use and mixture of different modes. A basic assumption of the framework here is that meanings are made and communicated in mathematics through a wide range of semiotic modes. By using video as an essential tool in the research the framework theories concerning visual ethnography, video documentation and individuals as reflective practitioners were also needed. The findings can be divided into the following themes: the use of tasks for assessment, collaborative discussion, equipment, ethical dilemmas. Collaborative discussions were evaluated as a meaningful way of sharing knowledge. The use of video recordings in association with these discussions raised important ethical issues. Working with the assessment framework was of great interest to the teachers but it took a lot of time from their ordinary work. In this way the project highlighted more general aspects of school development. The research also concerns teachers´ use of collaborative discussions in assessment work, multimodal tasks in mathematics and video as a research tool in general.
Resumo:
En grafisk designer måste kunna producera oavsett vilka förhållanden som råder. Rapporten behandlar vad korta och långa deadlines har för inverkan på denna förmåga och hur kreativiteten kan främjas vid stressiga situationer. Semistrukturerade djupintervjuer utfördes med åtta Art- och Creative directors i Gävledala-regionen för att undersöka hur de upplevde att vara kreativa under stressiga förhållanden. Resultatet visade att det generellt inte var ett problem för studiens respondenter att vara kreativa på beställning men att de inte heller följde några specifika metoder för att underlätta arbetsflödet. Det visade sig även att det snarare var arbetsbördan och mängden arbetsuppgifter som påverkade stressfaktorn än en specifik tidsram.