scholarly journals Offerings That are “Ever-in-the-Making”

Author(s):  
Julian Lehmann ◽  
Jan Recker

AbstractDigital ventures are entrepreneurial young firms that introduce new digital artifacts that are “ever-incomplete” and “perpetually-in-the-making” onto the market. The study examines how six digital ventures continued to develop their digital market offerings post launch. Three key designing mechanisms are identified that explain continuous post-launch product development in digital ventures: deploying complementary digital objects, architectural amplification, and porting. The study discusses how these mechanisms advance our understanding of how digital technologies change entrepreneurial processes and outcomes.

2019 ◽  
Vol 6 ◽  
pp. 215-234
Author(s):  
Federica Matelli

A partir del concepto de traducción y de comunidad de humanos y no – humanos de Bruno Latour, y retomando algunos conceptos estéticos centrales en la OOO (Ontología Orientada a los Objetos), este articulo expone un tipo de traducción post-humana estrechamente relacionada con la situación global del capitalismo computacional. En este orden extremo del capitalismo global, que está gobernado por algoritmos y condicionado por techno - políticas, la difusión transnacional de las tecnologías digitales instaura un lenguaje sensorial único que traduce, uniformándolas, culturas distintas y al mismo tiempo garantiza el control sobre el presente y el futuro por medio del Big Data, así como nos advierte Armen Avanessian. Su máximo agente es el design de objetos tecnológicos y servicios. A partir de esta constatación se aporta el ejemplo de un proyecto artístico que, trabajando con la traducción de datos por medio de un diseño alternativo, desvela este estado de la cultura digital actual, traduciendo y explicitando las funciones ocultas de algunos objetos digitales de uso cotidiano –como el teléfono móvil– en una instalación con objetos tecnológicos y mapas de datos. Based on the Bruno Latour’s concept of translation and community of humans and non - humans, and retaking some central aesthetic concepts in the OOO (Object Oriented Ontology), this article exposes a type of post-human translation closely related to the global situation of computational capitalism. In this extreme order of global capitalism, which is governed by algorithms and conditioned by techno - policies, the transnational diffusion of digital technologies establishes a unique sensory language that translates, unifying them, different cultures and at the same time guarantees control over the present and the future through Big Data, as Armen Avanessian warns us. Its maximum agent is the design of technological objects and services. From this finding, the example of an artistic project is provided that, working with the translation of data through an alternative design, reveals this state of the current digital culture, translating and explaining the hidden functions of some digital objects for everyday use –Like the mobile phone– in an installation with technological objects and data maps.


Author(s):  
A. Yu. Kosenkov

In the article, based on the analysis of the definition of the category of reality, as well as the main trends in the development of non­classical philosophy, the legitimacy of introducing the concept of digital reality into the scientific and philosophical language is substantiated. The basis for asserting the existence of digital reality in the structure of the universe is a specific set of properties of digital technologies (digital objects), which distinguishes them from other objects of the universe and determines their special existence. In the article, based on the highlighted properties of digital technologies, they are defined as functional objects that perform operations with information presented in discrete form (measured in bits) by executing programs (algorithm) on a physical medium.


Author(s):  
Andrew J. Wodehouse ◽  
William J. Ion

In this paper, computer gaming approaches are introduced as a viable means to structure the interaction of a product development team during concept generation. During concept generation, teams gather large amounts of information before generating new ideas and concepts. Digital technologies mean that relevant information can be sourced faster than ever, but this does not necessarily migrate into the activity of concept creation. It is suggested that cues from computer games can help integrate information as well as individuals more effectively, resulting in better conceptual output. A range of game types are evaluated with a view to their possible utilization in support of concept design. Two scenarios for the implementation of gaming methods are proposed, and one refined scenario identified as having potential for further development.


2019 ◽  
Vol 2 (3) ◽  
pp. 181-192
Author(s):  
O. O. Medvedeva ◽  
I. D. Katolik ◽  
A. O. Zhuk ◽  
R. A. Baryshev ◽  
K. N. Zakharyin

This article presents the modern aspects of the formation digital objects of copyright (DOC) in the digital economy, as well as their function in modern scientific communication. The peculiarities of copyright protection are analyzed within the framework of traditional protection institutions, as well as using digital technologies based on distributed registries. Using the example of an object of copyright “sociological data” presented in digital form, its structure and description are presented for placement on the IPUniversity platform created by leading Russian universities to test fixing models and sharing the results of intellectual activity.


2020 ◽  
Vol 15 (6) ◽  
pp. 143-148
Author(s):  
E. S. Grin

The paper discusses the issues that arise when creating a virtual image in multimedia products, including computer games, using the image of a citizen. As a rule, such images are used without the consent of a citizen, and therefore disputes have begun to arise regarding the legitimacy of using real images of artists in computer games, social networks. The author analyzes the legal nature of the right to an image of a citizen and the possibility of using such an image in virtual and augmented reality. In connection with the development of digital technologies, the images of citizens are now actively being used in creation of various works, such as holograms. The dance moves are being used to create digital results of creative work. The author notes that when getting results of creative work in virtual reality, it is necessary to observe the rights of citizens, whose images are used to create digital objects. When considering these issues, an analysis of foreign experience is provided, as well as mechanisms for legal regulation of relations arising in the cases under consideration.


Author(s):  
Frances Ross

This updates a longitudinal study of Bespoke/ High End tailoring (Ross, 2007) with a secondary focus on mid-market menswear. The discussion commences with a review of key literature and practices from digital menswear studies to-date and evaluates how in the last two decades a deeply entrenched traditional sector such as tailoring has embraced numerous fashion digital-technologies from the design process to multi-channel consumption in-store, e-commerce and apps. The author utilizes a 3D-4C's process model as a structural template. The research methodology is interpretive, qualitative, online structured-observation of tailors currently utilizing digital practices plus in-depth interviews with industry experts. Those interviewed include Bespoke/Designer tailors with current 3D- platforms and International researchers providing insight into the latest developments in digital fashion including virtual design, scanning, sizing, avatars, 3D-fabric-simulations, 3D-printing, virtual-try-on and customization to establish best practices and future forecasts for proactive fashion management.


2018 ◽  
Vol 18 (2) ◽  
Author(s):  
Missaka Warusawitharana

Abstract Using data on private and public firms, this study documents that profitability follows a hump shape over the lifecycle of a firm. Profitability rises with age for young firms, remains elevated, and then declines slowly for mature firms. A dynamic lifecycle model captures the observed age profile of profitability. Investment in product development generates profitability increases for young firms while wage pressures from more productive entrants lead to profitability declines for mature firms. The model generates the lifecycle behavior of financing and growth documented in the literature, even though it contains no financial frictions. It also implies greater sensitivity of financing and growth to age for young firms, a prediction supported by empirical tests. Taken together, these findings indicate that profitability dynamics influence the financing and growth of firms over the lifecycle.


Apertura ◽  
2021 ◽  
Vol 13 (2) ◽  
pp. 124-141
Author(s):  
Gabriela Sabulsky ◽  
◽  
Constanza Bosch Alessio ◽  

This article presents some findings of ongoing investigation on preferences and activities of university students in an emergency remote education context. A qualitative research was developed through the application of two controlled instruments (questionnaires), and a more productive one (recordings of testimonies). The main contribution of this work is the identification of three student profiles based on the strategies they develop to study with technologies in their personal environments. They are known as Gutenberg, Amphibian, and Maker profiles, and some of the main characteristics of their techno-pedagogical practices are described here. The Gutenberg profile defines a group of students whose study practices and preferences are fundamentally linked to analog technologies; the Amphibian profile is defined by the combination of analogical and digital strategies, however, there is an emphasis on the emulation of analog practices. Finally, Maker profiles prefer digital technologies and they are able to recreate teaching resources into new digital objects. The results indicate that students appropriate technologies in a particular and flexible way, which puts in tension the categories native digital and millennial, since preferences and activities seem to show the presence of analogical practices along with other emerging ones.


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