Understanding Disruptive Innovation: a Teaching Model for Concept
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The Stanley Hotel History
The Stanley Hotel History: The property of the Stanley hotel was a favorite of Mr. Windham Thomas Whydham‐Quin the fourth Earl of Dunraven. He would come to the area for his summer hunting. “Lord Dunraven” wanted to put a Hunting lodge and game preserve. Wyndham Thomas Quinn the 4th Earl of Dunraven Dunraven hired some local Agents and purchased 15,000 acres from the U.S. Government. Soon after the purchase there were claims filed by twenty‐one different parties including Mr. R.Q. McGregor. They all claimed that Dunraven had no right to the land because he was not a U.S. citizen. Mr. Dunraven lost the property due to the claims of Mr. McGregor. F.O. Stanley A local who wanted to purchase the land for himself had hired R.Q. McGregor. This was Mr. Freelan Oscar Stanley. Freelan Oscar (F.O.) Stanley was born in 1849; he was diagnosed with tuberculosis in 1903 and was told to move to Colorado because the “fresh mountain air” would help his condition. Mr. Stanley and his wife moved to a home located at 1401 Gilpin St in Denver. After a month in Denver, he was showing no signs of change. Arrangements were made for him to visit a friend’s cabin in Estes Park. Mr. & Mrs. Stanley fell in love with the area and in 1904 purchased 8.4 acres of their own. F.O. Stanley’s sister Flora Jane Record Tileston, who would become Mrs. Stanley (1848‐1949) was an active member of the community, she was known for dressing up as a Gypsy and doing fortune telling at fundraisers for the Estes Park Women’s Club They purchased the property with the assistance of Mr. -
Introduction of Electronic Commerce
Orf 467 – Transportation Systems Analysis Fall 2018/19 Enhancing Mobility Through Technology in a Congested Urban Environment Evolution of Ground Transport Technology: From the Omnibus through Personal Rapid Transit (PRT) to autonomousTaxis (aTaxis) The Problem: Urban Congestion Snarls Mobility Also issues about accessibility and equality of access Orf 467 – Transportation Systems Analysis Fall 2018/19 Over the years technology has evolved… From: To: Omnibus on Blackfriar’s Bridge, 1798 Hummers ~2007 (Pre Crisis) To: Prius & Tesla 2017 (?????) To: GoogleCars ~ 2017+ ??? Orf 467 – Transportation Systems Analysis Fall 2018/19 Evolution of the OmniBus for intra-urban mass transportation Start: Geo Enhancement: London,1798 NYC, 1830 Technology Elements: • Capacity: ~10 Seated Passengers • Propulsion: Horses or Mules • Externalities: Disease and non-operating revenue from pollution • Suspension: Steel Sprung Wooden Wheel with solid axel • Way: “Flat” Pavement (stone, wood, compacted earth) • Headway & Lateral Control: Human Capacity Enhancement: Propulsion Enhancement: Support Enhancement: Double Decker, London Steam, London Iron (Steel) Rails Orf 467 – Transportation Systems Analysis Fall 2018/19 Growth of Horse-Drawn Street Railway Technology 1850: NYC 1860: London 1875: Minneapolis 1890: Broadway NYC 1908: Washington , GA Week 8 Orf 467 – Transportation Systems Analysis Fall 2018/19 Evolution of Horse-Drawn Street Railway Technology Today: DisneyWorld Orf 467 – Transportation Systems Analysis Fall 2018/19 Growth of Cable Street Railway Technology -
Panel Discussion: the Next Killer Application
Panel Discussion: The Next Killer Application Moderator: Howard Sachs Telairity Panelists: Ajay Luthra Motorola David Kirk Nvidia Edward Frank Broadcom Nick Tredennick Gilder Technology Pradeep Dubey Intel Abstract: Hot Chips has always focused on the latest semiconductor processes and computer architectures. As transistors continue to shrink, design costs increase and wafer sizes go from 200mm to 300mm, larger volumes of chips need to be sold in order to pay for the design, mask, EDA software, and manufacturing costs. This puts more pressure on the semiconductor business to search for the next killer application in the hopes of filling the factories. Some of the issues raised below will be discussed. • What are some of the past successful killer applications? • What were the key enabling factors? • What are the financial requirements to be considered a killer application? • Are FPGAs a killer application? • What are the next killer applications? • Has the emergence of foundries and COT service enabled more killer apps? • Does the next killer app depend upon your perspective? • Is HDTV one of the next killer apps? Panelist Biographies: Ajay Luthra received his B.E. (Hons) from BITS, Pilani, India in 1975, M.Tech. in Communications Engineering from IIT Delhi in 1977 and Ph.D. from Moore School of Electrical Engineering, University of Pennsylvania in 1981. From 1981 to 1984 he was a Senior Engineer at Interspec Inc., Philadelphia, Pennsylvania, where he was involved in applications of Digital Signal and Image Processing for Bio-medical applications. From 1984 to 1995 he was at Tektronix, Beaverton, Oregon, where from 1985 - 1990 he was manager of Digital Signal and Picture Processing Group and from 1990 - 1995 he was Director of Communications / Video Systems Research Lab. -
Human-Level AI's Killer Application: Interactive Computer Games
AI Magazine Volume 22 Number 2 (2001) (© AAAI) Articles Human-Level AI’s Killer Application Interactive Computer Games John E. Laird and Michael van Lent I Although one of the fundamental goals of AI is to communication with natural language, com- understand and develop intelligent systems that monsense reasoning, creativity, and learning. have all the capabilities of humans, there is little If this is our dream, why isn’t any progress active research directly pursuing this goal. We pro- being made? Ironically, one of the major rea- pose that AI for interactive computer games is an sons that almost nobody (see Brooks et al. emerging application area in which this goal of [2000] for one high-profile exception) is work- human-level AI can successfully be pursued. Inter- active computer games have increasingly complex ing on this grand goal of AI is that current and realistic worlds and increasingly complex and applications of AI do not need full-blown intelligent computer-controlled characters. In this human-level AI. For almost all applications, article, we further motivate our proposal of using the generality and adaptability of human interactive computer games for AI research, review thought is not needed—specialized, although previous research on AI and games, and present more rigid and fragile, solutions are cheaper the different game genres and the roles that and easier to develop. Unfortunately, it is human-level AI could play within these genres. We unclear whether the approaches that have then describe the research issues and AI techniques been developed to solve specific problems are that are relevant to each of these roles. -
Videogames and Isolation the Galapagos Effect on the Videogame Market
Single Cycle Degree programme in Lingue culture e società dell’Asia e dell’Africa mediterranea (LICAAM) ordinamento ex DM 270/2004 Final Thesis Videogames and isolation The Galapagos effect on the videogame market Supervisor Ch. Prof. Patrick Heinrich Assistant supervisor Ch. Prof. Pierantonio Zanotti Graduand Luca D’Angelo Matriculation Number 855677 Academic Year 2017 / 2018 Index Index..................................................................................................................................................... 3 要旨 ...................................................................................................................................................... 4 Introduction .......................................................................................................................................... 6 CHAPTER 1: The world of gaming..................................................................................................... 8 1.1 Origin ......................................................................................................................................... 8 1.2 Golden Age of West and East ................................................................................................... 11 1.3 Old “console wars” ................................................................................................................. 17 1.4 The 1990s ................................................................................................................................. 20 -
Excel the Killer
HOW TO EFFECTIVELY USE TECHNOLOGY tech toolbox Excel the Killer “Killer app” is a bit of bizspeak that has been di- observed, “And, as we all know, they don’t teach luted by overuse. But, like “disruption,” when used Excel in law school and they really, really should.” properly, it refers to a critical element of techno- For the uninitiated, there are two aspects of logical progress. A killer application is the piece of Excel that are severely underappreciated. content that proves so valuable that it leads to the First, Excel is not just for numbers. To the soft- adoption of the hardware with which it is associ- ware, numbers and text are interchangeable forms ated. For example, NFL football was the killer app of data. Mathematical formulas are one small for HD television. The original Super Mario Bros. subset of the spreadsheet functions available to was the killer app for the original Nintendo, just as sort, filter, combine and disaggregate data. Thus, Tetris was the killer app for the Gameboy. names, geographic information, dates, etc., are all The original killer app for the personal com- amenable to the spreadsheet treatment. puter was VisiCalc, a spreadsheet program that ran Second, Excel is often the mechanism by which first on the Apple II. As Byte magazine wrote in companies use and communicate their structured 1980, “VisiCalc is the first program available on a data. To be simplistic, structured data is data that microcomputer that has been responsible for the resides in databases, such as Access, Oracle and sales of entire systems.” The ability to run $100 SAP. -
Download As A
EUROPEAN PARLIAMENT Science and Technology Options Assessment S T O A LOOKING FORWARD IN THE ICT & MEDIA INDUSTRIES STUDY (IP/A/STOA/FWC-2005-28/SC34) IP/A/STOA/2007-12 PE 417.468 DIRECTORATE GENERAL FOR INTERNAL POLICIES POLICY DEPARTMENT A: ECONOMIC AND SCIENTIFIC POLICY SCIENCE AND TECHNOLOGY OPTIONS ASSESSMENT LOOKING FORWARD IN THE ICT & MEDIA INDUSTRIES STUDY IP/A/STOA/FWC-2005-28/SC34 MAY 2009 PE 417.468 EN STOA - Science and Technology Options Assessment _________________________________________________________________________________________ This study was commissioned by STOA under the Framework contract IP/A/STOA/FWC/2005-28. Only published in English. Authors: Knud Böhle, Michael Rader, Arnd Weber, Dirk Weber, Insti- tute for Technology Assessment and Systems Analysis (ITAS), Forschungszentrum Karlsruhe in the Helmholtz Association Hermann-von-Helmholtz-Platz 1 D-76344 Eggenstein-Leopoldshafen Phone +49-7247-82 2989 (KB) or -2505 (MR) Fax +49-7247-82 4806 Email: [email protected] or [email protected] Administrator: Mr Miklós Györffi Policy Department A - Economic and Scientifi Policy Directorate-General Internal Policies of the Union European Parliament Rue Wiertz 60 - ATR 00K076 B-1047 Brussels Tel: +32-2-2832505 Fax: +32-2-2844984 Email: [email protected] Manuscript completed in December 2008. The opinions expressed in this document do not necessarily represent the offi- cial position of the European Parliament. Reproduction and translation for non-commercial purposes are authorised pro- vided -
The Stanleys of Cranberry Isles …And Other Colorful Characters
The Stanleys of Cranberry Isles …and Other Colorful Characters By Ralph Warren Stanley Edited by Charlotte R. Morrill Southwest Harbor Public Library 338 Main Street Post Office Box 157 Southwest Harbor, Maine 04679-0157 207-244-7065 Southwest Harbor Public Library SWHPL Digital Archive Southwest Harbor Public Library Imprint Number Three July 2017 Latest Update: 10/22/17 © Ralph Warren Stanley Dedicated to my grandmother, Celestia Gertrude (Dix) Robinson who instilled in me interest in the lives and accomplishments of my ancestors, relatives and others that I knew, how-be-it, noble, tragic or humorous. My father once told me that a man could never have had a better mother-in law and I can say that a boy could never have had a better grandmother. Introduction Albie Neilson, knowing that I knew a lot about the Stanley family, really inspired me to write this story. Albie was intrigued by the difference in the way of life he experienced growing up as a child at home as opposed to the way of life at Mount Desert Island and Cranberry Island. It was two different cultures coming together and today both are fast disappearing. My father, Chester Stanley, and his uncle, Lewis Stanley, who sailed the boats for the Neilson family and taught them ways of the sea and how to sail, greatly influenced Albie’s life as well as his brothers and no doubt a lot of other summer children around the Rock End Dock. As a child, I was interested in history and genealogy and through the years I had gathered a lot of stories. -
Simon Says the Color: the Digital Evolution of an Outdoor Kids Game
Simon Says the Color: The Digital Evolution of an Outdoor Kids Game Claudio E. Palazzi Dario Maggiorini Dipartimento di Matematica Pura e Applicata Dipartimento di Informatica e Comunicazione Università di Padova Università degli Studi di Milano via Trieste, 63, 35121 Padova, Italy via Comelico, 39, 20135 Milano, Italy [email protected] [email protected] Andrea Burattin Riccardo Ferro Dipartimento di Matematica Pura e Applicata Dipartimento di Matematica Pura e Applicata Università di Padova Università di Padova via Trieste, 63, 35121 Padova, Italy via Trieste, 63, 35121 Padova, Italy [email protected] [email protected] ABSTRACT years, have increased their capabilities in terms of memory storage, In the last decades mobile phones have evolved from simple instru- CPU power, and connectivity (e.g., GPRS, UMTS, Wi-Fi, Blue- ments to make calls to complex and powerful devices. Following tooth). Furthermore, the use of well known and open software plat- this trend, a popular application as gaming has extended its domain forms (like Symbian [1] and Android [2]), and the free availability from home computers and consoles to the mobile realm. Mobile of development frameworks (like Java ME) has attracted the busi- games represent now a killer application for smart phones and are ness world together with researchers from various fields: gaming, attracting millions of subscribers worldwide. Nowadays, the chal- networking, artificial intelligence, communication, imaging, and lenge is that of creating a new generation of mobile games propos- many others. As a result from this growing interest the mobile cus- ing something more than just a tiny version of home entertainment tomers evolved from simple callers to messengers (first with SMS, blockbusters; the ubiquitous use and the interesting features (cam- then using MMS) and now they are becoming users of complex ap- era, gyroscope, connectivity, GPS, etc.) of mobile phones should plications [3], [4]. -
Examining the Dynamics of the US Video Game Console Market
Can Nintendo Get its Crown Back? Examining the Dynamics of the U.S. Video Game Console Market by Samuel W. Chow B.S. Electrical Engineering, Kettering University, 1997 A.L.M. Extension Studies in Information Technology, Harvard University, 2004 Submitted to the System Design and Management Program, the Technology and Policy Program, and the Engineering Systems Division on May 11, 2007 in Partial Fulfillment of the Requirements for the Degrees of Master of Science in Engineering and Management and Master of Science in Technology and Policy at the Massachusetts Institute of Technology June 2007 C 2007 Samuel W. Chow. All rights reserved The author hereby grants to NIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now know and hereafter created. Signature of Author Samuel W. Chow System Design and Management Program, and Technology and Policy Program May 11, 2007 Certified by James M. Utterback David J. cGrath jr 9) Professor of Management and Innovation I -'hs Supervisor Accepted by Pat Hale Senior Lecturer in Engineering Systems - Director, System Design and Management Program Accepted by Dava J. Newman OF TEOHNOLoGY Professor of Aeronautics and Astronautics and Engineering Systems Director, Technology and Policy Program FEB 1 E2008 ARCHNOE LIBRARIES Can Nintendo Get its Crown Back? Examining the Dynamics of the U.S. Video Game Console Market by Samuel W. Chow Submitted to the System Design and Management Program, the Technology and Policy Program, and the Engineering Systems Division on May 11, 2007 in Partial Fulfillment of the Requirements for the Degrees of Master of Science in Engineering and Management and Master of Science in Technology and Policy Abstract Several generations of video game consoles have competed in the market since 1972. -
Applying Markov Decision Processes to 2D Real Time Games
APPLYING MARKOV DECISION PROCESSES TO 2D REAL TIME GAMES Thomas Hartley, Quasim Mehdi, Norman Gough The Research Institute in Advanced Technologies (RIATec) School of Computing and Information Technology University Of Wolverhampton, UK, WV1 1EL E-mail: [email protected] KEYWORDS objectives of the project were the delivery of a computer game AI engine that demonstrated how an AI technique Markov decision processes, value iteration, artificial could be implemented as a game AI engine and a basic intelligence (AI), AI in computer games. computer game that demonstrated the engine. The computer game was in the style of a researched computer game, which ABSTRACT had been identified as needing improvement. This paper presents the outcomes of a research project into In our previous work Hartley et al. (2004) we presented our the field of artificial intelligence (AI) and computer game implementation of Markov decision processes (MDPs) and AI. The project considered the problem of applying AI the value iteration (VI) algorithm in a computer game AI techniques to computer games. Current commercial engine. In this paper we are presenting an implementation of computer games tend to use complex scripts to control AI the MDP AI engine we developed in a 2D Pac-man (Namco, opponents. This can result in poor and predictable gameplay. 1980) style real time computer game. We are also going to The use of academic AI techniques is a possible solution to answer a number of the questions raised in our previous overcome these shortcomings. This paper describes the work; namely can the AI engine we developed operate process of applying Markov decision processes (MDPs) successfully in larger game environments and will the use of using the value iteration algorithm to a 2D real time a less than optimal policy still produce a viable solution in computer game. -
Innovation in the Video Game Industry: the Role of Nintendo
Department of Business and Management Course of Managerial Decision Making Innovation in the video game industry: the role of Nintendo Prof. Luigi Marengo Prof. Luca De Benedictis SUPERVISOR CO-SUPERVISOR Fulvio Nicolamaria ID No.705511 CANDIDATE Academic Year 2019/2020 To those who belong to my past, that have made me what I am and to those who belong to my present, who give me the strength to advance 2 Foreword Writing a paper with the gaming industry as one of the main themes may seem, in the eyes of the reader that is not properly involved in the subject, as something atypical and far from the academic conception of what should be debated in a thesis. However, in a work that concerns Economics, even an industry dedicated solely to entertainment like that one of video game can be an interesting challenge. Moreover, each thesis should aim to develop researches on new topics and to process the results. What better way to do this if not by exploring overlooked fields of research? The idea of a work involving Nintendo company as the main topic was among the possible research options, and choosing it as the theme to conclude the Master Degree was the goal I had proposed to myself for a long time. The involvement of the subject of innovation comes from the belief of its importance; since these two themes, innovation and Nintendo, could be easily combined, it was natural to create this work in some way dual. Making available to any reader topics so far from usual ones, without sacrificing the academic character of the paper, was both a challenge and a target.