- Innovative Approaches in Technology and Social Development
- Smart Cities and Technologies
- University-Industry-Government Innovation Models
- Open Source Software Innovations
- Technology Use by Older Adults
- Multimedia Communication and Technology
- ICT Impact and Policies
- Service and Product Innovation
- Regional Development and Policy
- Knowledge Management and Sharing
- Digital Platforms and Economics
- Digital Games and Media
- Digital Marketing and Social Media
- Urban Planning and Valuation
- Technology Adoption and User Behaviour
- Personal Information Management and User Behavior
- E-Learning and Knowledge Management
- Innovation and Knowledge Management
- Context-Aware Activity Recognition Systems
- Green IT and Sustainability
- Innovation Diffusion and Forecasting
- Educational Games and Gamification
- Impact of Technology on Adolescents
- Information Systems Theories and Implementation
- Science Education and Perceptions
Ghent University
2010-2024
IMEC
2024
Imec the Netherlands
2017-2021
iMinds
2013-2016
Solvay (Belgium)
2015-2016
Laurea University of Applied Sciences
2015-2016
Aalto University
2015-2016
Carleton University
2015-2016
Huizinga Instituut
2015-2016
University of Groningen
2015-2016
Within this article, the strengths and weaknesses of crowdsourcing for idea generation selection in context smart city innovation are investigated.First, cities defined next to similar but different concepts such as digital cities, intelligent or ubiquitous cities.It is argued that city-concept fact a more user-centered evolution other city-concepts which seem be technological deterministic nature.The principles explained manifestations demonstrated.By means case study, ideas innovative uses...
IntroductionCo-creation links distributed sources of knowledge (Tanev et al., 2011) and conceptualizes innovation as the collaborative development between two or more stakeholders. Co-creation is also described act creating value to mutual benefit actors, beyond actual product service in a way (Allen
• Living labs are deployed widely but their pragmatic nature hinders impact evaluation. Impact evaluation can be made applicable to ‘fuzzy’ innovation tools such as living labs. This indicates contribution significant economic effects for participants. A number of methodological recommendations follow-up evaluations.
IntroductionIn academic theory, open innovation has been regarded as the norm for studying management ever since Chesbrough's seminal and widely cited Open Innovation: The New Imperative Creating Profiting from Technology (2003). However, in practice, a balance should be found between closed innovation, which calls
IntroductionIn the private sector, rapid development of technology has provided opportunities for firms to launch new products, transform their production processes, and do business in ways. Different paradigms frameworks have been developed assist organizations dealing with innovation, such as open innovation (Chesbrough, 2003), (lead) user
IntroductionSociety is confronted with challenges of an increasingly complex and global nature. It hard for a single societal actor to come up the right solutions, given that knowledge resources are distributed among wide network stakeholders (Bogers & West, 2012). Thus, innovation actors must reach out external knowledge. Among most pressing
IntroductionAlthough the quotation topping this article may sound dated, line of reasoning is closely associated with technology-push paradigm and has dominated view on innovation for a long time. The market-pull paradigm, dating back to 1960s, shifted focus from pure invention development technology towards eventual adopter user
IntroductionA shift in the dominant mode of innovation – from vertically integrated towards a more distributed has forced companies to alter both their research and development processes approach management. Instead focusing on hiring people with all relevant skills knowledge, investing heavily internal
The media representation of biotechnology has received widespread attention during the last decade. Two gaps, however, are present in this literature, both which addressed study. We data from a content analysis coverage appearing three popular newspapers Northern Belgium between January 2000 and October 2004 ( N = 506). main findings reveal that trends identified European elite press 1992 to 1999 confirmed strengthened after coverage, resulting greater diversity sources perspectives than...
IntroductionCo-creation links distributed sources of knowledge (Tanev et al., 2011) and conceptualizes innovation as the collaborative development between two or more stakeholders. Co-creation is also described act creating value to mutual benefit actors, beyond actual product service in a way (Allen
In nowadays knowledge economy, no more general 'best practice' innovation management exists. Within this paper we investigate the potential of Living Labs as open systems that foster different transfers amongst actors participating in them. By means an in-depth case study research explore a variety hypotheses abstracted from literature on and other variables influencing exchange collaboration systems. We conclude given certain criteria are met, can be solution for sustainable development.
IntroductionIn the private sector, rapid development of technology has provided opportunities for firms to launch new products, transform their production processes, and do business in ways. Different paradigms frameworks have been developed assist organizations dealing with innovation, such as open innovation (Chesbrough, 2003), (lead) user
IntroductionThe fast pace of technological change and globalization – the associated increase in access to knowledge have enabled a growing number users engage innovation process. Companies, too, sought out user contributions their (new) products services (Bogers et al., 2010). In addition, research has indicated that different kinds
In this paper, the different general motivations of gamers for playing video games are explored. Surprisingly, to date little research has been devoted characterization gamer, based on game motivations. By means an online survey, we questioned 2985 Flemish 11 K-means clustering was used distinguish four distinctive gamer profiles: overall convinced competitive escapist and pass-time gamer.