The purpose of this study was to analyse knowledge management research trends to understand the development of the field using a combination of scientometric, bibliometric, and visualisation techniques, subsequently developing a normative framework of knowledge management from the results.282 articles between the years 2010–2015 were retrieved, analysed, and visualised to produce the state of knowledge management during the selected timeframe. The results of this study provide a visualisation of the current research trends to understand the development of the knowledge management discipline. There are signals that the literature about knowledge management is progressing towards academic maturity. This study is one of the first studies to combine bibliometric and scientometric methods to assess productivity along with visualisation, and subsequently provide a knowledge management framework drawing from the results of these methods.
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Business is changing from an industrial- to a knowledge-based environment, building more from professionals and their expertise. Corporations need to create internal organizations in which there is more emphasis on human capital and creating/sharing knowledge and talents. Talent management and knowledge creation should be new foci to create sustainability and long-term success. On the whole, organisations are working too much on an ad hoc basis, focusing on technology instead of creating an environment in which talents reinforce each other. In this review article we explore knowledge circulation, link knowledge, and talent to innovation, and discuss optimum circumstances for corporations to benefit from these assets.
In the context of new media art, the intrinsic interplay of disciplines poses constant learning challenges to the artists, as it requires a continuous acquisition and reconfiguration of knowledge. This article seeks to understand to what extent knowledge processes of creation, transfer and adoption contribute to the creative collaborative outcomes of new media artists, by investigating: i) explicit and tacit knowledge flows of new media artists; ii) strategies for knowledge creation, transfer and adoption; iii) contexts in which these processes are facilitated. Based on qualitative methods, findings indicate that the way in which artists learn and interact is related to their personality; values such as openness, curiosity, respect or trust shape the context for a shared interest in knowledge creation, adoption, and exchange. A holistic approach to knowledge-creating place (‘Ba’) contributes to understanding the fluid contexts in which creative processes occur.
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Many lithographically created optical components, such as photonic crystals, require the creation of periodically repeated structures [1]. The optical properties depend critically on the consistency of the shape and periodicity of the repeated structure. At the same time, the structure and its period may be similar to, or substantially below that of the optical diffraction limit, making inspection with optical microscopy difficult. Inspection tools must be able to scan an entire wafer (300 mm diameter), and identify wafers that fail to meet specifications rapidly. However, high resolution, and high throughput are often difficult to achieve simultaneously, and a compromise must be made. TeraNova is developing an optical inspection tool that can rapidly image features on wafers. Their product relies on (a) knowledge of what the features should be, and (b) a detailed and accurate model of light diffraction from the wafer surface. This combination allows deviations from features to be identified by modifying the model of the surface features until the calculated diffraction pattern matches the observed pattern. This form of microscopy—known as Fourier microscopy—has the potential to be very rapid and highly accurate. However, the solver, which calculates the wafer features from the diffraction pattern, must be very rapid and precise. To achieve this, a hardware solver will be implemented. The hardware solver must be combined with mechatronic tracking of the absolute wafer position, requiring the automatic identification of fiduciary markers. Finally, the problem of computer obsolescence in instrumentation (resulting in security weaknesses) will also be addressed by combining the digital hardware and software into a system-on-a-chip (SoC) to provide a powerful, yet secure operating environment for the microscope software.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
The objective of the SIA KIEM proposal Capturing Value is to understand financial decision making and capturing value as a logical step in the conceptual and realization phase of creative products. We will explore the narrative of reasoning and making choices in the use of different financial instruments by creative professionals. These narratives are telling about the values creative professionals attach to financial decision making and how these influence the choice of financial instruments. Most research focusses either on the (non)availability of financial instruments or on the use of these instruments. This research proposal focusses on the missing link: how do creative professionals reason when confronted with making financial decisions? Which options do they consider and how are these influenced by their attitude towards and knowledge of various formal and informal financial instruments? The project is a first step to develop a bigger and international research proposal on the way artists and creatives capture the financial value of their creations.