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Nowadays, people are aware that many of the social changes and problems facing humanity cannot be solved by economic development or technological change alone. In recent years, many researchers have called for more attention to be given to social demand and social change. Although the concept of social innovation is still vague, solving social challenges through social innovation is considered to be important. At the same time, researches have been conducted on the importance of social enterprises and social entrepreneurs as players in social innovation. In addition to these researches, the roles and activities of firms in promoting social innovation should be focused on. This paper explores Japanese firms' social innovation activities by analyzing newspaper articles. The results show that firms tend to undertake social innovation by connecting their regular or core businesses with social innovation activities rather than building an innovative way to create social innovation.
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The establishment of empathy is the premise and foundation for diverse innovative proposals and problem solutions. Virtual reality has provided a full range of depth and breadth for the establishment of empathy in many different types of fields due to its immersive, interactive, and imaginative characteristics. In this study, bibliometric analysis and VOSviewer software are used to cluster and visualize relevant 190 articles from the Web of Science core collection. The essay proposes a positioning of how to apply virtual reality on empathy based on two dimensions, from internal world to external world, and from business innovation to social innovation, by integrating each two of them, four application methods are summarized, which are meaning shaping, value creation, individual satisfaction, and self-realization. What's more, using the bibliometric analysis result as a basis, the application landscape of virtual reality technology for establishing empathy has been constructed, including individual level, society level, and nature level, which reveals the existing and coming possibilities of using VR technology on building empathy in different fields. Last but not least, the paper has discussed the impact of virtual reality for empathy-building from five aspects, economy, politics, culture, society, and ecology. The efforts of this study reveal the VR tendency and have important reference significance for promoting the application of virtual reality technology in creating empathy and innovation in different fields.
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Social responsibility is at the core of modern Information Systems (IS) education due to increased attention by society on the ethics, human factors, and social consequences of emerging technologies. With the acknowledgement that most IS education falls short along these areas, this paper sheds light on the application of Social Learning and Social Innovation-based Learning in socially responsible IS Education. The connectivism principles were used to develop a learning model based on social innovation that was then tested by the example of an upper-division course (Systems Analysis) at a state university. The case study results suggested that the proposed learning model can help students to not only see information systems as social systems but also consider themselves as catalysts for positive change enabled by these systems. The findings also confirmed the positive impact of the proposed intervention on students' social skills. This study contributes to the future of IS education by proposing social innovation-based learning as a practical education paradigm for the digital economy.
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Multiplex social network relationships are quite strong in most occurrences, especially within a strong peer network (a cluster of near engaging friends). Moreover, hate speech is found on most online social media platforms. Hence, this study aims to identify hate speech discussions among peer networks. This paper discusses a novel model to recommend a peer under the context of multiplex social networks to minimize the hate speech engagements; Facebook, Twitter, and YouTube social media networks (SMN) were used in this experiment. Collaborative filtering defines an interest-based recommendation model. Under the context of user engagements, some topics become of more user interest. Hence, some social media posts drastically spread over multiplex layers rapidly, initiating a high social impact on a specific topic. The research gap is identifying the peer network that reduces hate speech in multiplex social networks. Hence, this study provides a social innovation platform for peer recommendations to avoid social splits. First, this research contributes by proposing a novel methodology for identifying user engagements on online social networks by mining interactive social network graphs. Secondly, it provides an algorithm for recommending a multi-dimensional recommendation model by using collaborative filtering. Upon the proposed algorithm, a system that recommends engagements in any given online social network to minimize hate speech was implemented. Accordingly, the novel algorithm evaluates by using recommendation precision. The results show that the novel algorithm is highly applicable for peer recommendation in multiplex social networks to avoid hate speech discussions.
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Cet article est une réponse prospective aux besoins de l'Internet des Objets en termes de simplicité d'utilisation, de gestion de la sécurité et de préservation de la vie privée. Nous proposons de satisfaire ces besoins à travers une plateforme d'intelligence collective utilisant des cartographies sémantiques en réalité augmentées pour récolter les interactions des utilisateurs avec des objets connectés. L'association de l'intelligence collective et des cartographies sémantiques permet d'envisager un design de connaissances où les capacités d'action des objets connectés sont facilement compréhensibles et modifiables par les utilisateurs. Dans ce dispositif, les technologies de blockchain sont utilisées pour partager en sécurité l'expression des utilisateurs et ainsi augmenter la confiance dans l'Internet des Objets et par la même contribuer au développement d'une réflexivité collective sur les usages de ces écosystèmes sociotechniques.
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Although social innovation is an old paradigm, social innovation courses appeared in the curricula in the approximately last ten years. By doing so educational institutions acknowledged the existence of new approaches to obstacles that the world is facing. The courses regarding the social innovations give the students valuable knowledge and skills related to solving different social problems, increasing the motivation for being active in the society, and raising awareness about specific topics that need attention. An important role in implementing social innovation have ICT technologies. The role of the ICT is multiple: (1) administrative (members of the certain social initiative collaborate on the project through different ICT tools that enable communication and information organization), (2) disseminative and educational (the topic of the social initiative is disseminated through different tools and social media), and sometimes (3) topical (it the topic of social innovation project is directly connected to specific ICT technology). Based on the roles that the ICT takes upon in the process of social innovation implementation, the authors present ICT solutions that could be included in the realization of a social innovation course for business students at the graduate level.
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The purpose of this paper is to present the factors that should be taken into consideration when assessing the level of acceptance of an ICT solution by the general public, as well as the innovating impact that such solution is expected to have at the level of society in the European Union. This involves the integration of social and technical skills and expertise, in order to gather the necessary feedback from the users in a clear and concise way. The final goal is to provide an online service that improves the quality of life and work of its users. In order to do so, such service needs to be capable of performing in a way that is as effortless as possible for the user, who will in turn be motivated to use it repeatedly. Moreover, the content of the online service must be able to address a social need in a way that is more efficient and novel than what has been available until then.
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Commonly, social innovation is defined as new ideas proposals to the needs of humans. However, there is a lack of a well-definition comprehensive leading the fragmentation of field research. On the other hand, the contribution of universities for social innovation development is still less investigated. In this sense, this study intends to explore interrelations between universities and social innovation in relation to different lines of investigation employed. For this, a content analysis was applied to results obtained by Cunha et al. [1]. Five categories of analysis were defined. Findings revealed that there are a number of studies that applied qualitative research to investigate practical examples of social innovation inside of universities and few empirical studies. A link among keywords social innovation, higher education, and social entrepreneurship was found. Furthermore, the analysis showed that there is not a leader country but a distribution across several countries, where Spain and United Kingdom stand out. Thus, this result suggests that it would be helpful to develop an instrument to measure academics’ engagement with social innovation research and practice. In addition, this research contributes to current knowledge regarding the role of universities in social innovation model, providing new theoretical and practical insights of investigation.
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This study analyses the importance of teaching social entrepreneurship in state universities. A survey was applied to university students to find out if personality traits are related to the characteristics of social entrepreneurship. This was achieved through Alpha Cronbach and Pearson/Spearman correlation analysis. The results show that students have the personality traits to become social entrepreneurs. However, social entrepreneurship courses are not taught in universities of Tijuana city. Therefore, it is strongly suggested to teach social entrepreneurship in universities of the city and the state because students possess social entrepreneurship traits and are interested in the subject.
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The socioeconomic challenges caused by aging populations have encouraged many countries to reevaluate the place of the elderly in society as well as to adopt measures in encouraging them to be participative. In recent decades, crowdsourcing has been identified as a rapid growth of innovative Internet-based information and communication technologies in giving the opportunities to educational organizations to reach their goals. With their accumulated skills and knowledge, academic retirees can be resourceful to society. However, their knowledge and experiences seem to be undervalued and underutilized. Retired academics have better opportunity to extend their contribution in the society as their valuable knowledge is more appreciated than people from other background. Retired academics tend to be able to fulfill their desire for professional continuity following retirement more markedly than people from other backgrounds. This paper analyzes the use of crowdsourcing in educational activities, especially for the academic retirees. Therefore, the objectives of this paper are to take an exploratory look on how educational organizations use crowdsourcing as part of their activities at the present time, and to suggest how the practice of crowdsourcing may expand to other educational activities in future.
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Educating social innovators in higher education is of great importance as many societal challenges exist. This study combines experiential learning with ICT tools to provide students with the needed competences and experiences to solve societal challenges. We employ this approach in an innovative course, named Experts in Teamwork (EiT), which follows the experiential learning cycle. The participants of this study are undergraduate students interested to learn how they can solve societal challenges. Specifically, 26 students with various background and nationalities participated. A collaborative platform was developed that supports teamwork and cooperation, as well as the social innovation process. The findings show that this approach can influence positively learning outcomes and increase students' engagement and motivation with both social innovation and the learning process. Also, students' creativity was increased leading to the development of better solutions. The overall outcomes contribute to theoretical and practical development, to allow educators to take appropriate measures to enhance students' learning experience and foster social innovation through ICT.
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Ethical, social and environmental accounting is the practice of assessing organisations' performances in sustainability and business ethics topics. The organisations typically publish the results in a sustainability or non-financial report. We aim at offering a novel perspective from which researchers investigate, practitioners apply and policy-makers regulate ethical, social and environmental accounting (ESEA). The large quantity of ESEA methods and tools causes managerial problems, affecting the identity of social enterprises and complicating policy making. We will develop a domain-specific modelling language to specify existing ESEA methods and capture the advantages of model-driven engineering. We will create a repository where method models can be stored. These models contain the data structure and configuration of the methods. We will also develop openESEA, a run-time model interpreter that automatically executes ESEA method models. We will offer features to allow organisations to tailor the methods to their needs, to support model management operations, and to compare existing methods to inform policy makers about their similarities and differences. This project combines expertise in information science and social entrepreneurship with the intention to pave the way to future research avenues in ESEA and, eventually, to profound changes towards a fair and sustainable economy.
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In social sciences, similarly to other fields, there is exponential growth of literature and textual data that people are no more able to cope with in a systematic manner. In many areas there is a need to catalogue knowledge and phenomena in a certain area. However, social science concepts and phenomena are complex and in many cases there is a dispute in the field between conflicting definitions. In this paper we present a method that catalogues a complex and disputed concept of social innovation by applying text mining and machine learning techniques. Recognition of social innovations is performed by decomposing a definitions into several more specific criteria (social objectives, social actor interactions, outputs and innovativeness). For each of these criteria, a machine learning-based classifier is created that checks whether certain text satisfies given criteria. The criteria can be successfully classified with an F1-score of 0.83–0.86. The presented method is flexible, since it allows combining criteria in a later stage in order to build and analyse the definition of choice.
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