http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
Enabling of local Value Creation via Openness for Emergent Synthesis
Steffen Heyer,Nariaki Nishino,Bernd Muschard,Günther Seliger 한국정밀공학회 2014 International Journal of Precision Engineering and Vol. No.
To increase rationally demanded sustainability with its ecologic, environmental and social dimensions, innovative technology shallbe exploited. How to transform such technologies into useful application depends on the respective situations and local conditions. Supporting market dynamics with collaboration and competition, local material cycles and generation of wealth are criteria, on howto evaluate if an application is appropriate. Hypothesis is that local actions among many people may make a big difference globallyin the sense of Emergent Synthesis. A key element is a transition of people from passive recipients to active creators in developed anddeveloping regions. In this paper, the idea of local value creation is combined with knowledge transfer about sustainablemanufacturing into the layers invention, mediation and diffusion. Invention, the technological layer, addresses different aspect ofmanufacturing and is realized within a prototype with easy to use equipment. Mediation, the teaching layer, shall enable users tounderstand and possibly improve selected manufacturing as well as recycling technologies. To address local communities in a globalcontext, the diffusion layer addresses sharing innovative ideas via internet for all interested people via open access. All three layersand practical experiences with two prototypes are presented within this paper.
Lee, Sangjic,Nishiyama, Kohei,Kimita, Koji,Nishino, Nariaki Asian Society for Innovation and Policy 2021 Asian Journal of Innovation and Policy Vol.10 No.3
Utilizing outside knowledge for innovation is an important task for companies in the competitive economy. Due to the rapid advance in the internet communication technology, the number and quality of innovation sourcing methods are increasing. We select co-creation, personalization and in-house R&D as the representative forms of innovation sourcing and suggest a game theory model that enables the comparative analysis between them. The decision and surplus outcome of the innovation mechanisms are compared under various settings of the input parameters of the model. The stakeholders voluntarily participate into all mechanisms when the product price is moderately high and the participation cost is low, while co-creation is the only feasible one when the product quality is niche. When the participation cost is relatively high, personalization outperforms co-creation.