Academic literature on the topic 'Digital actor'

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Journal articles on the topic "Digital actor"

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Saputra, Nopriadi, and Reni Hindriari. "Leading Digital Transformation: Developing Self-Regulating Actors in Digital Organization." 11th GLOBAL CONFERENCE ON BUSINESS AND SOCIAL SCIENCES 11, no. 1 (December 9, 2020): 28. http://dx.doi.org/10.35609/gcbssproceeding.2020.11(28).

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Digital technology provides opportunities for organizations to grow exponentially by eliminating the distortions and other damaging effects on hierarchical organization. Old industrial organizations would be eaten by a new digital one. Many established firms aware that digital technology can help them doing the businesses with faster responses in lower costs and serve the customers rooms for designing and making customized products collaboratively. Many start-up companies realize that digital technology for create products with newly business model which disrupt the current way of doing business and take engaged customers away from the firms that cannot adapt. Being digital organization for every firms is strategic issue. Transforming the old hierarchical organization to become digital organization must be tackled appropriately in holistic perspective. Digital technology has been changing the way we view the organization from hierarchical system to actor-oriented architecture. In actor-oriented architecture, organization is populated by individuals who capable to work and collaborate in self-regulating mode. For developing self-regulating actors, this study used organizational behaviour approach. Required skill development for being self-regulated actors is influenced by individual, group, and organizational factors. This study aimed to elaborate the impact of digital skill of individual employee, digital leadership of direct supervisor, digital mindset of top management, and digital culture on self-regulating actor development. Keywords: digital organization, digital leadership, learning culture, digital mindset, digital skill
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Saputra, Nopriadi, and Reni Hindriari. "Developing Self-Regulating Actors in the Pre-Digital Organization." GATR Journal of Management and Marketing Review 6, no. 1 (March 7, 2021): 44–55. http://dx.doi.org/10.35609/jmmr.2021.6.1(5).

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Objective - Developing self-regulated actors in digital transformation of pre-digital organization is a critical and strategic issue. This article aims to examine and explain the historical development of self-regulated actors from an organizational behaviour perspective. By testing the impact of digital skill individually, digital leadership as group factor, and digital culture and digital mindset as organizational factors on self-regulating actor development, this article will gain insightful understanding in leading digital transformation. Methodology/Technique - This article is based on a cross-sectional study which involved 321 permanent staff or employees of the leading state-owned company in the Indonesian pharmaceutical industry. The collected data is structured and analysis with SmartPLS version 3. 0 as PLS-SEM application. Findings - The analysis results explain that self-regulating actors are influenced by digital skills, digital leadership, and digital culture directly, but are influenced by digital mindset indirectly. Digital mindset of top management teams will impact on self-regulated actor development, if it is directed to strengthen digital culture, then digital culture will impact on digital skills. Novelty - Digital culture impacts self-regulating actor development more directly than digital mind set of top management team in the pre-digital organization. By impacting digital culture, digital mindset of top management will impact self-regulating actor development. Type of Paper: Empirical. JEL Classification: L16, M14. Keywords: Corporate Culture; Self-Regulated; Leadership; Digital Competence Reference to this paper should be made as follows: Saputra, N; Hindriari, R. (2021). Developing Self-Regulating Actors in the Pre-Digital Organization, Journal of Management and Marketing Review, 6(1) 44 – 55. https://doi.org/10.35609/jmmr.2021.6.1(5)
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Lin, Zhongxuan, and Liu Yang. "Smartphones as actors: A new digital disability care actor-network in China." International Journal of Cultural Studies 24, no. 4 (June 14, 2021): 673–88. http://dx.doi.org/10.1177/1367877920964475.

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Disability care is an understudied yet important phenomenon within the realm of caring media studies. It not only adds another identity-based lens for caring media studies but also proposes new questions at the intersection of media, disability and cultural studies. This study proposes a Chinese contextualized understanding of disability caring media, which may have broader implications in other contexts, even a global one. Mainly based on actor-network theory (ANT), this study looks at the smartphone as a new condition and a key actor in the emerging digital disability care actor-network to examine various modes of connections and associations, especially the application-network, the device-network, and the organization-network. This study seeks to provide a better understanding as to how meanings and technologies are enacted together in everyday caring practices, and how social dynamics are assembled and reassembled in contemporary disability caring media settings.
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Freytag, Per Vagn, and Kristian Philipsen. "Shaping business through and within networks: evolving from a traditional to a digital firm." Journal of Business & Industrial Marketing 34, no. 5 (June 3, 2019): 1079–92. http://dx.doi.org/10.1108/jbim-10-2018-0302.

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Purpose Although individual and business actors are often mentioned as an important part of clarifying the stages that firms and their networks go through from starting up to becoming established, most studies have emphasised activities and resources rather than actors. Therefore, more needs to be known about how actors shape and are shaped through and within firms’ networks. Design/methodology/approach To clarify the process of reshaping business in networks, the focus of this study is on the role of actors in firms’ networks during the main stages of development. The major events for each stage are described in terms of how these events affect the interaction, alignment and interfaces between individual actors and business actors with a focus on individual and collective interests. Findings The individual actor plays a key role in the start-up stage, whereas the business actor has a key role in the final stage when the firm has become an important player in the industry. In later stages, the individual actor plays a gradually decreasing role and the business actor an increasing role. However, it appears that an analysis of the interplay between the two levels of analysis provides deeper insight into the shaping. Originality/value This study provides new insights into the role of the actor and how the actor shapes and is shaped by a firm and its network in different stages. Further, the study contributes by clarifying actors’ roles on two levels of analysis and shows the roles of interests, conflicts, interfaces and alignment in shaping firms and their networks.
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Kristensen, Linn-Birgit Kampen, and Mona Solvoll. "Digital payments for a digital generation." Nordic Journal of Media Studies 1, no. 1 (June 1, 2019): 125–36. http://dx.doi.org/10.2478/njms-2019-0008.

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AbstractDigitalization is both a major cause of the challenges now faced by several media industries and a source of their potential solutions. Within the book and newspaper industries, the value of the physical product is about to be surpassed by that of digitally delivered content, disrupting the distribution system that these industries have relied on for many decades. In particular, digital distribution has radically changed the way in which consumers engage in unpaid and paid media consumption.Anchored in the notion of disruptive innovation, and more specifically related to the idea of distribution as disruptive technology, our study investigates Generation Z’s unpaid and paid consumption of digital books and online local newspapers. Drawing on two Norwegian audience surveys, we find that both industries involve at least one disruptive actor. Generation Z relies heavily on Facebook as a distribution channel for news. Pay-walls have a negative effect on the usage of paid online local news, despite the belief that paywalled news is better than free news. In the Norwegian book industry, paper books still have a very strong position among Generation Z. Audiobooks have greater usage than e-books, and we conclude that the real disruptive actor in the Norwegian book industry is the streaming of audiobooks by actors such as Storytel.
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Alexander, Oleg, Mike Rogers, William Lambeth, Jen-Yuan Chiang, Wan-Chun Ma, Chuan-Chang Wang, and Paul Debevec. "The Digital Emily Project: Achieving a Photorealistic Digital Actor." IEEE Computer Graphics and Applications 30, no. 4 (July 2010): 20–31. http://dx.doi.org/10.1109/mcg.2010.65.

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류재형. "Beowulf's Digital Actor, Realism and Cyborg." Film Studies ll, no. 35 (March 2008): 349–77. http://dx.doi.org/10.17947/kfa..35.200803.012.

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Boullier, Dominique. "Médialab stories: How to align actor network theory and digital methods." Big Data & Society 5, no. 2 (July 2018): 205395171881672. http://dx.doi.org/10.1177/2053951718816722.

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The history of laboratories may become controversial in social sciences. In this paper, the story of Sciences Po Médialab told by Venturini et al. is discussed and completed by demonstrating the incoherence in the choice of digital methods at the Médialab from the actor network theory perspective. As the Médialab mostly used web topologies as structural analysis of social positions, they were not able to account for the propagation of ideas, considered in actor network theory as non-humans that have their own agency. The main arguments in favour of the ‘more continuous social’ developed at the Médialab (quali-quanti, following the actors, zooming) proved to be as misleading as the network metaphor. The distribution of agency that actor network theory so successfully expands was paradoxicallty reduced to structures and individual preferences, to the detriment of the agency of replications that circulate entities in the form of messages, content or memes, and that should now become the next step for actor network theory-style digital methods.
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Roznowski, Rob. "Transforming Actor Education in the Digital Age." Theatre Topics 25, no. 3 (2015): E—1—E—7. http://dx.doi.org/10.1353/tt.2015.0028.

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Allain, Paul. "Physical actor training 2.0: new digital horizons." Theatre, Dance and Performance Training 10, no. 2 (May 4, 2019): 169–86. http://dx.doi.org/10.1080/19443927.2019.1609074.

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Dissertations / Theses on the topic "Digital actor"

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CRESPO, DANIEL RISI VIANNA. "THE DIGITAL ACTOR: A CHARACTER DESIGN PERSPECTIVE." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12251@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Esta dissertação tem como objetivo analisar os aspectos de design envolvidos na credibilidade de personagens geradas através de computação gráfica, que operam como efeitos especiais em filmes de ação ao vivo. Para isto, é apresentada a hipótese de que se trata de uma categoria ontologicamente discreta de personagens - propondo-se a nomenclatura atores digitais para designá-la - cujo processo de design se baseia em três contextos de desenvolvimento: os níveis diegético, imagético e tecnológico. Essa proposição é investigada através da metodologia do estudo de caso, utilizando-se a criatura Gollum, da trilogia cinematográfica O Senhor Dos Anéis (2001-2003). A análise das variáveis intrínsecas a cada um dos contextos citados indica que, de fato, essas personagens clamam por uma abordagem original de design, sugerindo novos papéis e novas habilidades para o designer.
This paper aims to analyze the design aspects responsible for the believability of computer generated characters in live-action movies. This research proposes the hypothesis that synthetic thespians constitute an ontologically distinct category of characters - to which the term Digital Actor is proposed - based upon a design process that involves three development contexts: the diegetic, the perceptual and the technological levels. In order to carry out such investigation, the case study methodology is used, in which the creature Gollum, from the movie trilogy The Lord of the Rings (2001-2003) is analyzed. The intrinsic variables investigated in this case show that Digital Actors in fact suggest an original design approach and therefore a new role for the designer.
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Bode, Lisa Merle Theatre Film &amp Dance UNSW. "From shadow citizens to teflon stars : cultural responses to the digital actor." Awarded by:University of New South Wales. Theatre, Film and Dance, 2005. http://handle.unsw.edu.au/1959.4/20593.

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This thesis examines an intermittent uncanniness that emerges in cultural responses to new image technologies, most recently in some impressions of the digital actor. The history of image technologies is punctuated by moments of fleeting strangeness: from Maxim Gorky's reading of the cinematographic image in terms of 'cursed grey shadows', to recent renderings of the computer-generated cast of Final Fantasy: The Spirits Within as silicon-skinned mannequins. It is not merely the image's unfamiliar and new aesthetics that render it uncanny. Rather, the image is received within a cultural framework where its perceived strangeness speaks allegorically of what it means to be human at that historical moment. In various ways Walter Benjamin, Anson Rabinbach and N. Katherine Hayles have claimed that the notion and the experience of 'being human' is continuously transformed through processes related to different stages of modernity including rational thought, industrialisation, urbanisation, media and technology. In elaborating this argument, each of the four chapters is organized around the elucidation of a particular motif: 'dummy', 'siren', 'doppelg??nger' and 'resurrection'. These motifs circulate through discourses on different categories of digital actor, from those conceived without physical referents to those that are created as digital likenesses of living or dead celebrities. These cultural responses suggest that even while writers on the digital actor are speculating about the future, they are engaging with ideas about life, death and identity that are very old and very ambivalent.
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Rosenqvist, Robin, and Alfred Gårdeskog. "Digitala servicescapes : En undersökning om samspelet mellan dramaturgi, storytelling, och servicescapes i en digital miljö." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-959.

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Denna undersökning utgår ifrån Mary Jo Bitners servicescape-modell om hur fysiska miljöegenskaper formade efter en berättelse eller tema påverkar serviceverksamheter. För att sedan implementera modellen i en digital miljö. Resultatet av att nyttja teorierna kring servicescapes på exempelvis serviceverksamheter ger besökare möjlighet att fly undan vardagen, medvetet eller omedvetet, genom en kombination av olika sinnen. I undersökningen såg vi att besökarens självmedvetenhet kunde jämföras med Mihaly Csikszentmihalyis teorier om ”flöde”, där medvetandetillståndet hos en individ blir uppslukat av individens aktivitet. Ur denna jämförelse kunde förutsättningarna och kriterierna för ”flöde” nyttjas. Undersökningen påvisar att anpassning av servicescape i en digital miljö leder till en förlust av sinneskombinationer i jämförelse med fysiska servicescapes. Detta ändrar dock inte det faktum att besökaren upplever ett mervärde av platsen då tillämpning av servicescapes i skapandet av fysiska som digitala miljöer öppnar upp för besökare att inte bara bevittna respektive berättelse utan även delta i den.
This study is based on Mary Jo Bitner’s servicescape-model of the physical environment, shaped by a story or a certain theme, towards adapting the model into a digital environment. The result of applying the theories surrounding servicescapes to where a service process takes place, gives visitors an opportunity to escape from the everyday life, consciously or unconsciously, through a combination of the human senses. The study found that the effect, a lesser amount of self-awareness, could be compared with Mihaly Csikszentmihalyi’s theories of "flow", a mental state where an individual becomes fully immersed in the process of the activity. The conditions for "flow" could therefore be used as a foundation in the creation of “digital servicescapes”. The adaptation of servicescape towards a digital environment led to a loss of possible combinations of senses in comparison with physical servicescapes. Though this did not result in removing all the added value of adapting the servicescape-model into a digital environment, for it is still expanding the opportunity for visitors to interact with the story respectively, instead of being idle observers.
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Muñoz, Ramos Orlando. "Planeación de Rutas para un Actor Digital en un Ambiente Virtual." Thesis, Universidad de las Américas Puebla, 2007. http://catarina.udlap.mx/u_dl_a/tales/documentos/lis/munoz_r_o/.

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Por medio de su cuerpo, el ser humano es capaz de realizar movimientos precisos y coordinados que le permiten llevar a cabo infinidad de tareas y transformar su medio ambiente. Esta capacidad ha sido fundamental para la conquista de cualquier lugar del mundo. Por esta razón, en los últimos años ha surgido un gran interés entre diversos grupos de investigación por comprender de mejor manera la forma en que el ser humano genera sus movimientos. Esto con el propósito de aplicar dicho conocimiento en la creación de modelos computacionales denominados actores digitales, utilizados para simular la reacción de una persona ante diferentes situaciones, principalmente aquellas en que por motivos económicos, de disponibilidad o de seguridad, es imposible trabajar o realizar estudios con personas reales. Con el propósito de profundizar en este tema, en el presente documento se describe el trabajo realizado para la planeación de rutas y generación de movimientos de un actor digital. En el capítulo 1 se presenta una introducción del tema de esta tesis y se plantean los objetivos, alcances y limitaciones. En el capítulo 2 se hace una revisión del estado actual del problema y se describen diversas aplicaciones de los actores digitales y de las técnicas que se utilizan para su animación
(cont.) El concepto de actores digitales, la representación de su esqueleto y la manera en que se generan sus movimientos mediante la manipulación de sus articulaciones de describe en el capítulo 3. En el capítulo 4 se plantea el problema de la planeación de rutas y se describe el algoritmo denominado Probabilistic Roadmap Method, utilizado para la solución de este problema. En el capítulo 5 se describe el diseño y la implementación del sistema desarrollado para la planeación de rutas de un actor digital, resultado de esta tesis, mientras que en el capítulo 6 se describen las pruebas realizadas al sistema y se presentan los resultados obtenidos. Por último, en el capítulo 7 se presentan nuestras conclusiones y perspectivas de trabajo a futuro. Finalmente, en los apéndices incluidos en este documento se presentan los conceptos teóricos para el desarrollo de aplicaciones gráficas con Java y OpenGL, quaterniones y su uso para la representación de rotaciones y diagramas UML de las clases implementadas
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Kheria, Smita. "Copyright and artists in the digital environment : An actor network approach." Thesis, Queen's University Belfast, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534717.

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Coleclough, S. "Film performance : the role of the actor within cinematic expression." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/31804/.

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This work seeks to consider film acting as an integrated element of cinematic expression, a core aspect of film performance but one which gains additional meaning and commentary via combination and integration with the more traditionally considered aspects of filmmaking. Although ‘performance’ is a widely written and talked about aspect of cinema studies, a clear understanding of acting and performance, their relationship to one another and to the mechanism of filmmaking has until now been absent. When in recent years ‘film performance’ has been offered as an academic focus, the cynosure of the analysis has been the actions of the actor and a language to describe them, rather than the skills employed in relation to the specifically technical demands of the medium. What then do we gain when we consider in detail the organic relationship between those technical demands and the actor’s decisions? This foundational question is addressed here in a number of ways. A range of texts are accessed that purport to consider the discipline ranging between academic analysis and practitioner skills. This combination of approaches enables a rounded consideration of the work of the film actor absent from any one exploration of the field. To fully consider cinematic expression, the skills specific to the technical aspects of filmmaking must also be examined. Within these fields research exists which offers a wider integration of the technical and the aesthetic. However, the specific focus of the texts in question also prevents extended consideration of the integrated nature of the chosen code. To augment the initial research, in-depth analysis of a chosen film is presented to reveal the ways in which integration of raw material and post-production can produce a final realisation of ‘performance’. When acting is positioned as a part of cinematic expression the interrelationships of technical choices and their aesthetic application can be fully examined. By no longer positioning the actor as “doing nothing very well” we can begin to assess the ways in which adaptation and accommodation of the technical needs of cinema feed into the decisions and actions of the actor as they attempt to deliver their character in terms of the requirements of script and director. Defining acting and thus performance enables us to consider their place within a unified film product, one that demonstrates a distinct and essential skill set, a craft as central to filmmaking as cinematography, sound, and editing.
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Sarafin, Gregory A. "Creating Value in Multi-Actor Environments : Understanding the value propositions of digital service ecosystems." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-178288.

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This paper explores the value propositions that exist within ecosystems comprised of organizational and individual actors. The concept of value in general and how value is cocreated in multi-actor networks is explored by using service-dominant logic. The ecosystem is further framed by the intrinsic traits of digital technology as portrayed in The Layered Architecture of Digital Technology. Together, both of these framing conventions create what the paper refers to as a digital service ecosystem. In order to understand the important characteristics of a digital service ecosystem this paper analyzes a case study involving several actors participating in an ecosystem project in northern Sweden. This paper identifies six overarching themes that serve as the basis for three value propositions. A model is introduced as a way to simplify the understanding of each value proposition and how they interact with one another.
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Ford, Vanessa Anne. "Surviving The Virtual: Crafting A New Form Of Theater For The Digital Age." Thesis, The University of Arizona, 2006. http://hdl.handle.net/10150/193282.

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This thesis proposes a new genre of theater that combines participatory and interactive narratives with virtual reality technologies and traditional theatrical elements to create a form that is capable of responding to the growing desire for interactive entertainment mediums. A series of participatory narrative events, including traditional theater productions, interactive narrative/drama and role-playing games, are analyzed for their potentialities and limitations. These elements are then used to respond to scholarly writings concerning the problems of participatory narrative forms. From this analysis conclusions are drawn about the necessary elements needed to create this new genre of theater, termed interactive virtual theater, or IVT. The elements are then synthesized into a hypothetical picture of what the IVT of the future might look like.
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Huxley, Aino. "Discovering Digital Diplomacy: The Case of Mediatization in the Ministry for Foreign Affairs of Finland." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232372.

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The increasing importance of media, especially digital media, in society has been studied widely, from identity formation to activist movements. In international relations studies digital media’s impact has focused considerably on public diplomacy 2.0. This focus has caused a more holistic view of digital diplomacy to be neglected. This study explores how digital media’s impacts as a part of mediatization are seen within the Ministry for Foreign Affairs of Finland. Semi-structured interviews with 11 officials from the Ministry of Foreign Affairs were conducted. These led to the creation of three thematic fields. The first one looks into how the agency of the Ministry is seen to be impacted by digitalization. The second section looks into how community building is seen as essential. And the third part investigated how the ministry evaluates the impacts of digitalization on other ministries of foreign affairs in the light of its own experience. The finding is that the ministry is expanding into a new digital sphere and that in the process of so doing the Ministry is not a tabula rasa, but it mirrors the cultural and political context of the country within the online sphere.
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Effah, John. "Tracing the emergence and formation of small dot-coms in an emerging digital economy : an actor-network theory approach." Thesis, University of Salford, 2011. http://usir.salford.ac.uk/26648/.

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The purpose of this study is to trace the emergence and formation of small dot-corns to understand how they come into being and are made to work or not. The SME e-business literature emphasises post-organisation and post-technology formation phases, paying less attention to the early phases of innovation development such as opportunity emergence and formation. The e-entrepreneurship literature, on its part, investigates such early phases to some extent but emphasises the personality of entrepreneurs and organisation development, paying less attention to technology and its development. Moreover, commonly used theories in both research lines are largely based on deterministic, reductionist and dualist approaches. As a result, the complex sociotechnical nature of SME e-business and e-entrepreneurship phenomena is less accounted for. In response, this study extends the existing knowledge in SME e-business and eentrepreneurship research by drawing on IS interpretive case study approach and actornetwork theory (ANT) combined with contextualism to trace the emergence and formation of four small dot-corns in the emerging digital economy of Ghana, a developing country context. The findings show that the early phases of dot-corn innovation, from emergence to formation, are non-deterministic, non-linear, complex, and heterogeneously interwoven. Moreover, such processes are created through the collective efforts of human and non-human actors across physical and virtual environments as well as developed and developing countries. By employing ANT combined with contextualism, the study offers a novel theorisation of dot-corn innovation processes. For this reason, it is argued that ANT can be extended with contextualism to offer explanations for unmet expectations of actors and actants beyond an actor-world. The study also advises entrepreneurs to pay attention not only to the virtual world but also to the physical world which together support dot-corn emergence, formation, and operation. Finally, in addition to other recommendations, the study calls for further research into the early phases of other forms of e-business such as click-and-mortars and virtual organisations.
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Books on the topic "Digital actor"

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José Mexia Crespo de Carvalho and Jorge Peñaranda Coimbra. Economia digital, segundo acto. Chiado [Lisbon, Portugal]: Bertrand Editora, 2002.

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Agnihotri, Ram Awatar. Role of electronic media and film artistes in 13th parliamentary (Lok Sabha) general elections, 1999: With a survey study of Kangra parliamentary (Lok Sabha) constituency. New Delhi: Commonwealth Publishers, 2004.

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Wenzel, Kurt. Exposure: A novel. New York: Little, Brown and Co., 2007.

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Wenzel, Kurt. Exposure: A novel. New York: Little, Brown and Co., 2007.

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Lee, Francis, and Joseph Man Chan. Memories of Tiananmen. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728447.

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Memories of Tiananmen: Politics and Processes of Collective Remembering in Hong Kong, 1989-2019 analyzes how collective memory regarding the 1989 Beijing student movement and the Tiananmen crackdown was produced, contested, sustained, and transformed in Hong Kong between 1989 and 2019. Drawing on data gathered through multiple sources such as news reports, digital media content, on-site vigil surveys, population surveys, and in-depth interviews with activists, rally participants, and other stakeholders, it identifies six key processes in the dynamics of social remembering: memory formation, memory mobilization, memory institutionalization, intergenerational transfer, memory repair, and memory balkanization. The book demonstrates how a socially dominant collective memory, even one the state finds politically irritable, can be generated and maintained through constant negotiation and efforts by a wide range of actors. While Memories of Tiananmen mainly focuses on the interplay between political changes and the Tiananmen commemoration in the historical period within which the society enjoyed a significant degree of civil liberties, it also discusses how the trajectory of the collective memory may take a drastic turn as Hong Kong’s autonomy is abridged. The book promises to be a key reference for anyone interested in collective memory studies, social movement research, political communication, and China and Hong Kong studies.
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Hill, Z. B. Acting: Stage & screen. Broomall, PA: Mason Crest, 2015.

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Thomson, C. Claire. Mapping Messiness: The Informational Film Archive and Actor-Network Theory. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474424134.003.0004.

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This chapter offers Actor-Network Theory (ANT) as a toolkit for analysing the often messy and complex networks and relationships involved in the production and distribution of useful cinema. Stressing that ANT is employed in the book as a way of thinking rather than as an explicit framework, the chapter briefly outlines the key principles of ANT and relates them to documentary and informational filmmaking. In particular, the chapter discusses the potential of ANT for rendering visible or audible the many non-human actors in any instance of filmmaking, and for revealing how facts are constructed in documentary and related genres. The institutions, individuals, networks, technologies and other actors involved in mid-twentieth-century Danish informational filmmaking are then mapped. The chapter concludes with a discussion of the role of the archive and the researcher in the network of any given film, explaining how contemporary archival practices, especially digital technologies, are creating new dispositifs for historical informational film.
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Cinematic Perspectives On Digital Culture Consorting With The Machine. Palgrave MacMillan, 2012.

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Otero, Ana de Luis. Actos Sociales Y Familiares (Tecnicas Fotograficas) (Ocio Digital). Anaya Multimedia, 2005.

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Thomson, C. Claire. Conclusion. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474424134.003.0011.

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The conclusion returns to Actor-Network Theory to consider how its methodologies can reveal hitherto hidden aspects of the making of films and the making of facts. It further discusses three avenues for future research, as suggested by the case studies in the book: the analysis of multiple language versions of films, for example using Digital Humanities techniques; the possibilities afforded by digitisation ans streaming for the creation of a new dispositif for informational films as national heritage, and the limitations imposed by national intellectual property law; and the difficulties of tracking and evaluating the impact and cultural value of informational films.
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Book chapters on the topic "Digital actor"

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Masura, Nadja. "The Actor (Agency)." In Digital Theatre, 99–120. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-55628-0_5.

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Masura, Nadja. "The ‘Other’ Actor." In Digital Theatre, 121–54. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-55628-0_6.

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Wouters, Stijn, Marijn Janssen, and Joep Crompvoets. "Understanding Actor Roles in Inter-organizational Digital Public Services." In Lecture Notes in Computer Science, 43–58. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84789-0_4.

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Rennstich, Joachim K. "Drivers of Leading Actor Change—Interstate Rivalry at the Systemic Level." In The Making of a Digital World, 165–97. New York: Palgrave Macmillan US, 2008. http://dx.doi.org/10.1057/9780230611061_5.

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Ruecker, Stan. "Interface as Mediating Actor for Collection Access, Text Analysis, and Experimentation." In A New Companion to Digital Humanities, 395–407. Chichester, UK: John Wiley & Sons, Ltd, 2015. http://dx.doi.org/10.1002/9781118680605.ch27.

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Piattoeva, Nelli, and Galina Gurova. "Digitalization of Russian Education: Changing Actors and Spaces of Governance." In The Palgrave Handbook of Digital Russia Studies, 171–86. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-42855-6_10.

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AbstractThis chapter discusses the operation of digital education in relation to the changing governance of education in Russia. It examines how digitalization changes the character of traditional actors and enables new actors and actor assemblages to enter the scene of education governance and provision. It then looks at how datafication extends spaces of governance in both a topographical and a topological manner. Topographically, some practices of datafication follow established administrative structures enabling tighter vertical control over regions and education institutions by the federal authorities. But datafication also generates spaces that overcome topographical distance through relationality and connectedness. These manifest, first, in intensifying proximities to the global level of education governance bypassing the national authority, and, second, in the possibilities of intimate governance reaching into individual subjectivities.
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Dolata, Ulrich, and Jan-Felix Schrape. "Collective Action in the Digital Age: An Actor-Based Typology." In Collectivity and Power on the Internet, 7–29. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-78414-4_2.

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Preeshl, Artemis. "Twenty-first-century actor training in theatre, film, TV, and digital media." In Reframing Acting in the Digital Age, 125–45. Abingdon, Oxon ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429438684-5.

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Gloor, Peter A., Keith April Araño, and Emanuele Guerrazzi. "Measuring Audience and Actor Emotions at a Theater Play Through Automatic Emotion Recognition from Face, Speech, and Body Sensors." In Digital Transformation of Collaboration, 33–50. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-48993-9_3.

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Holmgren, Johan, Jan A. Persson, and Paul Davidsson. "Improving Multi-actor Production, Inventory and Transportation Planning through Agent-Based Optimization." In Agent and Multi-Agent Systems in Distributed Systems - Digital Economy and E-Commerce, 1–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-35208-9_1.

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Conference papers on the topic "Digital actor"

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Plichta, Leszek. "Digital actor." In SA '18: SIGGRAPH Asia 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3278625.3278633.

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Kapadia, Mubbasir, Shawn Singh, Glenn Reinman, and Petros Faloutsos. "Multi-actor Planning for Directable Simulations." In 2011 Workshop on Digital Media and Digital Content Management. IEEE, 2011. http://dx.doi.org/10.1109/dmdcm.2011.40.

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Alexander, Oleg, Mike Rogers, William Lambeth, Matt Chiang, and Paul Debevec. "Creating a Photoreal Digital Actor: The Digital Emily Project." In 2009 Conference for Visual Media Production (CVMP). IEEE, 2009. http://dx.doi.org/10.1109/cvmp.2009.29.

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Seol, Yeongho, Wan-Chun Ma, and J. P. Lewis. "Creating an actor-specific facial rig from performance capture." In DigiPro '16: The Digital Production Symposium. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2947688.2947693.

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Ryu, Suna. "USING ACTOR NETWORK THEORY FOR DATA ANALYSIS." In International Conference Cognition and Exploratory Learning in Digital Age 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/celda2019_201911l017.

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Bignell, Anita, Kiran Virk, Gareth Evans, Owen O’Sullivan, Sandra Parish, and Jennifer Powell. "PP22 Developing digital simulation: faculty reflections on actor development." In Abstracts of the ASPiH 2020 Virtual Conference, 10–11 November 2020. The Association for Simulated Practice in Healthcare, 2020. http://dx.doi.org/10.1136/bmjstel-2020-aspihconf.41.

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Barat, Souvik, Vinay Kulkarni, Tony Clark, and Balbir Barn. "An Actor Based Simulation Driven Digital Twin For Analyzing Complex Business Systems." In 2019 Winter Simulation Conference (WSC). IEEE, 2019. http://dx.doi.org/10.1109/wsc40007.2019.9004694.

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Xu, Xiaojuan, Hui Gao, Jianshan Sun, Cuicui Wang, and Wei Xu. "Operational Mechanism of Digital Humanistic Crowdsourcing Project Based on Actor Network Theory." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2018. http://dx.doi.org/10.24251/hicss.2018.042.

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Crabtree, Andy. "Enabling the New Economic Actor: Personal Data Regulation and the Digital Economy." In 2016 IEEE International Conference on Cloud Engineering Workshop (IC2EW). IEEE, 2016. http://dx.doi.org/10.1109/ic2ew.2016.18.

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Benqatla, Mohammed Salim, and Bouchaib Bounabat. "Actor Network Theory as A Framework to Build Business Collaboration Network Applied to Digital Government." In the International Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3230905.3230934.

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Reports on the topic "Digital actor"

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Deng, Elizabeth. In Our Own Words: Perspectives from local actors in the Horn, East, and Central Africa. Oxfam, February 2021. http://dx.doi.org/10.21201/2021.7161.

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Oxfam is committed to supporting the participation of local actors in humanitarian and development responses. This includes ensuring their opinions and perspectives about priorities, needs, and appropriate ways of addressing issues are part of public debate. Oxfam advocates for their presence and participation in coordination meetings and other spaces for decision-making. We also provide support to local actors to write and publish their opinions and perspectives. This paper is a compilation of eight opinion pieces written by local actors in the Horn, East, and Central Africa region, with editing and publishing support from Oxfam. The pieces were originally published by Devex, Citizen Digital, Media Congo, IPS News, African Arguments, Nile Post, and WeInformers.
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Contreras Salamanca, Luz Briyid, and Yon Garzón Ávila. Generational Lagging of Dignitaries, Main Cause of Technological Gaps in Community Leaders. Analysis of Generation X and Boomers from the Technology Acceptance Model. Universidad Nacional Abierta y a Distancia, May 2021. http://dx.doi.org/10.22490/ecacen.4709.

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Community and neighborhood organizations are in the process of renewing the organizational culture, considering technological environments in the way of training, and advancing communally, being competitive in adaptation and learning, creating new solutions, promoting change, and altering the status quo, based on the advancement of technology over the last few years, currently applied in most organizations. The decisive factor is the ability of true leaders to appropriate the Technological Acceptance Model –TAM– principles, participating in programs and projects, adopting new technologies from the different actors involved, contributing to the welfare of each community. There is, however, a relative resistance to the use of technology as support in community management, due to the generational differences in leaders and dignitaries, according to collected reports in this study, in relation to the age range of dignitaries –Generation X and Baby Boomers predominate–. They present a challenge to digital inclusion with difficulties related to age, cognitive, sensory, difficulty in developing skills, and abilities required in Digital Technologies, necessary to face new scenarios post-pandemic and, in general, the need to use technological facilities.
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Colomb, Claire, and Tatiana Moreira de Souza. Regulating Short-Term Rentals: Platform-based property rentals in European cities: the policy debates. Property Research Trust, May 2021. http://dx.doi.org/10.52915/kkkd3578.

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Short-term rentals mediated by digital platforms have positive and negative impacts that are unevenly distributed among socio-economic groups and places. Detrimental impacts on the housing market and quality of life of long-term residents have been particular contentious in some cities. • In the 12 cities studied in the report (Amsterdam, Barcelona, Berlin, Brussels, Lisbon, London, Madrid, Milan, Paris, Prague, Rome and Vienna), city governments have responded differently to the growth of short-term rentals. • The emerging local regulations of short-term rentals take multiple forms and exhibit various degrees of stringency, ranging from rare cases of laissez-faire to a few cases of partial prohibition or strict quantitative control. Most city governments have sought to find a middle-ground approach that differentiates between the professional rental of whole units and the occasional rental of one’s home/ primary residence. • The regulation of short-term rentals is contentious and highly politicised. Six broad categories of interest groups and non-state actors actively participate in the debates with contrasting positions: advocates of the ‘sharing’ or ‘collaborative’ economy; corporate platforms; professional organisatons of short-term rental operators; new associations of hosts or ‘home-sharers’; the hotel and hospitality industry; and residents’ associations/citizens’ movements. • All city governments face difficulties in implementing and enforcing the regulations, due to a lack of sufficient resources and to the absence of accurate and comprehensive data on individual hosts. That data is held by corporate platforms, which have generally not accepted to release it (with a few exceptions) nor to monitor the content of their listings against local rules. • The relationships between platforms and city governments have oscillated between collaboration and conflict. Effective implementation is impossible without the cooperation of platforms. • In the context of the European Union, the debate has taken a supranational dimension, as two pieces of EU law frame the possibility — and acceptable forms — of regulation of online platforms and of short-term rentals in EU member states: the 2000 E-Commerce Directive and the 2006 Services Directive. • For regulation to be effective, the EU legal framework should be revised to ensure platform account- ability and data disclosure. This would allow city (and other ti ers of) governments to effectively enforce the regulations that they deem appropriate. • Besides, national and regional governments, who often control the legislative framework that defines particular types of short-term rentals, need to give local governments the necessary tools to be able to exercise their ‘right to regulate’ in the name of public interest objectives.
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Shaping the COVID decade: addressing the long-term societal impacts of COVID-19. The British Academy, 2021. http://dx.doi.org/10.5871/bac19stf/9780856726590.001.

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In September 2020, the British Academy was asked by the Government Office for Science to produce an independent review to address the question: What are the long-term societal impacts of COVID-19? This short but substantial question led us to a rapid integration of evidence and an extensive consultation process. As history has shown us, the effects of a pandemic are as much social, cultural and economic as they are about medicine and health. Our aim has been to deliver an integrated view across these areas to start understanding the long-term impacts and how we address them. Our evidence review – in our companion report, The COVID decade – concluded that there are nine interconnected areas of long-term societal impact arising from the pandemic which could play out over the coming COVID decade, ranging from the rising importance of local communities, to exacerbated inequalities and a renewed awareness of education and skills in an uncertain economic climate. From those areas of impact we identified a range of policy issues for consideration by actors across society, about how to respond to these social, economic and cultural challenges beyond the immediate short-term crisis. The challenges are interconnected and require a systemic approach – one that also takes account of dimensions such as place (physical and social context, locality), scale (individual, community, regional, national) and time (past, present, future; short, medium and longer term). History indicates that times of upheaval – such as the pandemic – can be opportunities to reshape society, but that this requires vision and for key decisionmakers to work together. We find that in many places there is a need to start afresh, with a more systemic view, and where we should freely consider whether we might organise life differently in the future. In order to consider how to look to the future and shape the COVID decade, we suggest seven strategic goals for policymakers to pursue: build multi-level governance; improve knowledge, data and information linkage and sharing; prioritise digital infrastructure; reimagine urban spaces; create an agile education and training system; strengthen community-led social infrastructure; and promote a shared social purpose. These strategic goals are based on our evidence review and our analysis of the nine areas of long-term societal impact identified. We provide a range of illustrative policy opportunities for consideration in each of these areas in the report that follows.
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