Disruption is a powerful body of theory that describes how people interact and react, how behavior is shaped, how organizational cultures form and influence decisions. Innovation is the process of translating an idea or invention into a product or service that creates value or for which customers will pay. Disruptive Innovation in context of the author’s body of work in healthcare and rehabilitation relates to how development of a cloud-based converged infrastructure resource, similar to that conceived in a national (Danish) study titled Humanics, can act as an accessible data and knowledge repository, virtual consultancy, networking, and training resource to inform and support fields of researchers, practitioners and professionals. High-speed fiber networking, smart phone/tablet apps, and system presets can be shared whilst AI and recommendation engines support directing global networks of subscribers to relevant information including methods and products. Challenges and problems to fully realize potentials are speculated. A mature body of research acts as the vehicle to illustrate such a concept.
|Titel||Technologies of Inclusive Well-Being : Serious Games, Alternative Realities, and Play Therapy|
|Redaktører||Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain|
|Publikationsdato||3 mar. 2014|
|Status||Udgivet - 3 mar. 2014|
|Navn||Studies in Computational Intelligence|