In this article, I will try to expand upon the last clause of Kranzberg’s First Law of Technology: “Technology is neither good nor bad; nor is it neutral.” Those who claim technology is ethically neutral tend to focus attention on the underlying processes, to the exclusion of the original motivation. While I lean in this direction, I recognize that bad actor/bad faith technology provides an important exception.
Pat O’Sullivan starts from the premise that the principles of standardization and conformity that were developed for the data warehouse are equally applicable to a digital business to deliver a consistent view of information to many lines of business. He explores the characteristics of a system of common metadata that can define the links between an existing data warehouse and an emerging digital business, describing the components and characteristics of this new metadata layer and how it is essential to fueling the growth of the AI capabilities of a digital business.
A Web service is a programmable entity that provides a particular element of functionality, such as application logic, and is accessible to any number of potentially disparate systems through the use of Internet standards, such as XML and HTTP.
HUMAN CAPITAL MANAGEMENT ISSUES Businesses are now competing in two markets, one for their products and services and one for the talent required to produce or perform them.
Big initiatives require big thinking. Transformational initiatives magnify the struggles of a typical project: vague objectives, compressed timelines, scope creep, and communication issues.
No one lacks an opinion on the subject of good leadership. Leadership seminars devote days to the discussion of theories, case studies, and war stories. Strategies and tactics that work in one setting, however, may fall flat in another.
Collaborating on work across distances has always been difficult. We fly groups together to work temporarily as a single team on a critical project issue. We have regularly scheduled conference calls; we have videoconferencing rooms. We rely deeply on e-mail to stay in step. We try to build single Web-based repositories of project knowledge that are accessible throughout an organization. It has all been a struggle. Distance is misunderstanding. Distance is wrong interfaces. Distance is friction. But now we are witnessing the positive effects of distance beginning to shrink. The next generation of collaboration tools is here, or at least the early arrivals are here. Broadband access is the underlying technology for all these tools. The videoconference room is dead, and collaboration is moving out of meetings and into its most useful place: the daily lives of project members.
Two decades ago, I began my "virtual life" within online worlds -- specifically, what have become known as "social" virtual worlds, "open" virtual worlds, or (my personal favorite) "co-created" virtual worlds.