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Www.personal.kent.edu/~dfresco/CBT_Readings/Keltner_&_Haidt.pdf. Robert Cialdini. Robert B. Cialdini is Regents' Professor Emeritus of Psychology and Marketing at Arizona State University. He is best known for his 1984 book on persuasion and marketing, Influence: The Psychology of Persuasion. Influence has sold over 2 million copies and has been translated into twenty-six languages. It has been listed on the New York Times Business Best Seller List. Fortune Magazine lists Influence in their "75 Smartest Business Books. Influence[edit] Influence: The Psychology of Persuasion (ISBN 0-688-12816-5) has also been published as a textbook under the title Influence: Science and Practice (ISBN 0-321-01147-3). In writing the book, he spent three years going "undercover" applying for jobs and training at used car dealerships, fund-raising organizations, and telemarketing firms to observe real-life situations of persuasion.

Harvard Business Review lists Dr. Influence: The Psychology of Persuasion was included in 50 Psychology Classics (ISBN 978-1-85788-386-2) by Tom Butler-Bowdon. List of social psychology theories. Social psychology. Social psychologists therefore deal with the factors that lead us to behave in a given way in the presence of others, and look at the conditions under which certain behavior/actions and feelings occur. Social psychology is concerned with the way these feelings, thoughts, beliefs, intentions and goals are constructed and how such psychological factors, in turn, influence our interactions with others.

In addition to the split between psychology and sociology, there has been a somewhat less pronounced difference in emphasis between American social psychologists and European social psychologists. As a broad generalization, American researchers traditionally have focused more on the individual, whereas Europeans have paid more attention to group level phenomena (see group dynamics).[3][page needed] History[edit] Intrapersonal phenomena[edit] Attitudes[edit] Persuasion[edit] The topic of persuasion has received a great deal of attention in recent years. Social cognition[edit] Self-concept[edit] Not Another Icebreaker! I was recently privy to a conversation about icebreakers—folks were exploring whether icebreakers are successful or not. I learned a lot about why some people love them and a lot of people hate them.

On Thin Ice Lots of people hear the word "icebreaker" and cringe. Icebreakers are perceived as touchy-feely, frivolous, and a big waste of time. Some critics argue learners from different cultures and countries may be even more averse to icebreaker activities than skeptics in the U.S. Others suggest the dislike of icebreakers may not be so much a reflection of the culture but of the individuals themselves.

Are they learners introverts or extroverts? Still, despite their bad reputation, icebreakers remain a highly valued component of many learning sessions, no matter the age, level, or geographic location of the learners. The first suggestion to improve the effectiveness of icebreaker activities involves changing the name. What to Call Them? Why Bother? The Right Way Tell them everything. Www.informatics.sussex.ac.uk/research/groups/interact/publications/Rogers_ice-breaker.pdf. Not Another Icebreaker!

Relay.acsevents.org/High_Plains/guidebook _resources/Youth/Leadership/Icebreaker ideas.pdf. Nicht-Ort. Der Begriff Nicht-Ort (frz. non-lieu, engl. non-place) bezeichnet ein Gedankengebäude des französischen Anthropologen Marc Augé. Nicht-Orte sind insbesondere mono-funktional genutzte Flächen im urbanen und suburbanen Raum wie Einkaufszentren (Shopping Malls), Autobahnen, Bahnhöfe und Flughäfen. Der Unterschied zum traditionellen, insbesondere anthropologischen Ort besteht im Fehlen von Geschichte, Relation und Identität, sowie in einer kommunikativen Verwahrlosung. Vorläufer einer Theorie der Nicht-Orte[Bearbeiten] Bereits vor Marc Augé beschäftigten sich Wissenschaftler mit dem Wandel des städtischen Raumes.

Der kanadische Geograph Edward Relph untersuchte beispielsweise in place and placelessness (1976) die Bedeutung von Orten, wobei er eine zunehmende Ortslosigkeit in Bezug auf ausgewählte städtische Bereiche feststellen konnte: „In general, the heterotopic site is not freely accessible like a public place. Non-Lieux[Bearbeiten] Literatur[Bearbeiten] Quellen Weiterführend. Ows/seminars/tcentury/CharacterSociety.pdf. 207.97.238.133/article/pdfs/fein-3.pdf. David Riesman. David Riesman (September 22, 1909 – May 10, 2002) was a sociologist, educator and best-selling commentator on American society. Career[edit] The Lonely Crowd[edit] Horowitz says The Lonely Crowd: A Study of the Changing American Character in 1950: quickly became the nation’s most influential and widely read mid-century work of social and cultural criticism.

It catapulted its author to the cover of Time magazine in 1954, making Riesman the first social scientist so honored....Riesman offered a nuanced and complicated portrait of the nation’s middle and upper-middle classes....Riesman pictured a nation in the midst of a shift from a society based on production to one fundamentally shaped by the market orientation of a consumer culture.

The book is largely a study of modern conformity, which postulates the existence of the "inner-directed" and "other-directed" personalities. American higher education[edit] References[edit] Further reading[edit] Galbo, Joseph. External links[edit] Новости. Delivery.acm.org/10.1145/770000/763957/b_fogg_1.pdf?ip=134.130.165.141&acc=OPEN&key=4DEB21B3D88F8CDAFE33DD12E5D1B3FAA1E74E238FE2E7E4&CFID=217550646&CFTOKEN=55499924&__acm__=1368712443_afed310deddd88e2ba1f3a3a8ce684d1.

Social alienation. Other. Concept[edit] A person's definition of the 'Other' is part of what defines or even constitutes the self (in both a psychological and philosophical sense) and other phenomena and cultural units. It has been used in social science to understand the processes by which societies and groups exclude 'Others' whom they want to subordinate or who do not fit into their society. The concept of 'otherness' is also integral to the comprehending of a person, as people construct roles for themselves in relation to an 'other' as part of a process of reaction that is not necessarily related to stigmatization or condemnation.

[citation needed] Othering is imperative to national identities, where practices of admittance and segregation can form and sustain boundaries and national character. Othering helps distinguish between home and away, the uncertain or certain. History[edit] The concept that the self requires the Other to define itself is an old one and has been expressed by many writers: See also[edit] Fremde. Das Fremde bezeichnet etwas, das als abweichend von Vertrauten wahrgenommen wird, das heißt aus Sicht dessen, der diesen Begriff verwendet, als etwas (angeblich) Andersartiges oder weit Entferntes.

Fremdheit kann positive Assoziationen im Sinne von Exotik oder negative Assoziationen hervorrufen. Menschen, die als in diesem Sinne fremd wahrgenommen werden, werden als Fremde bezeichnet, im Gegensatz zu Bekannten und Vertrauten. Als fremd wahrgenommenen Regionen oder auch Fachbereiche werden als fremde , im Gegensatz zu Heimat , bezeichnet. Die Unterscheidung von Eigenem und Fremdem ist eine Grunderfahrung des Menschen, der - parallel zur Entfaltung seines Ich - verschiedene Grade von Fremdheit bzw.

Die Antike erkannte das Fremde vor allem in der Dimension der unterschiedlichen Sprache (griechisch: βάρβαρος, bárbaros, Plural βάρβαροι, bárbaroi; der Barbar ist der Fremde, der unverständlich spricht). Gruppendynamik [ Bearbeiten ] Ethnologie [ Bearbeiten ] Der Fremde [ Bearbeiten ] Beispiele: Persuasive technology. Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion.[1] Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction.

Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices,[2] but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric,[3] and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent.[4] Taxonomies[edit] Functional Triad[edit] Persuasive technologies can be categorized by their functional roles. Direct interaction v. mediation[edit] Persuasion design[edit] Docs.trb.org/prp/13-1693.pdf. Tactile relationships in the subway as affected by racial, sexual, and crowded seating situations. Lehrstuhl WIN-Lehrstuhlinhaber - Prof. Dr. Malte Brettel.

Marcus Gerards Lehre Der Lehrstuhl für Wirtschaftswissenschaften für Ingenieure und Naturwissenschaftler (WIN) unter der Leitung von Prof. Dr. Malte Brettel wendet sich mit seinem gründungsorientierten Lehrangebot in erster Linie an angehende Ingenieure und Naturwissenschaftler. Neben der Vermittlung der theoretischen Grundlagen legt der Lehrstuhl WIN großen Wert auf die Praxisorientierung der Veranstaltungen. Die enge Verknüpfung von Theorie und Praxis wird zudem sichergestellt durch das Gründerzentrum der RWTH, welches dem Lehrstuhl angegliedert ist. Forschung Ziel der Forschung am Lehrstuhl ist es, zu einem besseren Verständnis der Entstehung und der Entwicklung neuer Unternehmen beizutragen („Entrepreneurship“). Der Lehrstuhl WIN pflegt Kooperationen mit ausländischen Universitäten, wie beispielsweise der Chulalongkorn University in Bangkok und der Gadjah Madha University in Yogyakarta.

Forschungsschwerpunkte. RWTH-TIM -- Technology and Innovation Management Group at RWTH Aachen University. Person Dr.rer.pol., Universitätsprofessor Frank Thomas Piller Professor und Lehrstuhlinhaber Technologie und Innovationsmanagement (TIM) Adresse Gebäude: 3011 Raum: B 360 Kackertstraße 7, 3. 52072 Aachen Sprechstunde Mi. 13-14 Uhr, nach telef. Persönliche Daten Frank Piller wurde 1969 geboren. Forschungsgebiete Schnittstellen im Innovationsprozess (Open Innovation und Co-Creation) Management diskontinuierlicher Innovationen Technologietransfer und Technologiebeschaffung Kundenzentrierte Wertschöpfungsstrategie, insb. Ausgewählte Veröffentlichungen The paradox of tie strength in customer relationships for innovation: a longitudinal case study in the sports industry.

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"Neuroscience and subjectivity": a special journal issue. The latest issue of Subjectivity — which focuses on “Neuroscience and subjectivity” — includes a number of interesting articles in the rapidly advancing discussion around neuroscience and society. In their opening Editorial (the only article available without a subscription) guest editors John Cromby, Tim Newton and Simon J Williams argue that: [T]he neurosciences are likely to continue occupying a contradictory position in relation to humanities and social science studies of subjectivity. At the worst, their capacity to colonise, reduce and dismiss the richness of explanatory detail that the social sciences and humanities work with will continue to disturb and repel. The papers in this issue approach the links between neuroscience and subjectivity in relation to three broad questions: “First: What and where are the neural mechanisms that enable subjectivity? …. Second: How is or should the neural be figured in relation to the social?

The TOC and abstracts: [view academic citations] Www.jtpcrim.org/January_2012/Social-Control-on-Public-Buses.pdf. Personal.stevens.edu/~ysakamot/730/paper/doe1.pdf. The 17 Winners Of The Facebook, Gates Foundation’s Education App Contest Are Making College Easier. Back in September, The Bill & Melinda Gates Foundation launched a contest that aimed to challenge entrepreneurs and app developers to build awesome, innovative education apps on Facebook’s platform.

The so-called College Knowledge Challenge kicked off with an EdTech hackathon co-hosted by the Gates Foundation and Facebook, located at the social network’s headquarters in Menlo Park. As Josh wrote at the time, the contest called on developers of all ages to create apps that “build pathways to college, build peer groups for in-coming college students and assist with college admission and securing financial aid.” The co-hosts distributed $18K in hackathon prizes in September, with the winners of the overall challenge vying to earn one of the $100,000 grand prizes. Today, The Gates Foundation and Facebook announced the 17 startups and apps that will be taking home those grand prizes. [For more, see below.] +kenwilber.com - blog. Sean Esbjorn-Hargens - Integral Ecology Part 2: No Single Tree May 06, 2009 18:28 Integral Ecology. Part 2: No Single Tree Sean Esbjorn-Hargens and Ken Wilber Sean Esbjorn-Hargens and Ken Wilber continue their in-depth look at Integral Ecology: Uniting Multiple Perspectives on the Natural World (recently published by Integral Books) by discussing some of the more important theoretical points made in the book.

Topics Include: - Mapping the Territory: By applying the Four Quadrants to ecology and environmental science, we are able to honor and include the most important perspectives on nature. . - The Ghost vs. the Machine: Many people who have achieved a postmodern/pluralistic stage of development become aware of two crucial dimensions of reality for the very first time—1st-person interconnection and 3rd-person systems—often confusing the language and purview of these very different dimensions. The 8 Eco-Selves By Sean Esbjorn-Hargens Excerpted from Integral Ecology The Eco-Sage (Unity Ethos) Www.kevinhogan.com/downloads/8Mistakesp.pdf. Myron W. Krueger. Myron Krueger (left) and Dan Sandin, at Ars Electronica '99 Myron Krueger (born 1942 in Gary, Indiana) is an American computer artist[1] who developed early interactive works.

He is also considered to be one of the first generation virtual reality and augmented reality researchers. While earning a Ph.D. in Computer Science at the University of Wisconsin–Madison, Krueger worked on a number of early interactive computer artworks. In 1969, he collaborated with Dan Sandin, Jerry Erdman and Richard Venezky on a computer controlled environment called "glowflow," a computer-controlled light sound environment that responded to the people within it.

Krueger went on to develop Metaplay, an integration of visuals, sounds, and responsive techniques into a single framework. In this, the computer was used to create a unique real-time relationship between the participants in the gallery and the artist in another building. From 1974 to 1978 M. Small Planet, at Mediartech '98, Florence, Italy. The V Motion Project -- Can't Help Myself [Official Music Video]‬ Prix Ars Electronica. Preise 1 Goldene Nica 10.000 Euro2 Auszeichnungenbis zu 12 Anerkennungen Worum geht es bei Digital Communities? Digital Communities, egal ob sie einen eher sozialen oder künstlerischen Hintergrund haben, lassen Gemeinschaft, konstruktiven Kontext und soziales Kapital entstehen und treiben die gesellschaftliche Innovation und Nachhaltigkeit im kulturellen und Umweltbereich voran. Eine wichtige Voraussetzung dafür ist, die jeweils relevanten Technologien und Infrastrukturen zugänglich zu machen oder überhaupt erst zu entwickeln. Aber auch der Zugang zu Content und Information ist ein wesentliches Thema.

Digital Communities setzen sich für eine umfassende menschliche Entwicklung ein, zu der auch die Neugestaltung des Machtgefüges zwischen BürgerInnen und Politik, Staat, Verwaltung und Wirtschaft im Sinne von größerer Teilhabe, einer Stärkung der Rolle des zivilen Sektors und der Gestaltung lebendiger Demokratie gehören. Einreichung Jury Jury 2014 Wer kann einreichen? Checkliste Questions? We Live in Public. Cultures and Organizations: Software for the Mind, Third Edition - Geert Hofstede, Gert Jan Hofstede, Michael Minkov. Хофстеде, Герт. Russia.