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In the long run, high (disruptive) technology bypasses, upgrades, or replaces the outdated support network. Questioning the concept of a disruptive technology, Haxell (2012) questions how such technologies get named and framed, pointing out that this is a positioned and retrospective act. [31] [32]
The attributes that make disruptive technologies unattractive in established markets are often the ones that have the greatest value in emerging markets; He also argues the following strategies assist incumbents in succeeding against the disruptive technology: They develop the disruptive technology with the "right" customers.
Disruptive behavior disorders, a class of mental health disorders; Disruptive physician, a physician whose obnoxious behaviour upsets patients or other staff; Social disruption, a radical alteration, transformation, dysfunction or breakdown of social life
Professor Clayton Christensen has defined "disruptive innovation", and by extension disruption, in a different way. For him, disruption is the process of newcomers penetrating at the low end of a market and then moving up the value chain. Jean-Marie Dru has always promoted a broader definition and practical business applications.
Clayton Magleby Christensen (April 6, 1952 – January 23, 2020) was an American academic and business consultant who developed the theory of "disruptive innovation", which has been called the most influential business idea of the early 21st century.
Some point to historical parallels with the steam engine and with electricity, where the dividends of a productivity-enhancing disruptive technology were reaped only slowly, with an initial lag, over the course of decades, due to the time required for the technologies to diffuse into common use, and due to the time required to reorganize around ...
The technology adoption lifecycle is a sociological model that describes the adoption or acceptance of a new product or innovation, according to the demographic and psychological characteristics of defined adopter groups.
Kismet is a robot head which was made in the 1990s at Massachusetts Institute of Technology by Dr. Cynthia Breazeal as an experiment in affective computing; a machine that can recognize and simulate emotions. The name Kismet comes from a Turkish word meaning "fate" or sometimes "luck". [1]