In this paper, we would like to explain the mechanism of creative collaboration and "pattern language", based on the social system theory proposed by Niklas Luhmann. Creative collaboration is focused on as the source of innovation in the several areas@today, however it is not enough to understand the essential mechanism. Collaboration is a social activity when more than one person cooperates to aim for a goal that cannot be reached alone. In a team or an organization that does an effective collaboration, not only do they have an effective division of work, but also a process of ideas increasing is so massive that no one can tell who came up with the idea. These are a characteristic and what collaboration can lead us to.
In this paper, we propose the concept of "creative thinking", "creative action", and "creative communication", applying and extending the social system theory, and explain the creative collaboration as the nexus of creative communication. Creative thinking means the creation by imagining or thinking something in his / her brain. Creative action means the creation by drawing or building something with his / her body. Creative communication means the creation by communicating with some others.
According to social system theory, communication is the element of social system and "communication" is defined as the synthesis of three selections: "information", "utterance", and "understanding". In this framework, communication can be creative, because the communication is just selection process.
We, in this paper, focus on "pattern language" as the support method for creative collaboration. Pattern language is the method proposed by Christopher Alexander in architecture. In the pattern language, the tacit knowledge of creation is summarized into a pattern, which composed of three parts: "situation", "problems", "solution". Pattern language is worked as the media for thinking and communication. According to the social system theory, "language" is a media of coupling between consciousness and communication. We explore the possibility to apply the method of pattern language into new areas.
In this paper, we analyze the social function of the recovery process from earthquake disasters, based on "Social System Theory" proposed by Niklas Luhmann. We discuss what kinds of communication were occurred in recovery process and how a people participated in the communication, in the case of Hanshin-Awaji Earthquakes occurred in Jan. 17, 1995.
In this paper, we propose a new viewpoint that two kind of social systems (communication systems) are emerged in the recovery process from earthquake disaster: "disaster reduction system" and "healing system". The disaster reduction system is the system generated by the nexus of communication about disaster reduction. In the system, the communication is generated based on a feeling of uneasiness. On the other hand, the healing system is the system generated by the nexus of communication about experience of disaster. In the system, the communication is generated based on a feeling of sympathy.
In this paper, we take examples of the communication media for healing system in the recovery process from Hanshin-Awaji Earthquakes: a mourning event "1.17 Meeting of Hanshin-Awaji Earthquakes", a song "Song Brings Happiness", and earthquake memorial monuments. These media support the nexus of communication of healing systems and the nexus of consciousness of psychic system.
In this paper, we analyze the mechanism of "open-source development", in which anybody can join and leave to the collaboration to develop complex software system, as implausible phenomena. Here, we take the case of "Linux", which is an operating system developed as open-source software. In existing studies, the management of the community is often discussed, but we focus on how the community was emerged. In this paper, we apply social system theory proposed by Niklas Luhmann, especially the concept of "double contingency", "the nexus of communication", "Openness and Closeness" of a system, "structural coupling" of systems, and "communication media". In order to clarify the nexus of communication for developing Linux, we analyze the logged text of mailing lists and newsgroups.
In this paper, we propose the new concept of management of creative communication in the age of Web 2.0. In the new age, consumers not only consume the products, which are provided by corporations, but also create their contents on the platform. The corporations are able only to design the architecture of the platform, therefore the value of products/service deeply depends on the contents created by the consumers. Thus we now should understand how the architecture of the platform, which is produced by corporation, can induce consumers to create their contents. In this paper, we apply social system theory proposed by Niklas Luhmann, especially the concept of "the nexus of communication" and "structural coupling". We take some cases of the corporation in the age of Web 2.0: Mixi, Hatena, CookPad, Google, and so on.
In this paper, we explore the hidden law in the book sale market in Japan. The book sale market is known as "Winner-Take-All market" in which a very small number of the books are extremely sold although the rest of them are hardly sold. In this paper, we analyze the empirical data of bookstores across Japan, in order to show the hidden law. The results show that the relation between sale and rank are based on power law. In addition, we observe the alienation between the empirical distribution and power law in some category.
In this paper, we propose a framework of agent-based models for economies and societies. This framework allows us to describe and simulate the complex system where the rules of the behavior for each elements change dynamically through out the simulation. The proposed framework is based on a set of two models. One is for building the conceptual models and the other for executing the simulation. Two models together are able to process consistently from modeling to execution. One of characteristics in the proposed framework is that interactions between agents are clearly declared as the exchange of goods (with information). Also, a behavior is defined as a different object from each agents in the model to realize flexible design by using the object-composition technique. This paper not only provides a pattern of modeling the socio-economic system by using object-oriented methodology, but also is able to analyze the state of the system using simulation by providing the environment to build the model and execute the simulation.
In this paper, the format competition of video cassette recorders is analyzed by the artificial market approach with multi-agent model. The proposed artificial market model is made at microscopic level with models in marketing science and studies of consumer behavior, rather than aggregate macroscopic model of network externalities. As a result of the simulation, the emergence of "locality", which is caused by the local influence, is observed. In addition, the results show that the local clusters provide the brakes on the winner-take-all phenomenon. Then we estimate the balance of the global and local influences by comparing with the data in the real world. The frequency for the come-from-behind win and its settings are investigated. At the last part of the paper, the problem to work on about the model validation is discussed for the future study of artificial market simulation.