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1

Barima, Oliver K. B. "An examination of the critical variables in the use of the virtual concept in construction value delivery." Thesis, View the Table of Contents & Abstract, 2006. http://sunzi.lib.hku.hk/hkuto/record/B37133172.

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2

Mumbi, Chanda Kabungo. "An investigation of the role of trust in virtual project management success." Thesis, Mumbi, Chanda Kabungo (2007) An investigation of the role of trust in virtual project management success. Professional Doctorate thesis, Murdoch University, 2007. https://researchrepository.murdoch.edu.au/id/eprint/215/.

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Studies show that virtual project teams, as an organizational working structure, are on the increase so organizations need assurance that they can be managed just as effectively as traditional projects. The virtual project structure introduces new challenges for project managers tasked with the job of delivering project success. One such challenge is the development and maintenance of trust within the virtual environment. Trust plays a major role in fostering relationships not only in teams but also in society in general. The aim of the research is to explore the role of trust in virtual project teams and to investigate how trust influences project outcomes. Data was collected from a survey of members of the Project Management Institute. A model of trust in the virtual team environment is proposed and tested using Partial Least Squares (PLS). Analysis of the data shows that team trust predicts project success. Institution-based trust is found to have an influence on swift trust; however, the role of swift trust on virtual project success was less clear. The study also finds that the perceived traditional experience of the project manager does not have any influence on virtual project success. Project managers must be aware of both interpersonal as well as organizational factors of trust as they plan for project success. They may find that there is a need to review their skills in readiness for the virtual project environment. This dissertation adds to the body of knowledge by providing insights into trust dynamics in the virtual project structure.
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Mumbi, Chanda Kabungo. "An investigation of the role of trust in virtual project management success /." Access via Murdoch University Digital Theses Project, 2007. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20071213.92259.

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4

Venclovský, Jakub. "Návrh projektu a aplikace metodiky projektového managementu ve vybraném obchodním závodě." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2017. http://www.nusl.cz/ntk/nusl-319232.

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This master´s thesis focuses on the area of Czech electronic commerce, where it deals with one of the biggest Internet e-shops of Internet Mall, a.s. The aim of the thesis is a project proposal that will change the current model of internet shopping at Mall.cz. The design is processed using IPMA® project management methods.
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Azimi, Davood. "Virtual Project Collaboration." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for industriell økonomi og teknologiledelse, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18334.

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Almost all projects have some degree of virtuality in their structure and work processes. While there is an abundance of literature about ICT related challenges and solutions, much less is written about corresponding organizational and management issues. This master thesis will investigate management issues concerning identifying the need for virtualisation, preparing the organization for introduction of such solutions and implementing them. This work includes issues like;- Using maturity models as a point of departure to investigate the challenges facing organizations wanting to implement a more virtualized type of project-oriented work- Describing preparation and implementation process with a special emphasis on managerial challenges.- Developing a decision support tool that can be used by companies wanting to implement a more virtualized form of project work. The thesis includes both a theoretical and an empirical approach to the questions above. The empirical part will be case-based based on a limited number of interviews and investigations.
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Bergeling, Rickard. "Layer Management in Virtual Reality : An Explorative Technical Design Study." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210812.

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Virtual Reality has once again emerged as a platform with great potential for exploratory research. An expectation for the next generation virtual reality platforms is to be used as a tool for graphical designers as a new way to access the virtual world and interact with digital content. Just as mobile applications are developed for smaller screens with touch capabilities and desktop applications for computer screens with the input of mouse and keyboard, the interfaces of VR applications need to be designed with the capabilities and limitations of the platform in mind. A common component in modern graphic editing software is layer management: having the final output of the application divided into sub-components. This thesis explores how layer management can best be implemented in room-scale Virtual Reality with a focus on selection, navigation and manipulation through an iterative design study. The study concludes that, to improve the learnability of a system, interactions should be based on real-world interaction for naturalistic tasks while drawing inspiration from desktop applications for more abstract tasks. Furthermore, the environment needs to be adjusted to the systems designated tasks as well as the physical characteristics of the user. Lastly, as previous studies have suggested, amplifying the movement of manipulated objects in relation to the movement of the controller decreases the required movement of the user, reducing fatigue and increasing the user’s reach. However, this amplification was perceived as a reduction in precision, which some users valued more than movement reduction. Therefore, the amplification factor should be adjusted in relation to the operation’s precision requirements. While directly applicable to layer management in VR, these findings could serve as guidelines for applications utilizing 2D content in a virtual environment, room-scale VR applications designed to perform abstract tasks, and productivity tools for Virtual Reality.<br>Virtual Reality (VR) har på senare år sett ett uppsving både vad gäller teknisk utveckling och intresse hos konsumenter. Den nya generationens VR-plattformar har stor potential för utforskande studier både vad gäller användningsområden och interaktionsgränssnitt. En av förväntningarna är att VR ska kunna användas inom grafisk formgivning som ett verktyg för att tillgå- och interagera med digitalt innehåll på nya sätt. Precis som mobila applikationer är utvecklade för mindre touch-skärmar och PC-applikationer är designade för mus- och tangentbordsinteraktion med återkoppling genom en datorskärm så kommer gränssnitten för framtidens VR applikationer att vara utformade efter denna plattforms specifikationer. En vanlig komponent i dagens grafiska redigeringsprogramvaror är bildlagerhantering; att ha en bild eller bildruta uppdelad i mindre delar där varje del kan redigeras och påverkas som en separat enhet. Denna uppsats utforskar genom en iterativ designstudie hur bildlagerhantering kan implementeras i en VR miljö med fokus på navigation, val av objekt och manipulation av objekt. Studien visar att interaktionsgränssnitten som baseras på interaktioner med verkligheten och interaktion med traditionella PC applikationer för naturliga respektive abstrakta operationer gör interaktionerna lättare att lära sig och förstå. Förutom de uppgifter som systemet är ämnat att utföra bör även utformningen av den virtuella miljön ta hänsyn till de fysiska egenskaperna hos användaren. Som tidigare studier har visat så kan ett förstärkt utslag av manipulerade objekt i förhållande till kontrollen minska den rörelse som krävs av användaren för att utföra en uppgift och därigenom minska trötthet och öka användarens effektiva räckvidd. Denna förstärkning uppfattades dock som en reducering av precision, vilket vissa användare värdesatte mer än reducering av krävd rörelse. Därför ska förstärkningsgraden sättas i relation till den precision som krävs av varje operation. Studiens resultat är direkt applicerbara för lagerhantering i VR men kan också användas som riktlinjer för VR applikationer som hanterar 2D-innehåll i en 3D miljö samt VR applikationer med syfte att användas som produktivitetsverktyg.
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7

Gharibjanian, Varag I. "Characterizing the augmented & virtual reality industry." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113535.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2017.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 77-81).<br>The information age has included several computing platforms and interfaces to enable humanity. Each computing platform has had its capabilities and limitations. From mainframe computers to personal computers, and now to smartphones, we have seen a revolution in computing that has had several advantages for society, in spaces from education to healthcare. However, these devices have their limitations and their innovation is becoming incremental. The growth of data and content, along with the insatiable demand to view and analyze it and content - calls for a new platform that can enable such experiences. There have been several candidates for such interfaces, but none of them have the promise of Augmented Reality (AR) or Virtual Reality (VR) today. These technology candidates, although in the spotlight now, have had several waves before, unfortunately with very limited success. This time, however, the outcome seems poised to be different. Smartphone technology, particularly displays, processors, and other microchips, along with wireless technology have increased capabilities and driven costs down dramatically, enabling some of the core components of Augmented and Virtual Reality (ARNR). Industry players, including venture capitalists, engineers, sales and marketing, consultants, and others have begun gathering data on this emerging industry. However, there has been little synthesis thus far, nor a comprehensive view that seeks to harmonize these data points to clearly describe the state of the industry as a whole and its likely future. Furthermore, little analysis has been done to analyze the industry with management related academic studies of the past. Using several different types of data, analysis, and projections, the paper shows that although Augmented Reality and Virtual Reality have begun to show genuine benefits over traditional computing platforms, the behavioral change required for its evolution in to a mainstream general purpose computing platform is still significant. This makes AR/VR great for enterprise use cases, such as construction, field work and training, but limited in day to day consumer computing. With this analysis we can also identify high and low value market segments and use cases within the industries, prognosticate the evolution of different platform architectures or types of AR/VR, and begin to outline the implications for various stakeholders within the industry, such as Venture Capitalists.<br>by Varag I. Gharibjanian.<br>S.M. in Engineering and Management
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Levante, Riccardo. "Data Management and Virtual Reality Applications of BIM models." Thesis, KTH, Byggnadsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-233189.

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Nowadays new digital technologies play an important role in the AEC sector, which are goingthrough a significantly changing period. In this process BIM represent the main character,revolutionizing the traditional way of working in the main operative phases: Design,Construction and Maintenance. However, having all these aspects under a uniquemethodology can brings several problems without a strong framework to regulate the wholeprocedure. The huge quantity of information, as well as the high number of involved people,are the main weak points, that can become the main strong points when Facility Managementis involved in the process. In this scenario this work will analyse a real project located inGenova (Italy), seeing as a complex structure as an hospital can be regulated through the BIMmethodology.The thesis will focus on two fundamental aspects of the new construction methodology: DataManagement and Virtual Reality. The first part aims to analyse correlation between BIM andits information, focusing also on the study case, proposing operative solution through the BIMsoftware Revit and the visual programming toll Dynamo. The second part will showadvantage integrating virtual reality technologies in the AEC sector, showing how build aninteractive virtual simulation using the game engine software Unity based on our study case.Through this work we have seen the importance of new technologies for the future ofConstruction Industry, showing how important is the sharing information involving alwaysmore people into the process, particularly for complex structures.
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9

Arkhаnhelskа, Yelyzaveta, Oksana Ovsak, Єлизавета Архангельська, and Оксана Овсак. "Virtual and augmented reality technologies in human resources management." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/53436.

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Архангельська Є., Овсак О. Технології віртуальної і доповненої реальності в управлінні людськими ресурсами// Сучасні проблеми менеджменту: матеріали XVII Міжнародної науково-практичної конференції. – Національний авіаційний університет. – Київ, 2021. - С. 13-15<br>Technology аnd IT аre the most rаpidly developing industries in the modern world. Whether we like it or not, whether we аre аfrаid of it or looking forwаrd to it, if technology is neglected, the business cаn fаll fаr behind its competitors. Nowadays, virtual (VR) and augmented (AR) technologies are widely used in marketing, advertisement, and PR (VR/AR represents a new technology that provokes new emotions from clients and makes them interested in the company or/and product, make them more engaged), retail (for example, virtual fitting rooms that help customers to decide on the size and the color of the good they want to purchase - it increases sales and attract new clients), production and engineering (for example, a 3D model of the projected construction/item in VR, the designer can see the project at a 1: 1 scale and better assess the design quality, as well as the ergonomic characteristics of the object, which cannot be done by looking at the 3D model on the monitor screen) and any other sphere of human life.<br>Технології та інформаційні технології є найбільш швидко розвиваються галузями в сучасному світі. Подобається нам це чи ні, боїмося ми цього або з нетерпінням чекаємо, але якщо нехтувати технологіями, бізнес може сильно відстати від своїх конкурентів. В даний час віртуальні (VR) і доповнені (AR) технології широко використовуються в маркетингу, рекламі та PR (VR/AR являє собою нову технологію, яка викликає у клієнтів нові емоції і змушує їх цікавитися компанією або/і продуктом, робить їх більш зацікавленими), роздрібної торгівлі (наприклад, віртуальні примірочні, які допомагають клієнтам визначитися з розміром і кольором товару, який вони хочуть придбати - це збільшує продажі і приваблює нових клієнтів), Виробництво та інжиніринг (наприклад, 3D-модель проектованої споруди/вироби у віртуальній реальності, дизайнер може побачити проект в масштабі 1:1 і краще оцінити якість дизайну, а також ергономічні характеристики об'єкта, чого не можна зробити, дивлячись на 3D-модель на екрані монітора) і будь-яку іншу сферу життя людини.
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Lin, Xiangxu. "Novel Mental Health Management and Therapy through Virtual Reality." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574293533908624.

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11

Woksepp, Stefan. "Virtual reality in construction : tools, methods and processes." Doctoral thesis, Luleå : Division of Structural Engineering, Department of Civil, Mining and Environmental Engineering, Luleå University of Technology, 2007. http://epubl.ltu.se/1402-1544/2007/49/.

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12

Karlsson, Marine, and Anna Richardsson. "How to merge virtual project room with a project management model." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1384.

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Managing a project is multitasking. For making this easier, a project mangaer has a lot of tools. Two of the tools that are often used are a project management model and a virtual project room. These two can be of different types in different compaies and in different culutres. In this thesis, we investigate it there is any neeed for these two tools to be combined. If there is a need, how should the combination be done?
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Tucker, Ashley. "The use of virtual reality to model waste management facilities." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367156.

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14

Haywood, James E. "Improving the Management of an Air Campaign with Virtual Reality." Maxwell AFB, Ala. : Air University Research Coordinator Office, 1998. http://www.au.af.mil/au/database/research/ay1995/saas/haywooje.htm.

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Thesis (M.M.A.S.)--School of Advanced Airpower Studies, 1995.<br>Subject: The near-term military utility of virtual reality (VR) and its component technologies to the battle management of an air campaign. Cover page date: June 1995. Vita. Includes bibliographical references.
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Hamersly, William James. "Business Governance Best Practices of Virtual Project Teams." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/238.

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The steady increase in project failure rates is leaving businesses searching for better integration techniques to virtualize their project environments. Through virtualization, organizations may have positive impacts on communities across geographical boundaries and resource constraints. The focus of this phenomenological study was to explore, via the experiences of successful project management practitioners, best practice strategies for integrating virtual project teams through data analysis. The conceptual framework included von Bertalanffy's general systems theory, decomposition model of business process and project management frameworks, and the recomposition approach. Twenty-two senior project managers with more than 5 years of experience managing virtual project environments participated in semistructured telephone interviews. The van Kaam process employing normalization and bracketing approaches in data analysis resulted in the emergence of 10 thematic categories. The 10 themes culminated in the identification of strategies for implementing best practices relevant to the integration of successful virtual project teams. The major themes pertained to 3 broad areas: (a) structure that accommodates skills and technology for virtual team success, (b) governance leading to efficient virtual project team management, and (c) collaboration practices across diverse environments. Findings may help leaders improve project management leadership practices involved in adopting a virtual project management framework for business infrastructure. Suggestions for future research include additional attention to virtualization problems with respect to the transferability of the systems theory models.
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Mütterlein, Joschka [Verfasser]. "Hedonic Consumption of Virtual Reality : Empirical Studies on the Role of Immersion, Telepresence and Interactivity in the Adoption of Virtual Reality-based Systems / Joschka Mütterlein." Berlin : epubli, 2019. http://d-nb.info/1202666086/34.

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Ferrer, Conill Raul. "Motivation in Virtual Project Management : On the Challenges of Engaging Virtual Teams and the Features of Project Software." Thesis, Karlstads universitet, Avdelningen för informatik och projektledning, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-27432.

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As global markets transcend nationalities in search for key advantages in cost,quality and flexibility, the once unbridgeable limit of geographical location isovercome by faster Internet speed lines, online services and tools that allowindividuals and businesses to interact regardless of space and time. This thesis studies the transition from traditional project management to virtualenvironments and the impact that this new paradigm has over dispersed teamsand their interactions among themselves and the project manager. The focus of the study lays on the concept of motivation within virtual projectmanagement and the role of the project manager to overcome the specificchallenges of this new working scenario. Additionally, parallels are drawn on themotivation features that virtual project management systems offer to projectmanagers as well as team members. This study shows the importance of bridging the difficulties of motivatingdispersed teams and how traditional techniques of motivation have a muchlesser impact on team members. The idea of progress and self accomplishmentare brought forth as the strongest motivators for dispersed teams. Finally, this study exposes the shortcomings of current projectware as a tool tomotivate teams and explores the idea of applying gamification techniques tothese software packages to lift the motivation responsibilities off the shoulders ofproject managers.
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Schumacher, Marinita. "Proposition of a Tool to Build Virtual Teams : Virtual Team Building Support System : Considerations of Virtual Project Management, Competence Management and Virtual Team Interaction." Phd thesis, Ecole Centrale Paris, 2011. http://tel.archives-ouvertes.fr/tel-00997402.

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Virtual teams become more and more courant in today's organisations for New Product Development (NPD) of a new product, service, system or organisational process. As potential partners of those projects are spread out over countries, organisations need access to a dynamic communication to increase de-centralisation and globalisation of work processes. Many organisations have responded to this dynamic environment by introducing virtual teams. These virtual teams have specific characteristics including distance of geography or time and cultural or organisational differences. In this PhD thesis we provide a preliminary design of a tool of support to build virtual teams, named Virtual Team Building Support System (VTB Support System). The VTB Support System functions as tool of analysis, communication and planning for virtual team building in the domain of NPD. This tool is a support that facilitates the constitution of a virtual team not only in organisations but also in projects without a real organisational structure. The VTB Support System identifies requirements and provides recommendations and adaptable technical solutions that permit to build a virtual team. In a virtual environment, project members can change frequently, which necessitates to identify the requirements of a VTB Support System to build those virtual teams. The process of virtual team building is not just limited to team development under the aspect of human resources or human interactions but takes also the organisation of working processes into account. The recommendations for virtual team building take into consideration three domains that are precisely presented in this work as Virtual Project Management (VPM), Competence Management (CM) and Virtual Team Interaction (VTI). In order to provide the VTB Support System, we choose the holistic approach of the functional analysis. This allows us to identify all the functions of the VTB Support System that describe the requirements of such a system. Then, we use the tool of Quality Function Deployment (QFD), especially the "house of quality", to deduce substantiated recommendations of the most important functions that are detected by the functional analysis. The house of quality allows representing the recommendations or technical solutions and the functions (issues of a functional analysis) in a matrix and to evaluate if a recommendation or a technical solution satisfies the demand of one or multiple functions. The VTB Support System is applied in three different cases, which underlines the generic aspect of the model.
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Hansson, Leo, and Cagri Han Karatas. "Remote control : A study on communication management in virtual projects." Thesis, Umeå University, Umeå School of Business, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-32499.

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<p>As the world is becoming more and more globalized, business has to take the global marketplace into serious consideration. This is not just about new markets to sell products in, but also where to locate production and where to source resources from. With the launch of new communication technology it has also become easier and easier to cooperate across national borders without having to meet face-to-face. This has led to an increased demand on project managers concerning how to manage the communication within their project teams since they now can have members located in different geographical locations.</p><p>The main purpose of this research was to develop a deeper understanding about how project managers are managing communication within virtual teams. This was firstly done by through a literature review of the present knowledge in the field identifying five sub topics of interest.</p><ul><li>Communication channels<strong></strong></li><li>Skills for effective communication <strong></strong></li><li>Dealing with technology<strong></strong></li><li>Dealing with differences in culture and language<strong></strong></li><li>Managing trust and relationships<strong></strong></li></ul><p>These sub topics were used through the rest of the thesis as the structure of the argumentation. The empirical research consisted of a deductive interview study of four respondents within the ICT sectors in Sweden and Denmark.</p><p>Through the analysis and the conclusions all the topics were discussed in detail, where we got to know more about how they can be used to manage communication in virtual project teams. Something that came up in the analysis was the role of corporate culture in dealing with challenges in virtual communication, which in the end was suggested as a main topic for future research.</p><p>Different communication channels showed to be good for different things, both in terms of the efficiency of the communication but also for things such as facilitating engagement and accountability. There seem to be no clear understanding of what skills are required for efficient work in virtual teams, both in the present knowledge in the field and among the respondents. For managing technology it showed to be important to make sure that the technology works, that the team members know how to use it and why, and to find ways to warm up the media by making it more personal. Differences in culture and language were found to best be dealt with by building trust within the team and creating an understanding of the existing differences. Asynchronous communication showed to be effective for dealing with bigger language problems. The solutions for managing trust and relationships mainly revolved around social communication and getting to know each other better in the beginning, and around regular and predictable communication in the long run.</p>
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Taplick, Patrick [Verfasser]. "Kollaborative, virtuelle Kreativumgebungen : Unterstützung der Ideengenerierung durch Virtual Reality / Patrick Taplick." Paderborn : Universitätsbibliothek, 2021. http://d-nb.info/1241667535/34.

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Swanepoel, Christiaan Johannes. "Setting up and running a virtual company, using sound project management principles and techniques." Thesis, Stellenbosch : Stellenbosch University, 2003. http://hdl.handle.net/10019.1/53586.

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Mini-study project (MBA)--University of Stellenbosch, 2003.<br>ENGLISH ABSTRACT: The differentiating factor of the twenty-first century will not be the size and scope of a company's resources, the global economy makes it possible for almost every organisation to gain access to any resources. It will also not be about possessing the intellectual capital, knowledge, and expertise but the ability to source it. To be the best a company can no longer afford to specialise in every aspect of its business, and purchasing everything that might become obsolete in a while is not an option. More and more companies outsouree some of their non-core activities, leveraging the investments others made by taking advantage of the outsourcing partner's skills, in order to concentrate on their core competencies. Continuing to perform an activity in-house, while not being the best in the world at it is to forfeit competitive advantage. By outsourcing to the best, the company can use the time saved to concentrate on its core competencies and probably save some money in the process. An organisation can further also only grow at the rate at which it can expand its capacity when it is carrying out all functions internal, possibly costing valuable market share. It is not merely a question of whether the benefits outweigh the costs of outsourcing but rather a question of whether outsourcing is the right strategy for one's specific situation and whether the outsourcing contracts can be designed, implemented and managed in such a way that the benefits do exceed the costs. Constant organisational change and -alteration is a given. Stable organisational structures are something of the past. Networks are formed according to the skills required for the job at hand and once the project is complete the network will disband. Activities are outsourced to the best candidates and coordinated or managed by a project manager or -coordinator. Prepared or not, the virtual revolution has arrived. Two of the main drivers of organisational change and the consequent emergence of the virtual organisation are (1) the changing market conditions - different customer requirements will have different skill needs, and demand will dictate the formation of the virtual organisation; and (2) the fast development of Information and Communication Technology - with the latter changing virtually every site with access into a surrogate office. With the latest technological developments, even the excuse of not having access is becoming a lame one. A virtual organisation's strategy involves a substantial amount of outsourced activities and sometimes even total outsourcing. Every outsourced activity in turn is handled as a project or a task of a project, making a virtual organisation a project-driven one. Running a virtual venture is therefore all about coordinating and managing outsourced projects, and a company's expertise in doing this will determine its success or failure. Sound project management principles and techniques, discussed in this dissertation, can be used to not only start up a virtual company, but also to run it.<br>AFRIKAANSE OPSOMMING: Die onderskeidingsfaktor van die een-en-twintigste eeu sal nie die grootte en die omvang van 'n maatskappy se hulpbronne wees nie, want die globale ekonomie maak dit vir bykans elke organisasie moontlik om toegang te verkry tot enige hulpbron. Dit sal ook nie gaan oor die besit van intellektuele kapitaal, kennis en kundigheid nie, maar die vermoë om dit te bekom. Om die beste te wees, sal 'n maatskappy nie langer kan bekostig om in elke aspek van sy besigheid te spesialiseer nie, en die aankoop van dit wat gou in onbruik kan raak is nie 'n opsie nie. AI hoe meer maatskappye kontrakteer van hul nie-kern aktiwiteite uit, en benut daardeur die beleggings wat ander maak deur voordeel te trek uit die uitgekontrakteerde vennoot se kundigheid, om sodoende te konsentreer op hul eie kern vaardighede. Om aan te hou om aktiwiteite intern uit te voer, sonder om die wêreld se beste daarin te wees, is om die kompeterende voorsprong te versaak. Deur uit te kontrakteer aan die beste, kan die maatskappy die gespaarde tyd gebruik om te konsentreer op sy kern vaardighede en waarskynlik geld spaar in die proses. Verder kan 'n organisasie wat al sy funksies intern uitvoer, ook slegs groei teen die tempo waarteen dit sy kapasiteit kan uitbrei, waarskynlik ten koste van waardevolle markaandeel. Dit gaan nie net oor die vraag of die voordele verbonde aan uitkontraktering opweeg teen die nadele daaraan verbonde nie, maar eerder of uitkontraktering die regte strategie vir die spesifieke situasie is en of uitkontraktering ooreenkomste so ontwerp, geïmplementeer en bestuur kan word dat die voordele die nadele oorskry. Voortdurende organisatoriese verandering en -wysiging is 'n gegewe. Stabiele organisatoriese strukture is iets van die verlede. Netwerke word gevorm volgens die vaardighede wat benodig word vir die werk op hande en sodra die projek voltooi is ontbind die netwerk. Aktiwiteite word uitgekontrakteer aan die beste kandidate en gekoordineer of bestuur deur 'n projekbestuurder of -koërdlneerder. Die virtuele revolusie het aangebreek, of ons nou gereed is daarvoor of nie. Twee hoof dryfvere agter organisatoriese verandering en die gevolglike totstandkoming van die virtuele organisasie, is (1) veranderende marktoestande - verskillende kliëntbehoeftes sal verskillende vaardighede vereis, en aanvraag sal die vorming van die virtuele organisasie dikteer; en (2) vinnige ontwikkeling van Informasie en Kommunikasie Tegnologie - met laasgenoemde wat bykans elke plek met web toegang verander na In surrogaat kantoor. Met die nuutste tegnologiese ontwikkeling sal selfs die verskoning van nie toegang hê nie In flou een word. Die strategie van In virtuele organisasie behels In aansienlike hoeveelheid uitgekontrakteerde aktiwiteite en soms selfs algehele uitkontraktering. Elke uitgekontrakteerde aktiwiteit word op sy beurt hanteer as In projek of In sub-taak van In projek, en dit maak van virtuele organisasie projek gedrewe organisasies. Die bestuur van In virtuele onderneming is dus gebaseer op die koordinering en bestuur van uitgekontrakteerde projekte, en In maatskappy se kundigheid hierin sal sy suksesse of mislukkings bepaal. Goeie projek bestuur beginsels en tegnieke, bespreek in hierdie verhandeling, kan gebruik word om nie net In virtuele maatskappy op die been te bring nie, maar ook om dit te bestuur.
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22

Sah, Shubham. "A Virtual Reality Based Progressive Learning Paradigm For Supply Chain Management Education." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1282059998.

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23

McAndrew, Sean T. "Collaborative technologies for mobile workers and virtual project teams." Thesis, Loughborough University, 2009. https://dspace.lboro.ac.uk/2134/13529.

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Information Technology is advancing at a frightening pace. Cloud computing and its subset, Software as a Service (SaaS), are rapidly challenging traditional thinking for enterprise-level application and infrastructure provision. The project-centric nature of the construction industry provides an environment where the utilisation of SaaS is commercially appropriate, given its ability to provide rapid set-up and predictable costs at the outset. Using project extranets, the construction industry has been - unusually for it as an industry sector - early-adopters of this cloud computing model. However, findings from the research highlight that there is a gap in the information and documents that pass from the construction phase into the operational phase of a building. This research considers examples of the SaaS IT model and how it has been used within a construction and facilities management industry context. A prototype system was developed to address the requirements of facilities management work order logging and tracking process. These requirements were gathered during detailed case studies of organisations within both the construction and facilities management sectors with a view to continue the use of building-specific information through its full life-cycle. The thesis includes a summary of the lessons learnt through system implementation within the construction-contracting organisation Taylor Woodrow, and it concludes with an IT strategy proposal that was developed based on a cloud computing model.
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24

Udom, Albert. "Virtual Team Success: The Impact of Leadership Style and Project Management Experience." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/4025.

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The ability of project managers to effectively lead virtual teams is an important factor in the teams' success. Since the 1990s, organizations' use of virtual teams to plan and execute projects has increased, yet virtual teams continue to have high failure rates. The purpose of this correlational study was to examine whether a relationship exists between leadership styles, years of project management experience, and success of virtual teams. I used the path-goal theory of leadership as the theoretical framework for this study. A nonpurposive random sample of 160 project managers in the San Francisco Bay Area who had obtained the Project Management Professional-® designation issued by the Project Management Institute completed an online survey. Multiple regression was conducted to determine whether a statistically significant relationship existed among variables. The results of the regression analysis were statistically significant, F(2, 142) = 39.21, p = .000, R2 = .35, indicating that a combination of leadership style and project management experience can predict success of virtual teams. Leaders of organizations can use the findings of this study in training virtual team leaders. The findings may contribute to social change in organizations that use or plan to use virtual teams in their operations. Team leaders can apply the findings in developing virtual team management strategies. Effective management may reduce the failure rate of virtual teams, which could lead to higher job satisfaction and employee retention among team members, increased employment opportunities, increased urbanization and gentrification of local communities, and reduced flight of capital. Effective management of virtual teams could thus support socioeconomic empowerment and a higher standard of living in local communities and improve knowledge and tolerance of cultural and geographic diversity.
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25

com, mumbick@consultant, and Chanda Kabungo Mumbi. "An Investigation of the Role of Trust in Virtual Project Management Success." Murdoch University, 2007. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20071213.92259.

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Studies show that virtual project teams, as an organizational working structure, are on the increase so organizations need assurance that they can be managed just as effectively as traditional projects. The virtual project structure introduces new challenges for project managers tasked with the job of delivering project success. One such challenge is the development and maintenance of trust within the virtual environment. Trust plays a major role in fostering relationships not only in teams but also in society in general. The aim of the research is to explore the role of trust in virtual project teams and to investigate how trust influences project outcomes. Data was collected from a survey of members of the Project Management Institute. A model of trust in the virtual team environment is proposed and tested using Partial Least Squares (PLS). Analysis of the data shows that team trust predicts project success. Institution-based trust is found to have an influence on swift trust; however, the role of swift trust on virtual project success was less clear. The study also finds that the perceived traditional experience of the project manager does not have any influence on virtual project success. Project managers must be aware of both interpersonal as well as organizational factors of trust as they plan for project success. They may find that there is a need to review their skills in readiness for the virtual project environment. This dissertation adds to the body of knowledge by providing insights into trust dynamics in the virtual project structure.
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26

LaLande, Aristotle C. "The Complexity of Virtual Team Communications| The Lived Experiences of Project Leaders Managing Virtual Environments and Communication Barriers." Thesis, Capella University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10935768.

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<p> This research study examined the general business problem that ineffective communications caused project management outcomes that lead to increased business costs. The specific business problem was complexity experienced by virtual teams, due to the lack of physicality, contributed to environmental barriers and ineffective communications. The purpose of this exploratory qualitative study was to capture the lived experiences of project leaders who managed the complexity associated with virtual communication environmental barriers. The research question was: What are the lived experiences and informed perceptions of project leaders who managed the complexity associated with virtual communication environmental barriers? The conceptual framework guiding this inquiry was comprised of complexity theory&rsquo;s complex adaptive systems framework to include project leadership, team dynamics, virtual communication environments, communication method selection, and the management organization as the integrating components that influenced complexity. Data was gathered through telephone interviews conducted with 14 certified project management professionals sourced from LinkedIn, all of whom experienced project complexity and communication challenges within the virtual environment. The resulting data transcripts were analyzed using NVivo 11. The research question was answered through the findings that revealed a central theme and sub-themes of managing complexity due to virtual environments and communication barriers. The research findings indicated sub-themes of five virtual environments experienced by the research participants, created by the type of communication tools&rsquo; attributes that were experienced. The virtual environments were established from the types of communication links by using specific tools, and not defined as the physical environments based on locations of the senders and receivers. Secondly, the research findings indicated sub-themes of internal environmental barriers that were created inside of the project teams by people, language, culture, training, and leadership. Thirdly, the research findings indicated sub-themes of external environmental barriers that were created outside of the project teams by executive leadership, organizational structure, and customer relationship. Fourth, the research findings indicated sub-themes of task and project outcomes included project failure, project success, and project recovery. The results of this study contributed to the business practice through the findings that indicated how the participants managed communication environments through implementing processes, leadership escalations, communication tool selection, reduced feedback delays of communication, and built relationships among the team members that were central to managing the complexity in virtual teams. In addition, this study contributed to research by providing a holistic description of the virtual environments, identification of communication environmental barriers, and consolidated understandings from other studies. </p><p>
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27

Xu, Zhijie. "Construction and management of large-scale and complex virtual manufacturing environments." Thesis, University of Derby, 2000. http://hdl.handle.net/10545/336327.

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28

Finger, Nils Thomas. "Project knowledge management and brokering in virtual team-environments : application of best practices from modern e-learning management." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/41156/.

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Despite its criticality, there is still insufficient evidence pertaining to project knowledge brokering in virtual team-envi¬ron¬ments. Paradoxically, virtual set-ups are increasingly used to facilitate the access, trans¬fer and application of knowledge that is dispersed and stuck globally within company-silos and social-networks. These temporary set-ups actually restrain aspects of knowledge-mana¬ge¬¬ment as teams never or rarely meet. Accordingly, this thesis contributes to the en¬han¬cement of virtual project knowledge brokering practice in response to knowledge-based-theory, stating that knowledge is a vital asset to survive in super-competitive and ra¬pi¬dly changing business environments, obliging companies to effectively apply and yield know¬ledge. Besides creation and interpretation of knowledge, this thesis extends the discipline via an identification of most relevant and suitably applied best practices from well advanced e-learning management. These best practices have the potential to enhance the effectiveness of virtual project knowledge management, as they successfully overcome similar con-straints around virtual knowledge brokering within e-learning. Our contribution is achie¬ved through an extensive literature review that distils 25 potential e-learning best practices. These practices are assessed in a Delphi study, which is an accepted group communication methodology applied to gain consensus from experts of certain domains regarding real-life problems. The process includes structured interrogations of well-chosen experts from related areas (project, knowledge, e-learning, and virtual team management) to achieve consensus on priorities of e-learning practices. Lessons learnt are transferred between transient virtual project-teams, our analysis suggests that companies should focus on transferring selected e-learning best practices that may have the strongest improvement-impact. Ranked with the highest importance were Ease of Use/Usefulness, Required Management Buy-In/Incentives, and Team Cooperation. Likewise, the Delphi experts also mostly agreed that those best practices of e-learning are easily transferable: ranked with highest feasibility is, besides Ease of Use/Usefulness and Team Cooperation, the easy Procurement of (suitable) IT Tools. In line with knowledge-management-theory, our findings support the claim that besides investments in information systems, companies will only succeed in leveraging the learning gained across virtual projects if they focus on the strategic management of related cultural, managerial, and organisational elements of project knowledge management and brokering.
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29

Mohamed, Bahaaeldin, and Thomas Köhler. "Learning Management Systems as a Tool for Community-based Project Management." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-141860.

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This paper addresses a new conceptual framework for a communitybased project management learning model that aims to support learning within a project and enhance the distribution of knowledge within a particular virtual community. This model also aims to develop a virtual community of doctoral students, who can manage their own projects online with other community members who have the same interest. In order to develop that model, a checklist of community-based project management process has been developed in the light of the literature review and the needs of stakeholders (doctoral students and researchers). Within this model, community-based project management includes three main elements: community, project and management. In relation to project, there are two main sub elements. First is projectbased learning (PBL), which is based on constructivist perspective of learning that make students construct their knowledge when they work together to accomplish specific goals. Second is the project management body of knowledge (PMBOK), which is a project management guide, and an internationally recognized standard [PMBOK Guide, 2004], that provides the fundamentals of project management as they apply to a wide range of projects, including construction, software, engineering, automotive, so the study deploy this approach to scaffold based project management learning model. In the terms of the community element, this study adopted the community of inquiry model, which defines a good e-learning environment through three major aspects: cognitive presence, social presence and teaching presence. The last element which is addressed in this study called knowledge management. After identifying these elements, this study investigates a range of tools in the light of this model. The study analyses six different learning and content management systems (OPAL, Moodle, Joomla, e107, ZMS and TUDWCMS) in order to find out tool(s) that is/are sufficient for implementing the suggested study model.
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30

Lin, Xueyang (Xueyang Charles). "Designing Virtual Reality (VR) experience for older adults and determine its impact on their overall well-being." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113523.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2017.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 59-60).<br>The United States is experiencing a significant growth of the older population. As people age, they are more likely to experience decrease in social activities, limitations in cognitive capabilities, and more symptoms indicative of depression. Among older adults that live in long-term care communities, more than a quarter develop some form of dementia or depression. Virtual Reality (VR) is believed to be beneficial to the older adults due to its immersive interaction capabilities. This thesis seeks to understand how virtual reality as a technology will impact older adults' emotional and social well-being. Human-centered design process was applied to develop the Rendever VR platform. Following the development of the system, a field study was carried out with sixty-three residents from four assisted living communities. The field study was conducted over two weeks, during which residents interacted with one of two intervention conditions - VR (i.e. experiment condition) or TV (i.e. control condition). Questionnaires were filled out by participants prior to and after the intervention for comparison. The results have shown that VR provided more positive outcomes than the control group that used a TV showing the same content. Results suggest that VR has the potential to improve older adults' well-being in general.<br>by Xueyang (Charles) Lin.<br>S.M. in Engineering and Management
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31

Mohamed, Bahaaeldin, and Thomas Köhler. "Learning Management Systems as a Tool for Community-based Project Management." Technische Universität Dresden, 2009. https://tud.qucosa.de/id/qucosa%3A27993.

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This paper addresses a new conceptual framework for a communitybased project management learning model that aims to support learning within a project and enhance the distribution of knowledge within a particular virtual community. This model also aims to develop a virtual community of doctoral students, who can manage their own projects online with other community members who have the same interest. In order to develop that model, a checklist of community-based project management process has been developed in the light of the literature review and the needs of stakeholders (doctoral students and researchers). Within this model, community-based project management includes three main elements: community, project and management. In relation to project, there are two main sub elements. First is projectbased learning (PBL), which is based on constructivist perspective of learning that make students construct their knowledge when they work together to accomplish specific goals. Second is the project management body of knowledge (PMBOK), which is a project management guide, and an internationally recognized standard [PMBOK Guide, 2004], that provides the fundamentals of project management as they apply to a wide range of projects, including construction, software, engineering, automotive, so the study deploy this approach to scaffold based project management learning model. In the terms of the community element, this study adopted the community of inquiry model, which defines a good e-learning environment through three major aspects: cognitive presence, social presence and teaching presence. The last element which is addressed in this study called knowledge management. After identifying these elements, this study investigates a range of tools in the light of this model. The study analyses six different learning and content management systems (OPAL, Moodle, Joomla, e107, ZMS and TUDWCMS) in order to find out tool(s) that is/are sufficient for implementing the suggested study model.
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32

Guimarães, Eduardo Barbosa Gomes. "Escritório de projetos: pesquisa sobre os fatores que influenciam o estado potencial para sua virtualização." Universidade Federal da Bahia, 2007. http://www.adm.ufba.br/sites/default/files/publicacao/arquivo/disserta_eduardo_guimaraes.pdf.

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p. 1 - 156<br>Submitted by Santiago Fabio (fabio.ssantiago@hotmail.com) on 2013-01-31T19:02:47Z No. of bitstreams: 1 888888.pdf: 1714463 bytes, checksum: 53a6f8ba90712a2ef47a359f632b6156 (MD5)<br>Approved for entry into archive by Fatima Cleômenis Botelho Maria (botelho@ufba.br) on 2013-02-04T15:44:34Z (GMT) No. of bitstreams: 1 888888.pdf: 1714463 bytes, checksum: 53a6f8ba90712a2ef47a359f632b6156 (MD5)<br>Made available in DSpace on 2013-02-04T15:44:34Z (GMT). No. of bitstreams: 1 888888.pdf: 1714463 bytes, checksum: 53a6f8ba90712a2ef47a359f632b6156 (MD5) Previous issue date: 2007<br>Neste estudo, foram examinados fatores que influenciam o estado potencial para virtualização de um escritório de projetos, também conhecido como PMO, na percepção dos profissionais de gerenciamento de projetos filiados a dois dos principais fóruns eletrônicos de discussão sobre o tema no Brasil. O estudo empírico foi conduzido através da utilização de instrumentos desenvolvidos pelo próprio autor da pesquisa, que permitiram quantificar percepções como: contribuição da estrutura organizacional para gerenciar projetos, grau de maturidade da metodologia de gestão de projetos, performance atual da organização, papel estratégico da Tecnologia da Informação (TI), importância dada pelos clientes à estrutura organizacional responsável pelos projetos, uso de ferramentas e software colaborativos, além dos ganhos obtidos com a implementação de um PMO virtual. A identificação destas percepções foi definida a partir dos estudos do PMI (2004), Kerzner (2002), Takahashi (2000), Garfein (2005), Rabechini Júnior e Pessôa (2005), Ferreira (1994) e Vargas (2004), que fundamentaram a criação de tais instrumentos de pesquisa e também do modelo de análise. Além dessas percepções, foram coletados dados demográficos dos participantes e do segmento de atuação da organização em que ele atua. Obteve-se 162 questionários respondidos, que foram aplicados através da Internet. A partir dos resultados obtidos, buscouse estabelecer relações entre as sete percepções anteriormente citadas, sendo ainda gerado um segundo questionário, também aplicado através da Internet, porém numa amostra diferente, para verificação do modelo conceitual proposto, que obteve 73 respondentes. O foco dominante consistiu na percepção da contribuição da estrutura organizacional para gerenciar projetos, ao contrário da hipótese formulada. A amostra apresentou altos índices de correlação entre tais percepções e foi possível observar o equilíbrio obtido como fruto da validação do modelo, onde a diferença percentual entre a percepção com maior influência no estado potencial para virtualização de um PMO (uso de ferramentas potencializadoras do PMO virtual) e aquela com a menor influência (importância dada pelos clientes à estrutura organizacional), foi de apenas, aproximadamente 4%. Tal equilíbrio destoou daqueles obtidos a partir do modelo inicialmente proposto, através dos quais se verificou uma clara preponderância da percepção no tocante à contribuição da estrutura organizacional para gerenciar projetos. Estudos posteriores, de maior abrangência, devem ser conduzidos para aprofundar tais diferenças encontradas entre as percepções, quando argüidas de forma direta, daquelas obtidas indiretamente. Foi conduzida análise de regressão simples e múltipla, demonstrando a influência da maturidade da metodologia de gestão de projetos mediada por outras percepções que compõem o modelo de análise, como a percepção da performance atual da organização, e da contribuição da estrutura organizacional para gerenciar projetos.<br>Salvador
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33

Bogicevic, Vanja Bogicevic. "Service Preview Using Virtual Reality: Enhancing Hotel Pre-Experience." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1525358474437145.

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34

Holmlund, Tim, and Oscar Lindqvist. "Virtual Team Management & Organisational Identification : A Mixed Method Study." Thesis, Umeå universitet, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105768.

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The rapid development of information technology has enabled the use of virtual teams, which are teams whose members use IT to coordinate their activities from a dispersed setting. The phenomenon of virtual teams raises questions regarding issues related to this type of work, i.e. organisational identification and other problems related to virtual work. We have investigated how to best manage these teams in order for managers to be successful in the virtual environment by studying the advantages and disadvantages as well as success factors. The study has used a mixed methodology, where we have interviewed 8 managers that are active in virtual work and we have also conducted a survey to investigate how members of virtual teams perceives issues of organisational identification and issues related to virtual work. One of the most important findings of this study is that there was a positive relationship between level of organisational identification and level of virtuality, member involvement, and previous experience. The strongest predictor for organisational identification was although the level of member involvement. We can conclude that the main advantages of virtual work were cost reduction and the access to competence. The main disadvantage of virtual work was identified as lack of interpersonal relations in the workplace. Other disadvantages were found as unorganised meetings, unprioritised work as well as technological issues. The most important success factors were found to be Clear roles and Responsibilities, Pre-agreement/time plan, Defined Strategies. These three factors could be summarised as "What needs to be done, when and by who‟. Moreover, clear and distinct communication within the team in order to avoid misunderstandings, followed by User-friendly technology and to have previous experience of technology used was also identified as important factors in virtual work. Other success factors identified was the use of Face-to-Face meetings.
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35

Lowe, Robert Alan. "The financial reality of college sports programs." CSUSB ScholarWorks, 1994. https://scholarworks.lib.csusb.edu/etd-project/872.

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36

Gaioshko, Dariia, and Irina Armasheva. "Impact of individual virtual competence on work outcomes in virtual IT projects." Thesis, Umeå universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144329.

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As the world becomes more globalized and information technology develops more rapidly, companies are increasingly exploring the benefits of using virtual teams to work on projects that allow them to achieve their objectives. This phenomenon though keeps raising questions regarding the best practices in selection and management of employees whose work would be mostly conducted in virtual settings instead of traditional co-located teams. We have investigated the conditions of virtuality, identifying its benefits and challenges and came up to a conclusion that in order to be an effective virtual team member, a special set of skills and abilities may be needed. The central question of this study is: What individual knowledge, skills, and abilities (KSAs) that comprise virtual competence (IVC) should the virtual project team members possess, which could contribute to overcoming challenges of the virtual environment? To answer this question a variety of theories on a virtual team, professional competencies, team management and project management were examined. Quantitative research has been utilized to measure the relationship between the conceptualised construct of individual virtual competence and individual work outcomes in a project that is conducted by distributed global teams. Data on the skills of the individuals conducting their work in virtual IT project settings were collected with an online survey which was distributed among the chosen sample. The results of the survey indicated that the most important characteristics that contribute to overcoming challenges of virtuality are self-efficacy, social, and media skills, which also have a positive reflection on the individual work performance and job satisfaction. There are also interesting results regarding the effect of demographic characteristics on variables when compared with the results from the similar study conducted with a different group of respondents. In the end, a revised model of individual virtual competence is proposed that can shed some light on its impact on job performance and job satisfaction of an individual working in virtual project teams.
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37

Novotný, Tomáš. "Využití technologie virtuální reality v analýze rizik a bezpečnosti výrobních strojů." Doctoral thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2013. http://www.nusl.cz/ntk/nusl-234169.

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The doctoral thesis introduces a study of possibilities for utilization of virtual reality technology in risk analysis and safety of production machines. The main goal of the thesis is to analyse and examine possible means of integrating visualization and interaction techniques of virtual reality into the risk identification process in the early stage of the production machine life cycle. The proposed work provides a methodological approach to the theoretical implementation of these techniques in the definition of dangerous areas of a machine, identification of sources of possible risks and verification of applied measures built-in in the machine structure. A system approach is used for forming and optimizing the introduced methodological procedures. The solution includes the design of the methodology for effective transfer of 3D design data into immersion virtual reality domain. This enables overcoming existing barriers in exploitation of virtual reality technologies in industrial applications. The next section introduces a procedure of implementation of real tools and equipment in immersion virtual reality domain, including an option for detection of collisions between the real tools and virtual objects. Experimental tests confirm its capability of practical utilization. The impact of the final practical contribution is shown by a decrease in the number of accidents during assembly work, due to its appropriate planning and thanks to training of the personnel on a virtual prototype, carried out already before the manufacturing of the actual machine. The result of the presented doctoral thesis contributes to further qualitative improvement of techniques and methods for preventive increase of safety and reliability of developed machines, particularly of machining centres, which will help increase their competitiveness. The properties of the designed procedures are documented and verified on real industrial cases.
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38

Löwhagen, Carl Philip, and Adam Hillborg. "VRs Lönsamhet i Byggbranschen : En studie om Virtual Reality i byggbranschen." Thesis, Halmstad University, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-43191.

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Virtual Reality in the construction industry has begun to get its foothold, the use of thetechnique is somehow mixed up of being a show-off tool for visual presentations and not reallycontributing to economic improvements. The project aims to investigate if virtual reality couldcontribute to profitability when used in the construction-design phase to prevent design errorsfrom occurring which later leads to cost overruns in the specific project. The information wasmainly collected through literature studies and a 10-question survey. Phone-interviews are laterexecuted with experienced construction engineers that is familiar with the new technique tocomplement parts of the survey that didn’t cover enough facts. The results of this study showthat using virtual reality during the construction-design phase when projecting schools, hospitals,residence and hotels leads to less expenses throughout the project by preventing design errorsfrom occurring thanks to the virtual visualisation the technique offers. Dealing with designerrors in the early stage of the project could therefore help companies to reduce unexpectedexpenses and present more accurate cost estimates.
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39

Yu, Yang. "Corporate Governance of Virtual Projects : Cultural issues influencing projects spanning national borders." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for industriell økonomi og teknologiledelse, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-16758.

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There are many policies and principles of Corporate Governance in different countries around the world. Different countries have their own approaches and corporate governance models. However, the globalization of economics and the technological development made more countries capable of competing with their products and services on the international market and also enterprises built networks and leverage worldwide. Corporate Governance is applying under different rules, regulations, laws and ethics, etc. Corporate Governance in a multinational company will meet a lot of challenges while conducting their business and executing the projects across national, cultural and political boundaries. This study aims to find out these challenges, tries to discuss and find out the difference and possibilities of different Corporate Governance models between Continental European countries (Germany, Norway) and China. Not one of these approaches is right or more right than another. In order to work with this culture difference in multinational companies, not just the employees working in a different culture need to get to know the new culture and how people in this new culture work and behave. But also, as a manager or director working in a multinational company with different culture, he or she also needs to know the culture difference, trying to understand what and how their employees going to behave, and why they are doing that, trying to respect the difference and not just trying to judge that. Both the employees and the managers need to respect the difference and try to understand each other, finding a balance or a common understanding point to create their own working culture and working relationship in the company. The understanding must permeate the whole organization, from top to bottom, from first line to support and so on. However, working across boundaries will also create more practical issues, for example, which law and regulation to follow, how to register expenditures in accounts and so on which requires both logical and cultural flexibility to find workable solutions.
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40

Abdubaliev, Ulukbek, and Aizhan Akysheva. "Storytelling Practices in Project Management : Exploratory study in new business process implementation in Information and Communication Technology projects." Thesis, Umeå universitet, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144298.

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Stories have always been present in the life of people as a part of their culture, it is a rather ancient narrative technique. The message delivered in a form of a story is specifically appealing to listeners, which makes it a powerful communication tool. The thesis explores storytelling practices in project management by answering the question: “How project managers use storytelling in new business process implementation in ICT projects?” The choice of the topic was driven by the gap in the literature and the choice of context was chosen by the level of maturity of project management in ICT industry. Within the framework of interpretivist research paradigm, the data was collected by interviewing ten project managers of new business process implementation in ICT projects. The thesis findings suggest that storytelling in implementation of new business processes in ICT projects is used in formal and informal forums in written and verbal format. Project managers use storytelling to pursue several goals: making sense of ICT projects, human resource management, promoting adaptation to new business processes, knowledge management and attracting new customers and investments into ICT projects. Storytelling in ICT projects is also limited by storytelling conditions, such as organizational culture, extent of change, governance structure. Storytelling in projects is subject to challenges, such as logistics and timeliness of practices. From the practical point of view, the thesis explores storytelling as an effective communication tool that can be used for multiple goals in project management. It allows adding storytelling to the requirement list of new soft competences of project managers. The thesis has bridged a literature gap between storytelling and project management, which opens new theoretical perspective of interpreting the reality in projects and creates space for further research.
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Avery, Gracie, Molly Lukas, Amber Wesoloski, et al. "Examining the Effects of Virtual Reality on Minimizing Pain in Children Receiving an Injection." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/32.

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During a healthcare visit, children report fear of injections. Virtual Reality (VR) has been identified as a possible tool that can help decrease pain associated with receiving injections. The purpose of this study was to examine the effects of VR on decreasing pain children experience when receiving an injection. Children, 4 to 12 years old, were randomly assigned to either a VR group or a control group. In the intervention group, children engaged in VR before and during their injection as a tool for distraction.The control group received standard care. Pain was assessed through self-report, parent observations, and researcher observations. Children who experienced VR distraction displayed significantly less pain, as observed by both parents and an observer. VR appears to be an effective tool to help minimize pain in pediatric patients experiencing an injection. Therefore, pediatricians should consider providing VR as a distraction during injections.
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Smith, Verna-Kay. "The Challenges of Virtual Leadership Affecting Project Delivery in the Public Sector." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/6280.

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Leaders of the U.S. government and U.S. organizations continue to seek information to mitigate risk and improve project deliverables in virtual environments. The problem addressed in this study was the rapid growth of technology in virtual workplaces that causes organizational leaders to concentrate on infrastructure and technology. The purpose of the exploratory case study was to understand the challenges virtual leaders encounter in the government environment that affect project delivery. The research questions were designed to examine the challenges virtual team leaders encounter while maintaining their roles and responsibilities to complete a project successfully in a timely manner. The theory of constraints was the framework used to address the problem of virtual leaders who struggle to complete project deliverables. Data were collected from 11 government virtual leaders via an online anonymous questionnaire and were triangulated via a reflective journal and notes from a checklist filled out by the participants who reviewed their own virtual team documents, logs, and recordings that served as firsthand knowledge. Data analysis led to several patterns and themes including communication, trust, and collaboration challenges for virtual leaders. Organizational leaders can use this study's findings to develop efficient and effective ways to engage with virtual leaders to achieve effective project deliverables and impact change in virtual environments in the 21st-century workplace.
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Hutchison, William Edward 1960. "The development of a hybrid virtual reality/video view-morphing display system for teleoperation and teleconferencing." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/69232.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design & Management Program, 2000.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Includes bibliographical references (p. 84-89).<br>The goal of this study is to extend the desktop panoramic static image viewer concept (e.g., Apple QuickTime VR; IPIX) to support immersive real time viewing, so that an observer wearing a head-mounted display can make free head movements while viewing dynamic scenes rendered in real time stereo using video data obtained from a set of fixed cameras. Computational experiments by Seitz and others have demonstrated the feasibility of morphing image pairs to render stereo scenes from novel, virtual viewpoints. The user can interact both with morphed real world video images, and supplementary artificial virtual objects (“Augmented Reality”). The inherent congruence of the real and artificial coordinate frames of this system reduces registration errors commonly found in Augmented Reality applications. In addition, the user’s eyepoint is computed locally so that any scene lag resulting from head movement will be less than those from alternative technologies using remotely controlled ground cameras. For space applications, this can significantly reduce the apparent lag due to satellite communication delay. This hybrid VR/view-morphing display (“Virtual Video”) has many important NASA applications including remote teleoperation, crew onboard training, private family and medical teleconferencing, and telemedicine. The technical objective of this study developed a proof-of-concept system using a 3D graphics PC workstation of one of the component technologies, Immersive Omnidirectional Video, of Virtual Video. The management goal identified a system process for planning, managing, and tracking the integration, test and validation of this phased, 3-year multi-university research and development program.<br>by William E. Hutchison.<br>S.M.
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Zhang, Liu. "SOCIAL MEDIA AND VIRTUAL PROJECTS : An investigation into social media tools and team effectiveness." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for industriell økonomi og teknologiledelse, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-15833.

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The purpose of this thesis is to explore the use, usability and the effects social media have on member effectiveness and satisfaction in virtual projects. This includes a classification and description of social media as well as the virtual component of projects. This also includes an analysis of possibilities and challenges concerning using social media in a project setting.Furthermore this master thesis should include an empirical component, including an investigation of to what extent such media are used in virtualized projects, experiences with such media and suggestions for improvements / better integration with other collaborative efforts.
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Ciordas, Ionut Ovidiu. "Fine-grained authorization in the Great Plains network virtual organization." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4967.

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Thesis (M.S.)--University of Missouri-Columbia, 2007.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 3, 2008) Includes bibliographical references.
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46

Dashti, Bahar, and Roberto Viljevac-Vasquez. "Exploring Use and Perception of Augmented- and Virtual Reality in the Swedish AEC Industry." Thesis, KTH, Ledning och organisering i byggande och förvaltning, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277003.

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Augmented Reality and Virtual Reality is on a trend of development. These technologies could have an impact on the way construction is carried out in the future. Right now these technologies are not widely used in the construction industry. What this report aims to understand is how the Swedish construction industry adheres to the current trend of digitalization, with an emphasis on Augmented- and Virtual Reality. By interviewing 13 managers within 8 different AEC organizations, in the form of semi-structured interviews, it was found that these technologies are indeed viewed as something that could change the way these organizations work. The current literature provides examples of how Augmented- and Virtual Reality can be used. However, these technologies are not mature enough to make an impact right now, as most managers see the technology as too expensive and they also had little to no knowledge of its contributions. The case was also the same with BIM, where a lack of knowledge seems to be the norm for all sorts of positions within the construction industry, from worker to manager. This is in accordance with previous studies and the interview findings. A lack of demand from clients and outdated work routines also affect adoption of BIM, Augmented- and Virtual Reality.<br>Augmented Reality och Virtual Reality befinner sig just nu vid ett utvecklingsstadie. Denna teknik kan påverka hur konstruktion genomförs i framtiden. Just nu används dessa tekniker inte i någon stor utsträckning inom byggindustrin. Syftet med denna uppsats är att förstå hur den svenska byggbranschen förhåller sig till den nuvarande trenden av digitalisering, med fokus på Augmented- och Virtual Reality. Genom att intervjua 13 chefer och projektledare inom 8 olika AEC-organisationer, i form av semistrukturerade intervjuer, konstaterades det att dessa teknologier ses som någonting som kan förändra hur dessa organisationer arbetar. Den nuvarande litteraturen ger exempel på hur Augmented- och Virtual Reality kan användas. Dock har det visat sig att dessa teknologier inte är tillräckligt mogna för att ha en påverkan just nu eftersom de flesta chefer och projektledare såg tekniken som för kostsam, de hade också liten eller ingen kunskap om dess potentiella bidrag. Detsamma gällde BIM, där en brist på kunskap fortfarande verkar vara normen för alla typer av tjänster inom byggbranschen, från arbetare till chef. Detta stämmer överens med tidigare studier och intervjuresultaten. Brist på efterfrågan från kunder samt gamla rutiner påverkar också adoptionen av BIM, Augmented- och Virtual Reality.
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47

Pfaff, Felix, Simon Rapp, and Albert Albers. "Virtual-Reality-Umgebung für die Visualisierung von Entwicklungszielgrößen auf Basis des Referenzsystems im Modell der PGE – Produktgenerationsentwicklung." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75863.

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Die Entwicklung komplexer Systeme mit hohem Innovationspotenzial unter Einhaltung von Kosten- und Risikozielen kann nur durch die systematische Nutzung vorhandener unternehmensinterner und -externer Referenzen gelingen. Für Produktentwickelnde als Entscheidungsträger ist es jedoch schwierig einzuschätzen, welche Auswirkungen die gewählten Referenzen und Variationen auf Entwicklungszielgrößen wie Kosten, Risiko und Innovationspotenzial haben. Das Modell der PGE-Produktgenerationsentwicklung bietet hier das Potenzial, schon früh im Entwicklungsprozess mit Wissen über die Auswirkungen von Referenzen und Variationsarten auf Entwicklungszielgrößen die Entscheidungsgrundlage zu verbessern. Um das Wissen über diese Zusammenhänge dem Entwickelnden zur Verfügung zu stellen, werden in diesem Beitrag zwei Visualisierungsansätze entwickelt. Für einen Konzeptworkshop mit berufserfahrenen Studierenden wird ein diagrammbasierter Ansatz entwickelt, angewandt und evaluiert. Basierend auf den Ergebnissen des Workshops wird eine Virtual-Reality (VR) Visualisierungsumgebung entwickelt und initial in einem Forschungsgespräch validiert. Die VR-Umgebung veranschaulicht dem Nutzer intuitiv und systemspezifisch die Zusammenhänge zwischen dem Referenzsystem und der aktuellen Produktgeneration und deren Auswirkungen auf Entwicklungszielgrößen.
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48

Petermann, Dirk [Verfasser], Ralph [Gutachter] Stelzer, and Jivka [Gutachter] Ovtcharova. "Virtual Reality - Technologie für eine zentrale Schnittstelle im Produktentwicklungsprozess / Dirk Petermann ; Gutachter: Ralph Stelzer, Jivka Ovtcharova." Dresden : Technische Universität Dresden, 2019. http://d-nb.info/1226942180/34.

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49

Tether, B. S. "Virtual panacea & actual reality : small firms, innovation & employment creation; evidence from Britain during the 1980s." Thesis, University of Sussex, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318514.

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50

Rehfeld, Ingolf, and Jan Wunderlich. "Virtual Reality und Product Lifecycle Management – Entwicklung eines durchgängigen Prozesses für die BSH Bosch und Siemens Hausgeräte GmbH." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228145.

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Weltweit führende Hersteller von Markenprodukten sind ihrem Anspruch verpflichtet, Benchmark der Branche für Qualität, Design, Innovation und Gebrauchswert ihrer Produkte zu sein. Dieses Ziel zu wettbewerbsfähigen Preisen und in immer kürzeren Innovationszyklen zu erreichen, ist kein zufälliges Ergebnis, sondern das Resultat visionärer Unternehmensstrategien, die schon früh auf standardisierte Produktentstehungsprozesse und durchgängige, unterstützende IT-Systeme im Rahmen eines konsequenten Product Lifecycle Management (PLM) setzen.
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