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1

Mehtab, Khurram, Amjad ur Rehman, Saira Ishfaq, and Raja Ahmed Jamil. "Virtual Leadership: A Review Paper." Mediterranean Journal of Social Sciences 8, no. 4-1 (2017): 183–93. http://dx.doi.org/10.2478/mjss-2018-0089.

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Abstract In today’s competitive business environment, virtual work settings present a growing challenge for rapid solutions of organization’s complex problems. This enables an organization to pool talent and expert employees by eradicating the time and space barriers. In accordance, companies are profoundly investigating on virtual teams’ performance enhancement. Virtual work settings revolutionize workplace by providing high level of responsiveness and flexibility. Virtual work setting has also many issues and challenges which must be addressed in order to enhance the team’s performance. Hence one of the major challenge of modern work setting is virtual leadership. This review paper presents an introduction to virtual leaderships, advantages of virtual work environment, challenges and recommendations for virtual leaders to enhance the performance of virtual teams. This article also offers review of earlier published researches and reports the findings on virtual team leadership in a struggle to the present the current state of work on this topic.
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Imhanrenialena, Benedict Ogbemudia, Ozioma Happiness Obi-anike, Chikodili Nkiru Okafor, and Ruby Nneka Ike. "The changing nature of traditional work settings and the emerging virtual work environments in Africa: the experience of Nigerian women." Gender in Management: An International Journal 36, no. 7 (2021): 839–57. http://dx.doi.org/10.1108/gm-06-2020-0181.

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Purpose This paper aims to investigate work–life balance and job satisfaction in the emerging virtual work environments among women in patriarchal Nigerian society. Design/methodology/approach Data were collected with structured and semi-structured questionnaire from 316 participants who signed up for online affiliate marketing programs in Nigeria. The data were analysed with descriptive statistics, while the hypotheses were tested with partial least squares structural equation modelling. Findings The outcomes indicate insignificant conflict in the interface between remotely working from home and the discharge of family care responsibilities among married Nigerian women. Also, the women derive significant job satisfaction from virtual work settings. Outcomes from the semi-structured interviews indicate that Nigerian women receive more support in indoor household chores than outdoor household chores while performing virtual work duties from home locations with housemaids being the highest source of such support. Originality/value This study extends work–life balance literature from the traditional work environments to the emerging virtual work settings in Africa by providing empirical evidence that the emerging virtual work settings do not result in work–family conflict but rather yield significant job satisfaction among Nigerian women.
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Magnier-Watanabe, Remy, Yoshiaki Watanabe, Olivier Aba, and Harald Herrig. "Global virtual teams’ education: experiential learning in the classroom." On the Horizon 25, no. 4 (2017): 267–85. http://dx.doi.org/10.1108/oth-02-2017-0007.

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Purpose This paper aims to examine how students can learn how to work in multi-cultural global virtual teams in a classroom-based setting using experiential learning. The students from two graduate programs in France and Japan were given relevant reading materials, individual and joint team assignments on virtual team work and were asked to evaluate their work using previously identified global virtual team key success factors. Design/methodology/approach Text-mining and co-word analyses of students’ assignments, and correlations of keyword frequencies with student culture scores provide insights on how students first experience this novel setting, raising their awareness and providing them skills for future application in an organizational setting. Findings The process experienced by virtual student teams has many similarities with the team formation stage in virtual teams in organizational settings. Such experiential learning is useful for global virtual team education, as students will have already experienced and solved typical challenges in a safer non-work-related setting. Research limitations/implications This study is based on a small sample of respondents and therefore presents inherent limitations in terms of significance and generalizability. Originality/value The rise of information and communication technologies has facilitated the creation of new approaches for coordinating work and, subsequently, for new collaborative organizational forms. Little research has been conducted to address education or training for these new and essential forms of collaboration.
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Wan, Zeying, Nicole Haggerty, and Yinglei Wang. "Individual Level Knowledge Transfer in Virtual Settings." International Journal of Knowledge Management 11, no. 2 (2015): 29–61. http://dx.doi.org/10.4018/ijkm.2015040103.

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Since the emergence of the knowledge-based view of the firm in the mid-1990, researchers have made considerable effort to untangle the complexity of how individuals create, capture and realize value from knowledge. To date, this burgeoning field has offered rich and yet diverse insights involving contextual, process and outcome factors that influence individual level knowledge transfer. Concomitantly globalization and advancing technologies have extended virtual work arrangements such as virtual teams and virtual communities on the internet and considerably extended the knowledge base upon which individuals can draw when creating, acquiring, sharing and integrating knowledge. Research on individual level knowledge transfer has also embraced these virtual environments spawning new insights. Hence the objective of this paper is to assess current state of research and identify potential avenues for future research at the intersection of these two dimensions. The authors focus specifically on knowledge transfer research at the individual level instead of the team or firm level and within virtual settings. Applying a process view of knowledge transfer, they synthesize existing findings and discuss issues surrounding the inputs, processes, and outputs. The synthesis reveals both strengths and gaps in the literature. Accordingly, the authors offer directions for future research that may address the gaps and contribute to a more comprehensive understanding of individual level knowledge transfer in virtual settings.
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Liu, Jiming. "Towards a virtual work-bench for robotics training." Robotica 14, no. 5 (1996): 575–82. http://dx.doi.org/10.1017/s0263574700020051.

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SUMMARYLearning in the age of information superhighway necessitates a properly-developed efficient vehicle that is not only powerful in directing users to the needed information or to situate in a reality through virtual settings, but also controllable at the various comfortable paces. The goal of this project is to explore a new on-line medium for users to navigate at their own pace in the structured cyberspace—knowledge space composed of concepts, systems design, application-oriented case studies, up-to-date industrial news (trends and product review), and on-line robotic systems, and to use it as a robotics work-bench for conducting controllable experiments/simulations. Through such an electronic learning medium, users will be able to acquire a global outlook as well as an integrated understanding of modern robotics in a manner that is low-cost, time-and-place-free, and student-centered.
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Panteli, Niki, Zeynep Y. Yalabik, and Andriana Rapti. "Fostering work engagement in geographically-dispersed and asynchronous virtual teams." Information Technology & People 32, no. 1 (2019): 2–17. http://dx.doi.org/10.1108/itp-04-2017-0133.

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Purpose The purpose of this paper is to explore the factors that enable work engagement to develop when asynchronous communication is used in virtual team (VT) projects. Design/methodology/approach Using a qualitative approach, a longitudinal study of an eight-month long VT project was carried out. Data collected included an extensive e-mail archive, project documentation, observation of team meetings and interviews with project members and leaders. Findings The findings show that VT leaders can actively promote work engagement through the effective use of resources along with appropriate practices that foster its development. They can also sustain and nourish work engagement throughout the different phases of the VT lifecycle project. Research limitations/implications The study has examined work engagement in asynchronous mediated settings. Future work should involve studying the effect of synchronous communications on work engagement within VTs. Practical implications Organizations that are interested in promoting effective virtual work practices need to train VT managers on how to keep VT members engaged throughout the various phases of the VT project. Social implications It is posited that developing work engagement is not a one-off practice, but instead, requires ongoing effort that should be evident and supported across the different phases of the VT lifecycle. Originality/value This paper forwards an important debate on work engagement in alternative, non-permanent, work settings.
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Verburg, Robert M., Petra Bosch-Sijtsema, and Matti Vartiainen. "Getting it done: Critical success factors for project managers in virtual work settings." International Journal of Project Management 31, no. 1 (2013): 68–79. http://dx.doi.org/10.1016/j.ijproman.2012.04.005.

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Edwards, Michael Todd, and James Quinlan. "Virtual Miniature Golf." Mathematics Teacher 109, no. 2 (2015): 160. http://dx.doi.org/10.5951/mathteacher.109.2.0160.

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Current standards place significant emphasis on transformations in school geometry: “Fundamental are the rigid motions: translations, rotations, reflections, and combinations of these,” and “dynamic geometry environments provide students with experimental and modeling tools that allow them to investigate geometric phenomena” (CCSSI, 2010, p. 74). With these aims in mind, we share a favorite classroom activity—virtual miniature golf. Building on the work of Coxford and Usiskin (1991) and Powell et al. (1994), this activity provides geometry students with a real-world context for exploring reflection and reflection composition in technology-rich settings.
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Siemon, Dominik, Timo Strohmann, and Susanne Robra-Bissantz. "The Virtual Collaborator - A Definition and Research Agenda." International Journal of e-Collaboration 14, no. 4 (2018): 24–43. http://dx.doi.org/10.4018/ijec.2018100102.

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The interdisciplinary research endeavor of computer-supported collaborative work has already investigated information technology that supports collaboration. With the rise of artificial intelligence (AI), new forms of collaboration need to be considered that involve AI as an active partner within a collaborative setting. Theories and design guidelines that support collaboration, considering cognitive and social group effects, need to be revised when team members are not solely human anymore. Within this exploratory study, the authors aim to provide insights of team members on their conception of a so-called virtual collaborator. A study with 144 participants was carried out to provide valuable information about collaboration principles, conceptual implementations and requirements. The results indicate that the participants are indecisive about a precise conception but expect an ideal collaborator that rather should not work on relevant tasks or make vital decisions. Based on the results, the authors compose new research questions and possible experiment settings.
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Shen, Bingqing, and Jingzhi Guo. "Virtual Net: A Decentralized Architecture for Interaction in Mobile Virtual Worlds." Wireless Communications and Mobile Computing 2018 (November 8, 2018): 1–24. http://dx.doi.org/10.1155/2018/9749187.

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With the development of mobile technology, mobile virtual worlds have attracted massive users. To improve scalability, a peer-to-peer virtual world provides the solution to accommodate more users without increasing hardware investment. In mobile settings, however, existing P2P solutions are not applicable due to the unreliability of mobile devices and the instability of mobile networks. To address the issue, a novel infrastructure model, called Virtual Net, is proposed to provide fault-tolerance in managing user content and object state. In this paper, the key problem, namely, object state update, is resolved to maintain state consistency and high interaction responsiveness. This work is important in implementing a scalable mobile virtual world.
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Bartsch, Silke, Ellen Weber, Marion Büttgen, and Ariana Huber. "Leadership matters in crisis-induced digital transformation: how to lead service employees effectively during the COVID-19 pandemic." Journal of Service Management 32, no. 1 (2020): 71–85. http://dx.doi.org/10.1108/josm-05-2020-0160.

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PurposeThe COVID-19 pandemic has, besides the health concerns, caused an unprecedented social and economic crisis that has particularly hit service industries hard. Due to extensive safety measures, many service employees have to work remotely to keep service businesses running. With limited literature on leadership and virtual work in the service context, this paper aims to report on leadership effectiveness regarding employees' work performance in virtual settings brought on by the COVID-19 pandemic.Design/methodology/approachDrawing on the input–process–outcome (IPO) framework, this research investigates the effectiveness of leadership on service employees' work performance mediated by work-related tension, autonomy, and group cohesiveness. Furthermore, this study explores moderating effects of the service provider's digital maturity. To test the derived model, the authors collected survey data from 206 service employees who, due to the COVID-19 pandemic, unexpectedly had to transform to a virtual work environment. The authors analyzed the data using partial least squares structural equation modeling (PLS-SEM).FindingsThe results indicated that it took task- and relation-oriented leadership behavior to maintain service employees' work performance in a virtual environment during crisis situations. Further, results indicated mediating effects of service employees' individual job autonomy and team cohesiveness; surprisingly, work-related tension did not impact employees' work performance. Results offered service businesses guidance on how to effectively lead in times of crisis when service employees predominantly work in virtual environments.Originality/valueThis is the first empirical study to show how leadership affects service employees' work performance in a virtual work environment during crisis times. Thus, the study contributes to the scarce literature on the impact of leadership in service firms that have to operate in such a setting.
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De Paoli, Donatella, and Arja Ropo. "Open plan offices – the response to leadership challenges of virtual project work?" Journal of Corporate Real Estate 17, no. 1 (2015): 63–74. http://dx.doi.org/10.1108/jcre-08-2014-0020.

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Purpose – The purpose of this paper is to explore hybrid work spaces, combining open-plan, team-based offices with virtual work and leadership, in relation to the main leadership and team challenges virtual project environments encounter. Design/methodology/approach – In a review of virtual team literature, virtuality is defined and its main challenges to project leadership are identified. Based on the literature, several semi-structured interviews with project team managers within telecom and IT-consultancy were conducted. Using an exploratory approach, the authors introduce some new leadership concepts and functional benefits of open-plan offices important for virtual project environments. Findings – The findings suggest that project managers encounter several new kinds of challenges while leading virtual projects. Co-location of the project team during certain stages in open-plan, team-based offices may meet some of these challenges. The authors claim that spatial arrangements and their embodied subjective experiences make an impact on the effectiveness of virtual project teams. Research limitations/implications – This paper develops new conceptual thinking of how office facilities may contribute to productive virtual project teams. Further empirical studies in other settings are needed to generate generalizable findings. Practical implications – The paper discusses and provides arguments for real estate and facility managers, as well as project and team leaders, for the importance of open-plan offices for virtual project teams. Originality/value – The paper combines and benefits from different discussions on workspaces, virtual team and leadership. Furthermore, the paper introduces the notion of spatial leadership beyond the mainstream leader-centric approach to point out the importance of physical workspace of virtual teams and how the workspaces can perform leadership functions.
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Knight, James F., Robert J. Stone, and Cheng Qian. "Virtual Restorative Environments." International Journal of Gaming and Computer-Mediated Simulations 4, no. 3 (2012): 73–91. http://dx.doi.org/10.4018/jgcms.2012070106.

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Previous restorative environment (RE) research suggests that exposure of individuals to natural settings can reduce stress, improve feelings of well-being, and help individuals to recover from fatigue following intensive mental activities. This paper focuses on possible future opportunities for exploring Virtual Environments (VE) in the pursuit of restorative and rehabilitative therapies. The paper presents early work in developing such a Virtual Restorative Environment (VRE) and includes results from two preliminary studies. The first study compared two VEs (an urban city scene and a rural coastal scene) and showed the effect of ambient sounds on ratings of anxiety and relaxation. The second study explored the opportunity of incorporating odours into a VE using a novel olfactory display system and evaluated methods for measuring their effect on the user. Throughout, the paper discusses human factors and usability issues for VRE technologies and future research opportunities.
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Diab-Bahman, Randa, and Abrar Al-Enzi. "The impact of COVID-19 pandemic on conventional work settings." International Journal of Sociology and Social Policy 40, no. 9/10 (2020): 909–27. http://dx.doi.org/10.1108/ijssp-07-2020-0262.

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PurposeTo give insight into human resource (HR) policy makers of the impact of the abrupt change in working conditions as reported from their primary stakeholders – the employees.Design/methodology/approachReported from a first-person point of view, 192 employees from Kuwait who are currently working from home were surveyed as to how the lockdown circumstances have impacted their conventional work expectations. The study compares the old working conditions (OWC) to the current working conditions (CWC) to give insight into the overall sentiments of the abrupt changes to the workplace.FindingsIt was found that most employees agreed that OWC need to be reviewed, and that the general sentiment was almost equally split on the efficiency of CWC in comparison to OWC, yet the majority was enjoying the flexible conditions. Moreover, the majority of respondents found that overall conventional work elements either remained the same or had been impacted positively rather than negatively. Also, if given an option of a hybrid model inclusive of partly working remotely and partly working on-site, a considerable majority reported that they are able to efficiently conduct atleast 80% of their work expectation. Finally, it was found that employee expectation is changing as they consider post COVID-19 conditions.Research limitations/implicationsThis research was conducted using virtual crowd-sourcing methods to administer the survey and may have been enhanced should other methods have been integrated for data gathering. Also, a more comprehensive phenomenological approach could have been incorporated to add a qualitative method to the investigation. This could have freed the results of answer limitation and experience bias. Moreover, it is good practice to involve both quantitative and qualitative elements to any research when possible. Finally, future research can benefit from a bigger pool of participants so as to gain a clearer picture.Originality/valueThis research will give policy makers a look at what needs to be reviewed/changed for a successful roll-out of remote work in accordance with their original strategies.
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Norman, Steven M., James Avey, Milan Larson, and Larry Hughes. "The development of trust in virtual leader–follower relationships." Qualitative Research in Organizations and Management: An International Journal 15, no. 3 (2019): 279–95. http://dx.doi.org/10.1108/qrom-12-2018-1701.

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Purpose Responding to calls to examine trust beyond the scope of the objectivist paradigm, the purpose of this paper is to qualitatively examine the trust relationship between leaders and followers in virtual work settings. Based on results, trust was operationalized based on extant theory (e.g. ability, honesty, integrity, benevolence; Mayer et al., 1995). Given the high degree of technology mediated communication prevalent in the workplace today, it was interesting that the authors also found evidence for followers’ perceptions of a leader’s level of media savvy (adeptness at using appropriate media dependent on the message being sent) as a salient phenomenon that appears to influence followers’ trust of their leaders in a virtual work environment. Other variables that influenced leader–follower trust relationships also emerged, including leader and follower personal characteristics, depth of relationship and time. These variables and their relationships are discussed in consideration of the existing trust literature with specific consideration of the context of virtual interactions. Implications and future directions are also discussed. Design/methodology/approach The paper opted for an exploratory study using the open-ended approach of grounded theory, utilizing open-ended survey data from 137 working professionals (after data cleaning and eliminating incomplete responses). This study was an inductive, theory-building effort focused on analyzing participants’ views of their own experiences in interacting with their leaders in a virtual work environment. The authors utilize methods of grounded theory research that guide a researcher to recognize the theory that emerges from the data (Locke, 2002; Strauss and Corbin, 1998), which included microanalysis and open coding, followed by axial and select coding. Findings The authors found evidence for followers’ perceptions of a leader’s level of media savvy as a salient phenomenon that appears to influence followers’ trust of their leaders in a virtual work environment. Other variables that influenced leader–follower trust relationships also emerged, including leader and follower personal characteristics, depth of relationship and time. Research limitations/implications With any qualitative study, there are limitations to the generalizability of the sample to other populations. Although the authors developed considerable evidence to support the proposed relationships offered here, the authors are working with what is still a new and unexplored context: the virtual world. Perhaps the leader’s media communication skills moderate or otherwise impact the relationships found here and as supported by Mayer et al. (1995) and Mayer and Gavin (2005). Therefore, it would be of interest to examine possible differences in trust of the leaders by manipulating the media through which leaders communicate with their followers. Practical implications Given the findings, the authors believe the leader can communicate positively on follower development in a virtual setting, subsequently enhancing follower trust levels. The implications are also apparent on a much smaller scale: the relationships between leaders and followers. One common theme was that leaders should not completely eliminate face-to-face interaction in order to first develop and then maintain trust in a virtual work environment. This indicates the necessity for managers to not only develop a technical competence with computer technologies, but also the ability to render an appropriateness judgment in terms of what messages are most appropriate for what medium. Social implications Given the popularity of virtual settings, much interpersonal communication is now electronically mediated. However, even with the expansion of the virtual context, the authors still know little about how various forms of technology mediated communication by affect leader–follower relationships. Therefore, it is of interest to researchers and practitioners to examine the impact of virtual settings on interactions and relationships, specifically between the leader and follower. Originality/value This paper fulfills an identified need to study leadership in varied contexts, in this case the virtual workplace. Relatively few research papers have examined this context, thus creating originality and value.
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Collette, Daniel. "Virtual Reality as Experiential Learning." Teaching Philosophy 42, no. 1 (2019): 29–39. http://dx.doi.org/10.5840/teachphil2019116100.

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While the pedagogical benefits of experiential learning are well known, classroom technology is a more contentious topic. In my experience, philosophy instructors are hesitant to embrace technology in their pedagogy. A great deal of this trepidation is justified: when technology serves only to replicate existing methods without contributing to course objectives, it unnecessarily adds extra work for the instructor and can even be a distraction from learning. However, I believe, if applied appropriately, technology can be used to positively enhance the philosophy classroom experience in ways that are not possible in traditional classroom settings – including new ways of experiential learning. To demonstrate this, I offer a case study of implementing virtual reality (VR) as a tool for experiential learning of philosophy. I show how having students “walk a plank” off a skyscraper in VR allowed me to exceed my course objectives for my Existentialism course in particularly effective ways that I could not have done without this technology.
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Martirosov, Sergo, Petr Hořejší, Pavel Kopeček, Marek Bureš, and Michal Šimon. "The Effect of Training in Virtual Reality on the Precision of Hand Movements." Applied Sciences 11, no. 17 (2021): 8064. http://dx.doi.org/10.3390/app11178064.

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The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also prepared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and suggestions are given to duplicate the study with different variables to try to achieve different results.
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Hart, Karen. "Stronger bonds." Early Years Educator 22, no. 11 (2021): 29–31. http://dx.doi.org/10.12968/eyed.2021.22.11.29.

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In many ways Covid has strengthened parent partnerships. Karen Hart looks at the growth in virtual communication, how this has encouraged settings to be innovative in the way that they work with families and what this means for best practice now and in the future.
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Reyes, Antonio. "Virtual communities: Interaction, identity and authority in digital communication." Text & Talk 39, no. 1 (2018): 99–120. http://dx.doi.org/10.1515/text-2018-2020.

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Abstract This paper analyzes two settings of digital communication in which social actors participate, interact and engage differently within virtual communities. Online identities are interactionally and discursively constructed and this process defines differences in groupness, illustrating the nature of those online spaces. This study builds on the notion of Citizen Sociolinguistics, that is, ordinary people producing metacommentaries on language uses, to examine the data in different digital communication settings. This work analyzes 500 comments posted by readers on the site of the newspaper El País, in response to an article announcing the new Spanish orthographic reforms. Additionally, it analyzes 200 threads of the “Sólo español” (“Spanish only”) sub-forum within WordReference.com. The analysis investigates identity and hierarchy in digital communication as socio-cultural results of linguistic interaction. By analyzing interaction and identity in online spaces, this paper proposes empirical ways to account for differences in virtual communities, reconsiders established criteria such as time and regularity in interaction, and proposes new criteria (hierarchy and authority) to accentuate the distinctions regarding virtual communities.
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Pettersen, Lene. "The Role of Offline Places for Communication and Social Interaction in Online and Virtual Spaces in the Multinational Workplace." Nordicom Review 37, s1 (2020): 131–46. http://dx.doi.org/10.1515/nor-2016-0028.

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AbstractThere is a common assumption that information communication technology (ICT) enables employees to work together and to be virtually co-present, regardless of time and place. However, previous studies of social networking sites (e.g. Facebook and social enterprise media in work settings) show a consistent tendency among users to reconnect and communicate online almost exclusively with people they already know. The paper at hand examines in depth what role shared places have in knowledge work and in creating a virtual or online co-presence among knowledge professionals. The findings of the present study show that the tendency of communicating with known others in online spaces is also at play in the offline workplace, as professionals approach those whom they already know when in need of work-related help. One of the conclusions is that the geographical workplace plays a key role in creating a common ground for communication and social integration among employees, since a core dimension in knowledge work is social interaction. The paper uses insights from a qualitative and longitudinal case study (2010–2013) of a multinational consultancy company.
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Sköld, Olle. "Documenting virtual world cultures." Journal of Documentation 71, no. 2 (2015): 294–316. http://dx.doi.org/10.1108/jd-11-2013-0146.

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Purpose – The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past. Design/methodology/approach – Using the notions of documentary practice and memory-making as a framework, a case study of MMORPG City of Heroes’ (CoH) virtual community on Reddit discussion board “/r/cityofheroes” was conducted. The study consists of an interpretative analysis of posts, comments, images, and other materials submitted to /r/cityofheroes during a period of approximately seven months. Findings – The principal finding of the study is that the CoH community, with varying levels of intentionality, documented a range of pasts on /r/cityofheroes, relating to CoH as a game world, a site of personal experience, a product, a nexus of narratives, and a game. The analysis also lays bare the community’s memory-making processes, in which the documented conceptions of CoH’s past were put to work in the present, informing community action and viewpoints. Originality/value – Games and gaming practices are increasingly prevalent in leisure and professional settings. This trend, which makes virtual environments and online media proxies for or augmentations of “real life”, makes it necessary for information scholars to understand how the full range of human information behaviours, including documenting, and memory-making, emerge or are replicated online. Additionally, few studies have examined the interplay between new media affordances, documentary practices, and memory-making in the context of virtual world communities.
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Prasolova-Forland, Ekaterina, and Ole Ørjan Hov. "Eidsvoll 1814." International Journal of Web Portals 3, no. 4 (2011): 1–14. http://dx.doi.org/10.4018/jwp.2011100101.

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3D Collaborative Virtual Environments (CVEs) or virtual worlds have been widely used in educational settings for the purposes of simulation and demonstration of scientific concepts, art and historical events that for practical reasons may be complicated in real-life classrooms. This paper describes an experience of recreating a central event in Norwegian history, adoption of Norwegian constitution at Eidsvoll in 1814, in the virtual world of Second Life. The historical building where this event took place was reconstructed and used as a part of an online history course where Norwegian students residing all over the world could meet at Virtual Eidsvoll, play the role of the members of the Constituent Assembly and pass the constitution. Following the description of the experience with the Virtual Eidsvoll project, the authors conclude with a critical discussion of using 3D CVEs for history education, outlining directions for future work.
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Saranovic, Daniel, Martin Pavlovski, William Power, Ivan Stojkovic, and Zoran Obradovic. "Interception of automated adversarial drone swarms in partially observed environments." Integrated Computer-Aided Engineering 28, no. 4 (2021): 335–48. http://dx.doi.org/10.3233/ica-210653.

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As the prevalence of drones increases, understanding and preparing for possible adversarial uses of drones and drone swarms is of paramount importance. Correspondingly, developing defensive mechanisms in which swarms can be used to protect against adversarial Unmanned Aerial Vehicles (UAVs) is a problem that requires further attention. Prior work on intercepting UAVs relies mostly on utilizing additional sensors or uses the Hamilton-Jacobi-Bellman equation, for which strong conditions need to be met to guarantee the existence of a saddle-point solution. To that end, this work proposes a novel interception method that utilizes the swarm’s onboard PID controllers for setting the drones’ states during interception. The drone’s states are constrained only by their physical limitations, and only partial feedback of the adversarial drone’s positions is assumed. The new framework is evaluated in a virtual environment under different environmental and model settings, using random simulations of more than 165,000 swarm flights. For certain environmental settings, our results indicate that the interception performance of larger swarms under partial observation is comparable to that of a one-drone swarm under full observation of the adversarial drone.
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See, Zi Siang, Benjamin Matthews, Lizbeth Goodman, et al. "Extended reality interactive wall: User experience design research-creation." Virtual Creativity 10, no. 2 (2020): 163–74. http://dx.doi.org/10.1386/vcr_00030_1.

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This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.
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O’Connor, Eileen A., and Jelia Domingo. "A Practical Guide, With Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments." Journal of Educational Technology Systems 45, no. 3 (2017): 343–64. http://dx.doi.org/10.1177/0047239516673361.

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With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to students. Based on many years of academic research and development within this environment, the authors suggest educationally productive, research-supported ways to create learning environments that can motivate, engage, and educate participants. Instructors can develop virtual communities as centers for meetings, collaborations, and shared experiences, moving distance experiences beyond the limitations of engagement and collaboration in nonimmersive settings. The authors explain how instructors can develop useful learning interactions, pilot their learning environments, assess learners, and evaluate the environment. Specific experiences, images, and videos from the authors’ work are shared as well as broader application that could suit multiple purposes in guiding an instructor’s development and instructional efforts.
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Karlapp, Marlene, and Wiebke Köhlmann. "Adaptation and Evaluation of a Virtual Classroom for Blind Users." i-com 16, no. 1 (2017): 45–55. http://dx.doi.org/10.1515/icom-2017-0002.

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AbstractDigital media offers multiple possibilities for inclusion of people with disabilities. Nevertheless, they pose barriers especially for blind learners as they hinder an active participation in synchronous learning settings. Virtual classrooms are a particularly good example for a complex media application as they combine various media types such as audio, video, graphical content and text which can only partially be perceived.Our work pursues the goal to facilitate an equal participation in virtual classrooms for blind users. In order to overcome these barriers, alternative user interface concepts for the display on a two-dimensional tactile Braille device have been conceived. Based on these concepts, the virtual classroom solution BigBlueButton was improved thereupon. A subsequent evaluation simulated a learning session with blind users in order to determine the acceptance and usability of the software adaptation. This user study shows that an active participation of blind learners in virtual classroom sessions can be achieved by using multimodal output devices and alternative concepts.
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Cordes, Sean. "Method for decision making in virtual library teams." Library Management 37, no. 1/2 (2016): 55–67. http://dx.doi.org/10.1108/lm-07-2015-0052.

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Purpose – The purpose of this paper is to demonstrate an action process method including coordination, monitoring, and backup response, to improve collaborative decision making in online library work teams. Design/methodology/approach – The method was tested using a single factor experimental design where some groups used an action process intervention developed by the researcher, while others used team designated ad hoc process. Participants comprised 26 four person teams. The experiment was performed in a distributed environment where teams used Google chat communication, and a shared Google document to organize, clarify, and evaluate information. Decision performance was measured in two ways. Decision accuracy was measured by the selection of a correct choice from four alternatives. Decision quality was measured by shift in suitability ratings from participants’ individual choice to the correct answer after team discussion. Findings – Teams using an action process method based on monitoring, coordination, and backup behaviors had more accurate and higher quality decisions than groups using ad hoc process. Research limitations/implications – The research demonstrates usefulness of empirically designed, team implemented process methods to improve library decision making. Because the research was conducted in a single context, further research in alternative settings and contexts is suggested. Practical implications – The research has practical benefits to library work teams and managers performing tasks where effective information sharing and exchange is required to make accurate, high-quality decision. Originality/value – The paper provides a way to improve decision making using an easy-to-implement, process-driven method.
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Watanuki, Hugo Martinelli, Fernando José Barbin Laurindo, and Renato De Oliveira Moraes. "Development of Individual Virtual Competences: Practices in Brazilian Companies." Journal on Innovation and Sustainability. RISUS ISSN 2179-3565 6, no. 2 (2015): 34. http://dx.doi.org/10.24212/2179-3565.2015v6i2p34-45.

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The transfer of knowledge can be challenged by various factors, particularly when communication between individuals heavily relies on electronic media, as is the case during the development of virtual work. The literature suggests that the individual competence to communicate effectively in virtual settings (Individual Virtual Competence - IVC) may represent a key element of enabling this process. The mechanisms for the development of this competence, however, are not yet fully comprehended nor delimited. The objective of this study is to investigate formal and informal practices that organizations may adopt to develop IVC in their workforces. It also aims at investigating the dissemination of such practices in companies located in Brazil. To this end, the case study methodological approach was selected. The results suggest that organizations already possess the physical infrastructure and practices needed to support the development of the technical aspects of IVC; however, more effort is still needed with regard to the implementation of practices associated with the development of the non-technical aspects of IVC.
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Song, Young Eun, Peter Kovacs, Mihoko Niitsuma, and Hideki Hashimoto. "Spatial Memory for Augmented Personal Working Environments." Journal of Advanced Computational Intelligence and Intelligent Informatics 16, no. 2 (2012): 349–57. http://dx.doi.org/10.20965/jaciii.2012.p0349.

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Augmented Personal Working Environments (APWEs) are 3D environments in which the physical surroundings of the user are overlaid with representations of a virtual reality. With the rapid technological evolution of personal informatics devices as well as a growing demand for more comfortable and efficient working environments, the partial virtualization of resources used in our everyday work settings is expected to gradually become inevitable. Irrespective of whether someone is working in an office environment or in industrial settings, this trend in virtualization is expected to lead to more collaborative working environments in which the available resources and the interfaces for dealing with those resources can be both physical and virtual in nature. SpatialMemory, which is a memory system embedded in 3-dimensional physical reality, may without doubt be a central subsystem of future APWEs. In this paper, our goal is to contribute to the development of a theoretical background for Spatial Memory from a cognitive infocommunications perspective, and to outline the future research directions of Spatial Memory in APWEs based on some key applications.
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Catana, Marius, Daniela Tarniţă, and Viorel Diorduc. "Virtual Simulation of Plastic Injection Technology for Medical Devices." Applied Mechanics and Materials 371 (August 2013): 529–33. http://dx.doi.org/10.4028/www.scientific.net/amm.371.529.

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This paper aims to present the simulation of technological process of components made by plastic injection using a computer within a orthotic device for human knee. Also, the aim of the work is to improve the final product quality and operating properties in different types of design and minimize material requirements for different anthropometric data quality in optimal conditions. The orthotic device addresses to people with walking disabilities, and aims to rehabilitate and ameliorate the pain caused by osteoarthritis disease. For the geometric modeling of components in order to obtain virtual mathematical model study we used ProEngineer application, which allows a detailed design and a high accurate technical approach. The model was imported into the Moldex3D application, being integrated within a XYZ coordinate system.To simulate the injection process we used only the component from the upper part of orthotic device. This paper presents advanced modeling elements, geometric mesh model into an advanced form of nodes and elements, plastic injection process analysis settings. It highlights the tensions, deformations and displacements in these parts during the injection process.
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Finholt, Thomas A., and Gary M. Olson. "From Laboratories to Collaboratories: A New Organizational Form for Scientific Collaboration." Psychological Science 8, no. 1 (1997): 28–36. http://dx.doi.org/10.1111/j.1467-9280.1997.tb00540.x.

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This article explores the potential impact of collaboratories on psychology. A collaboratory is a computer-supported system that allows scientists to work with each other, facilities, and databases without regard to geographical location The impact of collaboratories is discussed in terms of changes in the organization and practice of scientific work as this work moves from physical to virtual settings Examination of prototype collaboratories in the physical sciences shows that use of collaboratories produces changes through improved access to scarce resources, support for joint work among distant colleagues, and opportunities for broader participation in research by students Similar results in psychology are predicted if psychologists exploit collaboratories' capabilities to design new ways of conducting research, rather than adopting collaboratory technology as an extension of the status quo.
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Li, Jingyi, Alexandra Mayer, and Andreas Butz. "Towards a Design Space of Haptics in Everyday Virtual Reality across Different Spatial Scales." Multimodal Technologies and Interaction 5, no. 7 (2021): 36. http://dx.doi.org/10.3390/mti5070036.

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Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to increase immersion substantially. So far, it is mostly used in laboratory settings with specialized haptic devices. Especially for domestic VR, there is underexplored potential in exploiting physical elements of the often confined space in which it is used. In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations. From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking). In our narrow selection of papers, we found inspirations for future work and will discuss two example scenarios. Our work gives a current overview of haptic VR solutions and highlights strategies for adapting laboratory solutions to an everyday context.
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Prior, Sarah J., Phoebe Griffin, Lauri O’Brien, and Pieter J. Van Dam. "Delivering a work-integrated learning postgraduate course during COVID-19: Experiences, challenges and strategies." Journal of Medical Education and Curricular Development 7 (January 2020): 238212052096525. http://dx.doi.org/10.1177/2382120520965253.

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COVID-19 has had a significant impact on teaching and learning in postgraduate education. In particular, work integrated learning, in health care settings, has been disrupted in many ways negatively impacting student learning. Our Clinical Redesign courses are designed to deliver work-integrated learning in partnership with healthcare organisations to deliver workplace projects in real time, which has been complicated by COVID-19. This reflection examines the challenges that arose in the healthcare redesign teaching and learning space during the COVID-19 pandemic. We explore the experiences of our work-integrated learning students using Johns’ reflection model.1 Our students faced disruption to their education, workplaces and personal lives, and the experiences of our teaching team whose teaching philosophies were challenged. In response to the ongoing challenges, we developed strategies for supporting our students including the development of virtual projects for students who no longer had access to their workplaces or project appropriate resources.
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Davidekova, Monika, and Jozef Hvorecky. "ICT Collaboration Tools for Virtual Teams in Terms of the SECI Model." International Journal of Engineering Pedagogy (iJEP) 7, no. 1 (2017): 95. http://dx.doi.org/10.3991/ijep.v7i1.6502.

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Nowadays, the current state of development of information and communication technology (ICT) connects individuals across time and space in one common environment, that is accessible for anyone, the virtual world. To collaborate with somebody or to participate in a team activity does not require a physical presence anymore. Virtual settings allow real-time communication and cooperation across any distance at any time with negligible delay. ICT allows formation of virtual teams where those accomplish various functions in work, education and private life. Compared to local teams of physically present individuals, the collaboration in virtual environments is more intensively influenced by significantly impacting factors and requires intensive motivation of the team members, extensive support by their team leader and appropriate technology. Among all the available ICT tools, not each ICT tool is equally suitable for each and every team activity. This paper aims to provide analysis of various ICT tools, to disclose their potential to contribute to team’s quality communication and to reduce drawbacks caused by impersonal environment. Our aim is to optimize the composition of the ICT supporting infrastructure in order to form successful and effective collaboration.
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Obonya, Juraj, and Miroslav Kadlečík. "Assessing the Intensity of the Usability of the Course Content within the Virtual Learning Environment." International Journal of Emerging Technologies in Learning (iJET) 15, no. 17 (2020): 165. http://dx.doi.org/10.3991/ijet.v15i17.13715.

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Nowadays, education is a complex process that has many advantages. This is obvi-ously proven, as there are high demands on skills in today’s world. Therefore, it is a good approach to acquire this knowledge during the studies. Therefore, the re-quirement is aimed at the constantly improving and acquiring new experiences. In order to meet as many of these parameters as possible, it is important that we have an appropriately structured environment for students. The teaching process can be interpreted in several ways. In our research, we focus mainly on teaching through e-learning systems. Obviously, these supporting systems have many advanced func-tionalities to help make the whole learning process much easier to understand. In our work, we focus on methods and approaches by which we can evaluate student be-haviour and we can measure the justified course settings. We explored various man-agerial settings inside a concrete course structure. Subsequently there will be statistical evaluation of already cleaned and preprocessed data from the system. At the same time, based on these statistical confirmations, we can propose a set of methodologi-cal recommendations for the teacher, which will help us to improve the quality and effectiveness of the teaching process.
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Chen, Qing, and Wang-Ping Chen. "Toward Simultaneous Determination of Bulk Crustal Properties Using Virtual Deep Seismic Sounding." Bulletin of the Seismological Society of America 110, no. 3 (2020): 1387–92. http://dx.doi.org/10.1785/0120190294.

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ABSTRACT We augment the method of virtual deep seismic sounding (VDSS) by adding the phases Sp, the SV-P conversion across the Moho, to determine the average speed of the S wave (VS) in the crust. VDSS uses the strong SV-P conversion below the free surface from teleseismic earthquakes as a virtual source for wide-angle reflections of the P wave. The large signal generated by the virtual source is the strongest aspect of VDSS in which no stacking is necessary to build up the signal. Previous work used the large moveout of the wide-angle reflection, phase SsPmp, relative to the direct S-wave arrival, phase Ss, to minimize the trade-off between bulk P-wave speed (VP) and thickness of the crust (H). It is then straightforward to use the timing of the phase Sp to constrain VS. As examples, we show that this method works for data from both temporary and permanent seismic deployments in contrasting tectonic settings. Specifically, VS under station FORT in western Australia and H1620 in central Tibet are 3.77±0.08 and 3.42±0.11 km/s, respectively. This development complements the undertaking of using information from only the S-wave train to extract all three seismic parameters of the bulk crust, VP, VS, and H. These parameters are important for constraining overall silica content of the crust.
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Novak Lauscher, H., E. Stacy, J. Christenson, et al. "MP34: Evaluation of real-time virtual support for rural emergency care." CJEM 20, S1 (2018): S53. http://dx.doi.org/10.1017/cem.2018.188.

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Introduction: In many rural and remote communities in BC, family physicians who are providing excellent primary and emergency care would like to access useful, timely, and collegial support to ensure the highest quality of health services for their patients. We undertook a real-time virtual support project in Robson Valley, located in northern BC, to evaluate the use of digital technologies such as videoconferencing for on demand consultation between family physicians at rural sites and emergency physicians at a regional site. Telehealth consults also occurred between rural sites with nurses at community emergency rooms consulting with local on-call physicians. Our aim was to use telehealth to facilitate timely access to high quality, comprehensive, coordinated team-based care. An evaluation framework, based on the Triple Aim sought to: 1) Identify telehealth use cases and assess impact on patient outcomes, patient and health professional experience, and cost of health care delivery; and 2) Assess the role of relationships among care team members in progressing from uptake to normalization of telehealth into routine usage. Methods: Using a participatory approach, all members of the pilot project were involved in shaping the pilot including the co-development of the evaluation itself. Evaluation was used iteratively throughout implementation for ongoing quality improvement via regular team meetings, sharing and reflecting on findings, and adjusting processes as required. Mixed methods were used including: interviews with family physicians, nurses, and patients at rural sites, and emergency physicians at regional site; review of records such as technology use statistics; and stakeholder focus groups. Results: From November 2016 to July 2017, 26 cases of telehealth use were captured and evaluated. Findings indicate that telehealth has positively impacted care team, patients, and health system. Benefits for care team at the rural sites included confidence in diagnoses through timely access to advice and support, while emergency physicians at the regional site gained deeper understanding of the practice settings of rural colleagues. Nevertheless, telehealth has complicated the emergency department work flow and increased physician workload. Findings demonstrated efficiencies for the health system, including reducing the need for patient transfer. Patients expressed confidence in the physicians and telehealth system; by receiving care closer to home, they experienced personal cost savings. Implementation saw a move away from scheduled telehealth visits to real use of technology for timely access. Conclusion: Evidence of the benefits of telehealth in emergency settings is needed to support stakeholder engagement to address issues of workflow and capacity. This pilot has early indications of significant local impact and will inform the expansion of emergency telehealth in all emergency settings in BC.
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Hinkel, Rochus Urban. "From Analogue to Virtual: Urban Interiors in the Pandemicene." Interiority 3, no. 2 (2020): 121–44. http://dx.doi.org/10.7454/in.v3i2.98.

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This paper speculates on the potential long-term impact of the COVID-19 pandemic on the way we interact with each other in cities by focusing on the socio-spatial concept of the urban interior. How will our everyday life in cities change? What changes will be wrought on our informal encounters and our temporal occupation of places and spaces? What impact will future urban planning have on the way we move through, work and study in and act as individuals and collectives in our cities? In order to look ahead, it is worth reflecting on historical examples. Studying the ways diseases have influenced how we shape and design, control and govern, explore and occupy urban environments suggests that we will likely have to rethink of our cities in anticipation of future pandemics. No doubt, post-COVID-19, we will witness changes in urban politics with consequences in urban planning and design. We will see a continued impact on an informal level too, on how people interact and what sort of individual and shared activities they will engage with. Will public space become increasingly controlled, politicised or irrelevant for political expression? It is clearly too early to come to a conclusion, but based on the past and based on observations of already emerging spatial practices in urban settings, we can speculate upon what kinds of futures might emerge.
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Dyatko, A. A., S. M. Kostromitski, P. N. Shumski, and I. N. Davydenkо. "OPERATION OF THE RADIOLOCATION ANGULAR SYSTEM IN THE CONDITIONS OF THE SIGNAL CREATED BY COHERENT SOURCES OF RADIATION FROM TWO SPOTS." Doklady BGUIR, no. 7-8 (December 29, 2019): 22–29. http://dx.doi.org/10.35596/1729-7648-2019-126-8-22-29.

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The purpose of the work, the results of which are presented within the framework of the article, was to analyze the operation of the radar goniometer system under the conditions of a signal generated by coherent radiation sources from two points in space (cross-eye interference). To achieve the goal in the present work, a study was made of the dependence of the settings of the goniometric system on the ratio of the parameters of the cross-eye jammer and the angular coordinate meter itself. As a goniometric system, an angular coordinate meter was used, operating by the method of amplitude instantaneous signal comparison. The studies were carried out by the method of theoretical analysis of the influence of the radiation pattern parameters of the antenna system of the meter on the result of measuring the angular position of a virtual radiation source. As a result, an equation is obtained that relates the angular position of the virtual radiation source with the radiation pattern parameters of the antenna system of the meter, the shape of which was approximated by a gaussian curve. To illustrate the functioning of the goniometric system at specific values of the parameters supplied to its input signals, the method of mathematical modeling was used. Modeling was performed for the given parameters, which determine both the position of the radiation sources in space and the algorithm of operation of the angular coordinate meter. Based on the results obtained, it is shown that the angular coordinate meter has three stationary states corresponding to the position of the virtual radiation source in space. It is shown that only two of these states are stable. The latter means that, depending on the initial conditions, the angular coordinate meter can fix one of the two possible positions of the virtual radiation source in space. The scientific novelty of this work is to establish a relationship between the position of the virtual radiation source in space and the parameters of the angular coordinate meter.
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Williams, Isabel. "Designing, Setting Up, and Facilitating a Knowledge Sharing Virtual Community of Practice, between Social Work Lecturers in the UK and India." International Journal of Knowledge Management 8, no. 4 (2012): 22–49. http://dx.doi.org/10.4018/jkm.2012100102.

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The purpose of this research is to evaluate the effectiveness of a virtual Community of Practice (vCoP) which was developed between social work lecturers in two University settings – one in the UK and the other in India. The design and methodology draws on qualitative data collected from online discussions and semi-structured questionnaires arising from the involvement of twelve participants over a one year period. An Action Research method was adopted which allowed the shift of power from the designer to the participants over the year. This paper illustrates how a vCoP can be an ideal tool to aid communication and knowledge sharing between universities within an international context. It adds value by increasing the knowledge of participant lecturers to more than local perspectives and gives a greater understanding of social work from an international, cross-country, perspective. Although one of the limitations is that this is a small scale study, it does raise important considerations necessary for ensuring the success for vCoP’s and offers a model to aid successful online collaboration as well as important messages for those who are developing online courses and teaching within an international environment. It further gives insight into adopting Action Research as a research methodology that can be usefully used for online collaborative research.
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Schuwerk, Clemens, Giulia Paggetti, Rahul Chaudhari, and Eckehard Steinbach. "Perception-Based Traffic Control for Shared Haptic Virtual Environments." Presence: Teleoperators and Virtual Environments 23, no. 3 (2014): 320–38. http://dx.doi.org/10.1162/pres_a_00196.

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Shared Haptic Virtual Environments (SHVEs) are often realized using a client–server communication architecture. In this case, a centralized physics engine, running on the server, is used to simulate the object-states in the virtual environment (VE). At the clients, a copy of the VE is maintained and used to render the interaction forces locally, which are then displayed to the human through a haptic device. While this architecture ensures stability in the coupling between the haptic device and the virtual environment, it necessitates a high number of object-state update packets transmitted from the server to the clients to achieve satisfactory force feedback quality. In this paper, we propose a perception-based traffic control scheme to reduce the number of object-state update packets by allowing a variable but not perceivable object-state error at the client. To find a balance between packet rate reduction and force rendering fidelity, our approach uses different error thresholds for the visual and haptic modality, where the haptic thresholds are determined by psychophysical experiments in this paper. Force feedback quality is evaluated with subjective tests for a variety of different traffic control parameter settings. The results show that the proposed scheme reduces the packet rate by up to 97%, compared to communication approaches that work without data reduction. At the same time, the proposed scheme does not degrade the haptic feedback quality significantly. Finally, it outperforms well-known dead reckoning, commonly used in visual-only distributed applications.
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Chen, Du, Shu Mao Wang, You Chun Ding, and Feng Kang. "Design and Field Test of Virtual Instrument Based Monitor and Control System for Combine Harvester Automation." Applied Mechanics and Materials 130-134 (October 2011): 2413–16. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.2413.

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In this study an online monitor and control system was developed and tested based on virtual instrument environment for combine harvester automation. A data acquisition system and control elements were integrated into a self-propelled combine harvester. The following online information was recorded: performance parameters (threshing drum torque, engine speed, operation speed, etc), machine settings (reel speed, knife speed, drum speed, etc) and guidance information. The collected data were integrated into windows-based software for real-time processing. Image sensing information was used for swath detection and obtained results could be transmitted to the actuator for auto steering. The guidance error could be controlled in the range of 0.15 m during road surface test with centerline. The ground speed was adjusted by using the threshing power consumption data to improve work performance during field test. Experiments results indicated that it was possible to use virtual instrument environment based system to monitor operation data and conduct other real-time applications for field operation.
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Liebermann, Susanne Christina, Katharina Blenckner, Jan-Hendrik Diehl, et al. "Abrupt Implementation of Telework in the Public Sector During the COVID-19 Crisis." Zeitschrift für Arbeits- und Organisationspsychologie A&O 65, no. 4 (2021): 258–66. http://dx.doi.org/10.1026/0932-4089/a000367.

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Abstract. Lockdown regulations during the COVID-19 outbreak resulted in abrupt changes to work situations and presented new leadership challenges. This short report explores how leaders perceived their options for leading transformationally when their teams were forced to rapidly switch to virtual collaboration. We interviewed 20 supervisors using semistructured telephone interviews who described their general leadership behavior before the lockdown and the evaluated possibilities and difficulties of leading transformationally during the lockdown. The article provides insights into the preconditions for transformational leadership in the public sector during change processes. High workload, time pressure, and role conflicts, combined with restricted freedom of action, restrained their options of transformational leadership. Communicative problems further hindered the transfer of transformational leadership behavior to new working arrangements during the Covid-19-crisis. The article derives implications for ways of helping managers to employ the potentials of transformational leadership in virtual settings and during change processes in the public sector.
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Romero-Ivanova, Christina, Michael Shaughnessy, Laura Otto, Emily Taylor, and Emma Watson. "Digital Practices & Applications in a Covid-19 Culture." Higher Education Studies 10, no. 3 (2020): 80. http://dx.doi.org/10.5539/hes.v10n3p80.

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This article addresses reflections of one University instructor’s teaching and her pre-teacher education students’ innovative digital learning practices during the Covid-19 pandemic in Spring 2020. The question of How has one instructor embedded digital practices in her virtual teaching to engage and purposefully introduce and connect pre-teacher education students with diverse technologies and multimodalities of learning during a mandatory virtual instruction time? will be addressed and discussed. 
 
 Student-centered practices such as group work, pair work, the use of Zoom breakout rooms, and multimodal literary responses through technology applications such as Flipgrid and Google Docs will be described and reflected upon. The instructor’s own teaching practices that have included weekly mentoring meetings with her education students and continuing individual coffee meetings in diverse settings will be highlighted as ways of demonstrating care and encouragement toward face-to-face students who have been transitioned as online students. The reflections outlined in this abstract draw upon the notion of technologies as providers of active interactions and will include snapshots of an instructors’ students’ digital artifacts such as Flipgrid, video-recorded monologues, and Google Doc news stories with students reflecting on the uses of multimodal technologies in their own future teaching practices. This manuscript will also include student reflections and a sidebar of suggestions for using Zoom with virtual teaching.
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Benavides, Christian O., and Samuel Antonio Peña. "Realidad Virtual Como Apoyo al Desarrollo de Habilidades No Técnicas en Profesionales de la Salud." KnE Engineering 3, no. 1 (2018): 216. http://dx.doi.org/10.18502/keg.v3i1.1427.

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In recent years research has been done on how to gain non-technical skills, as one of the most influential factors in the daily work activities of the human being; This deficiency manifests itself more frequently in people of small age and with little professional experience, causing different negative effects on the psychological behaviors (cognitive, emotional, etc.), damaging their personal, familiar and work well-being. However, this factor is often developed with repetition in high workload scenarios, such as medical or hospital settings, and especially in areas of high labor demand and with a higher stress index such as the intensive care unit (ICU) and the emergency department Hospitals, which are places where the medical staff is exposed to provide a high quality personalized attention, under the pressure of the patient, relatives, directors and administrative of the hospitals, often provoking the alteration of their capacities or psychological factors At the time of providing the service and maintaining patient safety. Thus the proposal of the following research is to support the health professionals to gain non-technical skills through virtual reality to control adverse situations of the environment without harming the safety of the patient.Keywords: Virtual Reality, Human Machine Interaction, Medical Organizational Environment, Non-technical Skills
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Li, Guangchuan, David Rempel, Yue Liu, and Carisa Harris-Adamson. "The Design and Assignment of Microgestures to Commands for Virtual and Augmented Reality Tasks." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 2061–63. http://dx.doi.org/10.1177/1071181320641498.

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Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.
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Orr, Noreen, Nicola L. Yeo, Sarah G. Dean, Mathew P. White, and Ruth Garside. "“It Makes You Feel That You Are There”: Exploring the Acceptability of Virtual Reality Nature Environments for People with Memory Loss." Geriatrics 6, no. 1 (2021): 27. http://dx.doi.org/10.3390/geriatrics6010027.

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Aim: To report on the acceptability of virtual reality (VR) nature environments for people with memory loss at memory cafes, and explore the experiences and perceptions of carers and staff. Methods: A qualitative study was conducted between January and March 2019. Ten adults with memory loss, eight carers and six volunteer staff were recruited from two memory cafes, located in Cornwall, UK. There were 19 VR sessions which were audio recorded and all participants were interviewed at the end of the sessions. Framework analysis was used to identify patterns and themes in the data. Results: During the VR experience, participants were engaged to varying degrees, with engagement facilitated by the researcher, and in some cases, with the help of a carer. Participants responded positively to the nature scenes, finding them soothing and evoking memories. The VR experience was positive; many felt immersed in nature and saw it as an opportunity to ‘go somewhere’. However, it was not always positive and for a few, it could be ‘strange’. Participants reflected on their experience of the VR equipment, and volunteer staff and carers also shared their perceptions of VR for people with dementia in long-term care settings. Conclusions: The VR nature experience was an opportunity for people with memory loss to be immersed in nature and offered the potential to enhance their quality of life. Future work should build on lessons learned and continue to work with people with dementia in developing and implementing VR technology in long-term care settings.
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48

Brown, Theresa, Emily Nauman Vogel, Sarah Adler, et al. "Bringing Virtual Reality From Clinical Trials to Clinical Practice for the Treatment of Eating Disorders: An Example Using Virtual Reality Cue Exposure Therapy." Journal of Medical Internet Research 22, no. 4 (2020): e16386. http://dx.doi.org/10.2196/16386.

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Novel treatment options for eating disorders (EDs) are critically needed to enhance treatment outcomes and reduce the rates of treatment dropouts. On average, only 50% of individuals receiving evidence-based care remit, whereas 24% drop out before treatment completion. One particularly promising direction involves integrating virtual reality (VR) with existing evidence-based treatments (EBTs) such as cue exposure therapy (CET). Across psychiatric disorders, VR-based interventions are demonstrating at least preliminary efficacy and noninferiority to traditional treatments. Furthermore, VR technology has become increasingly portable, resulting in improved acceptance, increased access, and reductions in cost. However, more efficient research processes may be needed to uncover the potential benefits of these rapid technological advances. This viewpoint paper reviews existing empirical support for integrating VR with EBTs (with a focus on its use with EDs) and proposes key next steps to more rapidly bring this innovative technology-based intervention into real-world clinic settings, as warranted. VR-CET for EDs is used to illustrate a suggested process for developing such treatment enhancements. We recommend following a deployment-focused model of intervention development and testing to enable rapid implementation of robust, practice-ready treatments. In addition, our review highlights the need for a comprehensive clinical protocol that supports clinicians and researchers in the implementation and testing of VR-CET and identifies key missing protocol components with rationale for their inclusion. Ultimately, this work may lead to a more complete understanding of the full potential of the applications and integrations of VR into mental health care globally.
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49

Manthorpe, Jill, Jess Harris, Stan Burridge, et al. "Social Work Practice with Adults under the Rising Second Wave of Covid-19 in England: Frontline Experiences and the Use of Professional Judgement." British Journal of Social Work 51, no. 5 (2021): 1879–96. http://dx.doi.org/10.1093/bjsw/bcab080.

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Abstract The impacts on adult social work in England of the Covid-19 pandemic were sudden and are proving long-standing. In England, many social workers moved to home working and virtual contact with colleagues, managers, staff from other agencies and service users. A first national lockdown was followed by a lessening of restrictions, but a second wave started at the end of Summer 2020 and restrictions were re-introduced. This study draws on telephone interviews with a sample of twenty-two social workers working with adults in a wide range of roles and settings in ten local authorities and two National Health Service Hospital Trusts, interviewed August–October 2020. Following transcription, interview data were analysed thematically. Findings are reported under three emerging themes: using professional judgement, new and emerging case work and embedding change. These are compared with findings from studies of practice in children’s services and of surveys of social workers during the Covid-19 pandemic. Implications for practice, service users and research are explored.
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Volovich, K. I., S. A. Denisov, and S. I. Malkovsky. "Creating of an individual modeling environment in a hybrid high-performance computing system." Izvestiya Vysshikh Uchebnykh Zavedenii. Materialy Elektronnoi Tekhniki = Materials of Electronics Engineering 22, no. 3 (2020): 197–201. http://dx.doi.org/10.17073/1609-3577-2019-3-197-201.

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The article is devoted to the problem of solving scientific problems in the field of high-performance computing systems. An approach to solving a certain kind of problems in materials science is the use of mathematical modeling technologies implemented by specialized modeling systems. The greatest efficiency of the modeling system is shown when deployed in hybrid high-performance computing systems (HHPC), which have high performance and allow solving problems in an acceptable time with sufficient accuracy. However, there are a number of limitations that affect the work of the research team with modeling systems in the HHPC computing environment: the need to access graphics accelerators at the stage of development and debugging of algorithms in the modeling system, the need to use several modeling systems in order to obtain the most optimal solution, the need to dynamically change settings modeling systems for solving problems. The solution to the problem of the above limitations is assigned to an individual modeling environment functioning in the HHPC computing environment. The optimal solution for creating an individual modeling environment is the technology of virtual containerization. An algorithm for the formation of an individual modeling environment in a hybrid high-performance computing complex based on the «docker» virtual containerization system is proposed. An individual modeling environment is created by installing the necessary software in the base container, setting environment variables, installing custom software and licenses. A feature of the algorithm is the ability to form a library image from a base container with a customized individual modeling environment. In conclusion, the direction for further research work is indicated. The algorithm presented in the article is independent of the implementation of the job management system and can be used for any high-performance computing system.
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