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1

Perry, Sara Jansen, Natalia M. Lorinkova, Emily M. Hunter, Abigail Hubbard, and J. Timothy McMahon. "When Does Virtuality Really “Work”? Examining the Role of Work–Family and Virtuality in Social Loafing." Journal of Management 42, no. 2 (2013): 449–79. http://dx.doi.org/10.1177/0149206313475814.

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González Celin, Yuranis Selene. "CYBERBULLYING: THE NEW WORK RISK IN VIRTUALITY." SCT Proceedings in Interdisciplinary Insights and Innovations 1 (December 10, 2023): 88. http://dx.doi.org/10.56294/piii202388.

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The objective of this article is to show how workplace harassment has become relevant with the growing adoption of remote work and how a lack of physical interaction can amplify tensions, misunderstandings and conflicts, giving rise to harassment situations that negatively affect the well-being and performance of employees. workers. This type of harassment can manifest itself in various forms, such as excessive monitoring, deliberate exclusion, intimidation through messages or calls, or the spread of rumors or false information, all resulting in a bad work environment, poor performance and negative emotional state.This is why it is essential to encourage open communication between all members of the organization, stay informed, raise awareness, provide emotional support and resources for mental health, and promote a healthy balance between work and personal life. You can also establish clear guidelines on the use of online communication and collaboration tools to avoid abuse and misunderstandings.It must be taken into account that whether violence is physical or digital, it is detrimental to the work environment since it affects both employees and the goals and objectives of the entity.
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Costa, Patrícia L., Lisa Handke, and Thomas A. O’Neill. "Are All Lockdown Teams Created Equally? Work Characteristics and Team Perceived Virtuality." Small Group Research 52, no. 5 (2021): 600–628. http://dx.doi.org/10.1177/1046496421997897.

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Team virtuality has been mostly conceptualized as structural features, such as the percentage of time team members communicate via technology. However, the perception of distance and of information deficits (team perceived virtuality, TPV) may be an indispensable construct to understand virtual teams’ functioning. The lockdowns imposed on most countries due to COVID-19 created virtual teams with high degrees of structural virtuality. With structural virtuality held constant among teams, we explore configurations of work characteristics (autonomy, interdependence, and organizational support) that influence TPV. With a sample of 296 multinational workers, a Latent Profile Analysis identified four distinct profiles of those work characteristics. Those profiles related differently to TPV. Contrary to previous findings, interdependence seems to play an important role in these teams high in structural virtuality when their autonomy is also high, highlighting the pivotal role of frequent interaction among team members, under conditions of high structural virtuality.
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KIRKMAN, BRADLEY L., and JOHN E. MATHIEU. "THE ROLE OF VIRTUALITY IN WORK TEAM EFFECTIVENESS." Academy of Management Proceedings 2004, no. 1 (2004): L1—L6. http://dx.doi.org/10.5465/ambpp.2004.13862418.

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Handke, Lisa, Florian E. Klonek, Sharon K. Parker, and Simone Kauffeld. "Interactive Effects of Team Virtuality and Work Design on Team Functioning." Small Group Research 51, no. 1 (2019): 3–47. http://dx.doi.org/10.1177/1046496419863490.

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This review study aimed to investigate how team work design shapes the impact of team virtuality on team functioning. Based on 48 studies, we identified key work design variables that influence both team functioning, that is, team performance and intermediary outcomes (i.e., team processes and emergent states), under conditions of high virtuality (or in interaction with virtuality). First, while outcome interdependence showed positive effects on the functioning of virtual teams, particularly via motivational increases, task interdependence showed mixed results. Second, high levels of knowledge characteristics (e.g., task complexity) appear to worsen team functioning within virtual contexts, likely because these characteristics add to the demands of an already demanding context. Third, job resources (e.g., feedback) showed positive associations with team functioning, suggesting these variables might buffer the high demands of virtual work. Given these results, more investigations that explicitly examine the interaction between work design and team virtuality are needed.
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Kennedy, Miles. "Virtue and Virtuality." International Journal of Technoethics 2, no. 1 (2011): 1–18. http://dx.doi.org/10.4018/jte.2011010101.

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This paper is an attempt to establish a foundation for technoethics of IT that makes an account of the virtual environment based within the lived situation of those who work and dwell in that emerging realm. The most important phenomenon for technoethics of IT is the relationship between knowledge about information and the capacity to turn information into knowledge. This relationship is embodied in being a Master of Information Technology. To achieve mastery of information and mould it into knowledge, a useful tool-like entity, is to have power in the contemporary world. Once this situation is recognised ethical questions arise of their own volition. A selection of these questions are dealt with in the following paper, they are the questions of the distinction between information and knowledge, the central issue of virtue and virtuality, and the distinction between stealing and sharing in the virtual environment. This paper constitutes a think piece; readers who have a stake in the virtual environment and its ethical makeup are urged to ask themselves these questions and come up with others in turn.
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Tijunaitis, Karolis, Debora Jeske, and Kenneth S. Shultz. "Virtuality at work and social media use among dispersed workers." Employee Relations: The International Journal 41, no. 3 (2019): 358–73. http://dx.doi.org/10.1108/er-03-2018-0093.

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Purpose Technology and globalization of services have facilitated the digitalization of many processes at work. However, their impact on social capital is unknown. The purpose of this paper is to examine the relationships between virtuality in the workplace and social capital. Design/methodology/approach Using an online survey, the authors recruited 152 female student workers using an opportunity sampling approach. Findings Participants who used social media at work (n=112) reported higher social capital overall than participants who did not use any social media to communicate with colleagues at work (n=40). This difference also presented itself in terms of the social capital subscales (network ties, shared vision and trust). Mediation analysis conducted with users of social media at work revealed that social media use was a significant mediator in the relationship between virtuality at work and social capital overall (partial mediation). Subsequent analyses with the subscales for virtuality and social capital suggested full mediation of the relationship in most instances (with the exception of work practices). Originality/value This is the first study to examine the relationship between virtuality, social media and social capital at work. The result of this study suggests that social media use at work between colleagues can play a significant role in promoting social capital in workplaces that are heavily reliant on technological application to support interactions at work and feature geographical and temporal dispersion.
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Orhan, Mehmet A., John B. Rijsman, and Gerda M. van Dijk. "Invisible, therefore isolated: Comparative effects of team virtuality with task virtuality on workplace isolation and work outcomes." Revista de Psicología del Trabajo y de las Organizaciones 32, no. 2 (2016): 109–22. http://dx.doi.org/10.1016/j.rpto.2016.02.002.

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Bhargava, Sushant. "Virtuality and teams: Dealing with crises and catastrophes." Human Systems Management 39, no. 4 (2020): 537–47. http://dx.doi.org/10.3233/hsm-201050.

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BACKGROUND: This article bridges the gap between theory and practice and elaborates, for practitioners, how to convert the COVID-19 and other similar crises into opportunities for keeping their business on track for growth. It shows how movement to virtual modes of working, especially virtual teams, can help practitioners meet the current crisis effectively and also prepare for future crisis efficiently. OBJECTIVE: The objective of this article is to show how the concept of virtuality can help design practices which enable managers/practitioners in effectively managing necessary transitions to virtual work. METHODS: The article reviews and integrates essential literature on virtuality and virtual teams. It enumerates the benefits and challenges which accompany a sudden and necessary movement to virtual work in teams. Also used are the recently developed theoretical frameworks of teams as essential emergent states and its implications on virtual work. RESULTS: By distilling insights from past literature, the article advises managers on how to deal with the present and prepare for future disruptions. Usage of overarching frameworks rather than industry/work specific literature enables managers to move away from specific recommendations and focus on general characteristics for wider impact. CONCLUSIONS: The article demonstrates how organizations can meet disruptive challenges successfully and also prepare for future challenges sustainably using virtuality as a starting point.
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Gurung, Anil. "The role of virtuality and work family conflict in forming attitudes towards virtual work." International Journal of Information Systems and Change Management 2, no. 1 (2007): 69. http://dx.doi.org/10.1504/ijiscm.2007.013882.

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11

Johnson, Larissa Andrea. "On Virtuality and the Diasporic Imagination." Film Quarterly 75, no. 2 (2021): 94–101. http://dx.doi.org/10.1525/fq.2021.75.2.94.

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This report covers the 10th edition of BlackStar Film Festival (BSFF), which took place virtually and in person over a week in early August 2021. The independent festival features work by Black, Brown and Indigenous makers, and aims to reach a wide audience whose identities and experiences are reflected in the films. Johnson considers the multifaceted symbolism of the Black Star as it is realized in the curatorial and institutional vision of the festival, and considers the affordances (and limitations) of virtuality toward greater distribution of, and access to, independent films in the places they represent. An extensive review of the shorts program includes reporting on category winners Lizard (Akinola Davies Jr), Dear Philadelphia (Renee Maria Osubu) and Elena (Michèle Stephenson). This is the first review of BSFF for Film Quarterly.
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Styhre, Alexander. "Peer learning in construction work: virtuality and time in workplace learning." Journal of Workplace Learning 18, no. 2 (2006): 93–105. http://dx.doi.org/10.1108/13665620610647809.

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Okkonen, Jussi. "How virtuality affects knowledge work: points on performance and knowledge management." International Journal of Networking and Virtual Organisations 2, no. 2 (2004): 153. http://dx.doi.org/10.1504/ijnvo.2004.005136.

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14

Calvey, David. "Book Review: New Technologies at Work: People, Screens and Social Virtuality." Media, Culture & Society 27, no. 2 (2005): 309–10. http://dx.doi.org/10.1177/016344370502700216.

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15

Regenbrecht, H., T. Lum, P. Kohler, et al. "Using Augmented Virtuality for Remote Collaboration." Presence: Teleoperators and Virtual Environments 13, no. 3 (2004): 338–54. http://dx.doi.org/10.1162/1054746041422334.

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This paper describes the concept, prototypical implementation, and usability evaluation of the Augmented Virtuality (AV)-based videoconferencing (VC) system cAR/PE!. We present a solution that allows three participants at different locations to communicate over a network in an environment simulating a traditional face-to-face meeting. Integrated into the AV environment are live video streams of the participants spatially arranged around a virtual table, a large virtual presentation screen for 2D display and application sharing, and 3D geometry (models) within the room and on top of the table. We describe the general concept and application scenario as well as the actual hardware setup, the implementation, and the use of the system in its current state. Results of two usability studies with 87 subjects are presented that show the general usability of our approach as well as good overall satisfaction. Parts of the work described here were presented as a poster at the second International Symposium on Mixed and Augmented Reality (Regenbrecht, Ott, Wagner, Lum, Kohler, et al., 2003. An Augmented Virtuality Approach to 3D Videoconferencing. Poster at 2nd Int. Symp. on Mixed and Aug. Reality, Tokyo.).
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Jakha, Hicham. "Ficta and Virtuality: An Ingardenian Ontology of Virtualized Ficta." Rivista di estetica 85 (2024): 199–212. https://doi.org/10.4000/12tqj.

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In my paper, I establish an Ingardenian phenomenological ontology of “virtualized ficta”, i.e., fictional entities introduced to virtual gaming. The first Section of my paper provides an ontology of virtualized ficta, focusing primarily on their ‘‘existential moments’’. But in order to have a firm grasp of the ontological aspects grounding the virtual work, it’s important to engage its strata. This is what I attempt to do in Section 1.2. Virtualized ficta’s intentional dependencies are strongly manifest in what I call the ‘‘strata of the virtual work’’. That is, I repurpose Ingarden’s strata of the literary work, the picture, and the film to showcase that virtualized ficta, from the bottom up (i.e., from their pure ontology to aesthetics) are purely intentional entities. In short, I argue for a purely intentional account of virtualized ficta as ficta-made-virtualia, whose ontological status is determined by the creative acts of game developers and gamers.
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Steinicke, Frank, and Katrin Wolf. "New Digital Realities – Blending our Reality with Virtuality." i-com 19, no. 2 (2020): 61–65. http://dx.doi.org/10.1515/icom-2020-0014.

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AbstractNew digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR) technology, which provide enormous potential for application domains like training, simulation, education, entertainment, health, and sports. However, also other forms of digitally enhanced reality (XR) supports novel forms of immersion and experiences while generating, visualizing and interacting with digital content either displayed in fully-immersive virtual environments or superimposed into our view of the real world, and will significantly change the way we work, travel, play, and communicate. Consequently, we face dramatic changes in interactive media creation, access, and perception. In this special issue, we solicit work that addresses novel interaction design, interfaces, and implementation of new digital reality in which our reality is blended with the virtuality with a focus on users’ needs, joy, and visions.
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Faruk, Faruk. "Virtuality of Seno Gumira Ajidarma’s Eyewitness as a Work of Magical Realism." GEMA Online® Journal of Language Studies 24, no. 4 (2024): 324–39. http://dx.doi.org/10.17576/gema-2024-2404-17.

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19

Chiossi, Francesco, Yassmine El Khaoudi, Changkun Ou, et al. "Evaluating Typing Performance in Different Mixed Reality Manifestations using Physiological Features." Proceedings of the ACM on Human-Computer Interaction 8, ISS (2024): 377–406. http://dx.doi.org/10.1145/3698142.

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Mixed reality enables users to immerse themselves in high-workload interaction spaces like office work scenarios. We envision physiologically adaptive systems that can move users into different mixed reality manifestations, to improve their focus on the primary task. However, it is unclear which manifestation is most conducive for high productivity and engagement. In this work, we evaluate whether physiological indicators for engagement can be discriminated for different manifestations. For this, we engaged participants in a typing task in three different mixed reality manifestations (augmented reality, augmented virtuality, virtual reality) and monitored physiological correlates (EEG, ECG, and eye tracking) of users' engagement and workload. We found that users achieved best typing performances in augmented reality and augmented virtuality. At the same time, physiological engagement peaked in augmented virtuality, while workload decreased. We conclude that augmented virtuality strikes a good balance between the different manifestations, as it facilitates displaying the physical keyboard for improved typing performance and, at the same time, allows one to block out the real world, removing many real-world distractors.
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Ellis, Richard. "BEYOND THE HUMAN CONDITION: DURATION AND VIRTUALITY IN HERACLITUS." Ramus 49, no. 1-2 (2020): 41–69. http://dx.doi.org/10.1017/rmu.2020.4.

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Gilles Deleuze's engagement with Heraclitus is long-standing, going back to his early work on Nietzsche, and persisting through the collaborative volumes produced with Félix Guattari in which Heraclitus becomes a key exemplar of their own philosophical method, whereby thought and nature are said to fold into one another in creative configurations. For Deleuze, as before him for Nietzsche, Heraclitus’ conception of universal becoming and of the constitutive flows across codes—be they ontological, epistemological, political, or ethical—demands a radical re-evaluation of the place of the human in time, and of the boundaries of subjectivity. Elsewhere, Deleuze states that the very meaning of philosophy is ‘to go beyond the human condition’ by opening us up to the other durations—inhuman and superhuman—with which, and by which, we are disclosed. A further key interlocutor here is Henri Bergson, whose work on time as duration, with psychological and ontological import, is central to the development of many of Deleuze's philosophical positions, including those subsequently nuanced by his work with Félix Guattari. Before attempting to map the plane of affiliations upon which these thinkers move, it is necessary to begin from Heraclitus’ own words on philosophical method and the opposition he draws between the correct, though elusive, practice of νόος (‘thought’, ‘understanding’) and the inadequate model of πολυμαθίη (‘much learning’) adopted by his intellectual predecessors.
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Naimark, Michael. "Aspen the Verb: Musings on Heritage and Virtuality." Presence: Teleoperators and Virtual Environments 15, no. 3 (2006): 330–35. http://dx.doi.org/10.1162/pres.15.3.330.

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Aspen, the picturesque mountain town in Colorado, is known for two processes, or “verbs,” relating to heritage and virtuality. One is to “moviemap,” the process of rigorously filming path and turn sequences to simulate interactive travel and to use as a spatial interface for a multimedia database. The other is to “Aspenize,” the process by which a fragile cultural ecosystem is disrupted by tourism and growth. This essay reflects on their significance and describes exemplary work integrating these two seemingly disparate concepts.
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Alvarez Mateos, Maria Teresa. "Análisis de la noción de virtualidad en el contexto de una fenomenología de la conciencia de imagen: un estudio steiniano." Revista Portuguesa de Filosofia 78, no. 1-2 (2022): 279–94. http://dx.doi.org/10.17990/rpf/2022_78_1_0279.

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Edith Stein´s philosophical work was largely devoted to the synthesis of the phenomenological thought of her master Edmund Husserl with thomistic scholasticism. This work tries to continue the motivation of that Steinian synthesis project in relation to one of the notions dealt with in the philosophy of Thomas Aquinas that may help to clarify the phenomenological analysis about imagination and image consciousness: namely the idea of virtuality. It will be argued that this notion of “virtuality” used by Thomas Aquinas can characterize the mode of being of some components of pictorial images.
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F. Breidbach, Christoph, Roderick Brodie, and Linda Hollebeek. "Beyond virtuality: from engagement platforms to engagement ecosystems." Managing Service Quality 24, no. 6 (2014): 592–611. http://dx.doi.org/10.1108/msq-08-2013-0158.

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Purpose – Understanding the role and implications of information and communication technology (ICT) in service is the key research priority for service science and the management of service quality. The purpose of this paper is to address this priority by providing insights into the role of “engagement platforms” (EPs), physical or virtual customer touch points where actors exchange resources and co-create value. Despite an emerging body of literature that emphasizes the fit between engagement and technology-enabled service contexts, EPs remain ill-defined. Specifically, little is known about the particular types of EPs, their characteristics, and implications for the performance of service ecosystems and managing service quality. Design/methodology/approach – By drawing on two illustrative case studies, the authors investigate and theorize about the characteristics and dynamics of EPs in virtual/physical contexts, and identify if, how and to what extent configurations of EPs may enhance resource exchange within and across service ecosystems. Findings – By building on emerging research at the service/engagement interface, the paper introduces the notion of the “engagement ecosystem,” as a configuration of individual, mutually dependent EPs that represent specific interactivity-facilitative loci. The paper explicates the relevance of the model and highlight opportunities for future research in this emerging field of inquiry. Research limitations/implications – The work addresses the call for research at the intersection of ICT and service science through development and application of the engagement ecosystem concept. The theorizing process draws on two illustrative case studies, and thereby provides a theoretical contribution and foundation for future research in this emerging area. Practical implications – The authors guide managerial decision-making regarding the implementation, adoption, and utilization of engagement ecosystems. Furthermore, the nature of “engagement” as a bridging concept implies that the work can help managers to operationalize service-centric thinking. Originality/value – By showing how individual EPs form engagement ecosystems, the paper bridges theory and practice, and offers new insight in the realm of practical application of the S-D logic.
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Õun, Kandela, and Gerda Mihhailova. "An Improved Approach to the Construct of Virtual Work Based On Estonian Service Sector Organisations." Lietuvos statistikos darbai 50, no. 1 (2011): 14–22. http://dx.doi.org/10.15388/ljs.2011.13914.

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The use of virtual teamwork is still a relatively new field for academic research and, even when researchedempirically, case study, interviewing or other small sample approaches are usually used. The aim of the paper is to present animproved construct of virtual work based on the Estonian service sector. The novel and theoretical contributions of the paperstem from presenting the improved approach in a new model that uses virtuality; a comparison is also made betweenvirtuality indices of easy and hard work. The empirical results presented in the paper are based on a sample of 781 respondentsfrom 93 service sector organisations. It was found that the improved index is linked to the initial index but differencesbetween respondent groups are clearer, and the improved index is much more user-friendly than the first virtuality index suggestedby the authors.
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Morales, José Néstor Sánchez, Edith Eloísa Huerta León, Oriana Rivera-Lozada, Miriam Liliana Flores Coronado, and Luis Alberto Núñez Lira. "Virtuality in university teaching-learning versus COVID-19." Revista Tempos e Espaços em Educação 14, no. 33 (2021): e15108. http://dx.doi.org/10.20952/revtee.v14i33.15108.

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The research aimed to analyze the use of virtual resources in teaching-learning in times of pandemic at the Daniel Alcides Carrion National University. The methodology used was of qualitative approach through field work to explain the behaviors assumed in the processes of learning management by students and teachers. The information was collected through various techniques such as observation of virtual classes, documentary analysis, and focus groups with students, unstructured interviews and, in depth, with experts in the subject that allowed us to conduct the discussion and triangulation. The results allowed us to affirm that students recognize the importance of technology and the use of ICTs for their professional training; in addition, students and teachers have been demonstrating high levels of value, responsibility and commitment to their learning.
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Colombo, Andrea, and Floriana Ferro. "Virtuality and immanence in Deleuze and Merleau-Ponty." Aisthesis. Pratiche, linguaggi e saperi dell’estetico 16, no. 1 (2023): 7–16. http://dx.doi.org/10.36253/aisthesis-14203.

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In this paper we aim to find a definition of virtual which fits the latest developments of digital technology, but also applies to the analog world. We consider the virtual as related to immanence, taking inspiration from Deleuze’s reading of Bergson and Merleau-Ponty’s last work. We first analyze Deleuze’s idea of immanence, from which virtuality emerges, then we focus on Merleau-Ponty’s concept of flesh and its virtual center. We argue that both philosophers see immanence as a dynamic medium of virtuality, overcoming the traditional concept of substance and theorizing a deep intertwining of bodies and technology. Our analysis shows that the virtual is defined by the following features: it implies an epistemological and ontological monism, relationality, and entanglement with reality. The virtual clearly emerges in digital technologies, but also belongs to analog reality, as a general condition for our knowing and being in the world as such.
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Zornoza, Ana, Virginia Orengo, and Vicente Peñarroja. "Relational capital in virtual teams: the role played by trust." Social Science Information 48, no. 2 (2009): 257–81. http://dx.doi.org/10.1177/0539018409102414.

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The study of social capital has emerged as a key construct in work and organizational contexts. Trust is its relational dimension and it is relevant for teams working in virtual environments. The purpose of our study is to determine whether the relationship between virtuality level (based on the characteristics of the technology used by each group) and three team-effectiveness criteria (group performance, group process satisfaction and group cohesion) is moderated by group trust climate or relational capital (i.e. trust perceptions shared by team members). A laboratory experiment was carried out with groups randomly assigned to two virtuality levels (videoconference and computer-mediated communication) and a control condition (face-to-face communication). Sixty-six 4-member teams made up the sample. Results indicated that group trust climate moderates the relationship between the virtuality level and group process satisfaction and group cohesion when the virtuality level is high. These results provide further evidence that relational capital plays an important role in virtual teams' effectiveness.
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Roberts, Spencer. "(In)Animate Semiotics: Virtuality and Deleuzian Illusion(s) of Life." Animation 14, no. 1 (2019): 5–21. http://dx.doi.org/10.1177/1746847719831398.

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It is well known that, despite his close engagement with cinema, Gilles Deleuze was less concerned with animated film, being somewhat dismissive of its capabilities. In recent years, however, a number of attempts have been made – most notably by William Schaffer, Thomas Lamarre and Dan Torre – to construct Deleuzian positions in animation theory. This article outlines some of these approaches, whilst engaging critically with Torre’s writings. In particular, it foregrounds Torre’s neglect of the post-structural, political dimension of Deleuzian thought through an examination of the concepts of faciality, the close-up, and relation as they occur in Deleuzian and Deleuzo-Guattarian philosophy. This is in part facilitated through a comparison of Stuart Blackton’s Humorous Phases of Funny Faces (1906) – a work directly addressed by Torre, and Emile Cohl’s Fantasmagorie (1908) – a work which he largely passes by. It is claimed here that, despite a number of apparent similarities, the animations of Cohl and Blackton express a radically divergent series of ontological commitments. Cohl offers the audience an experience of chaotic, mutable, relational complexity that revels in its incoherence, whilst Blackton presents a series of more straightforward set pieces, dwelling for the most part upon object-centric representational form. The tension between representation and becoming that occurs between these works is employed to facilitate a critical engagement with Torre’s process-cognitivism. It is suggested that Torre’s work, though exceptional in its pedagogic value, is likewise expressive of this tension, and that in its effort firstly to combine a series of process-philosophical and cognitivist ideas, and secondly to unpack the radical ideas of Deleuze through the more conservative philosophy of Nicholas Rescher, it runs the risk of falling back into a quasi-Kantian philosophy of generality and representation.
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Nemtinov, Vladimir, Alexander Gorelov, Andrey Borisenko, and Vyacheslav Morozov. "History of a plant virtual museum: from reality to virtuality." OOO "Zhurnal "Voprosy Istorii" 2022, no. 7-1 (2022): 167–79. http://dx.doi.org/10.31166/voprosyistorii202207statyi24.

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The work is devoted to the issues of information analysis of historical processes related to industrialization in the Tambov region. The beginning of the Tambov car repair workshops (later the car repair plant) turned out to be a landmark event that marked the transition to a new stage of development, changed the economy and to some extent the way of life of the old provincial city. The production activity of the plant is reflected in the museum, created in 1967 in the premises of the factory club. In October 2021, the museum was closed. And the authors of the work, in order to preserve in the fullest possible form the most valuable information contained in the museum being liquidated, using the means of modern computer technologies, transferred the real museum to the virtual world. In the 3D Vista Virtual Tour Pro software environment, a virtual tour of the factory museum has been created, which includes more than 20 spherical panoramas. Thus, one of the most interesting factory museums in the city of Tambov has been preserved in the memory of citizens and all those who are not indifferent to the history of the formation of industry.
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W. Kluszczyńsk, Ryszard. "Living between reality and virtuality – on the work of Monika Fleischmann and Wolfgang Strauss." AM Journal of Art and Media Studies, no. 2 (December 15, 2012): 40–46. http://dx.doi.org/10.25038/am.v0i2.20.

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It becomes clear that new media begin to function as multiplicators of new worlds, creating numerous virtual environments. This diversified, compound reality in many ways takes a shape of a network. New media art in this field of events has various functions. From one hand, it is one of the most refined instruments in the process of networkisation. From the other hand, it is also the tool of verification for these processes, critically but without prejudice evaluating its development, attentively observing what shapes do they took, as well as their real or possible results. In each case, new media art is an active participant of these processes, making full use of possibilities provided by the network system. Frequently while performing its activities it is intersected or linked with the processes which are a part of the world of science, creating together with them new cultural paradigm. Monika Fleischmann and Wolfgang Strauss undertook their joint, creative actions in combined fields of art and science in late 1980s. It was a special moment of a breakthrough for the formation of the character of modern civilization. Events taking place back then, as being a part of a sphere of phenomena generated by communication and information sciences, had enormous influence on the process of shaping a new cultural formation – cyber culture, and because of this, at the same time, had enormous influence on our ways of reality perception. From the beginning of their cooperation, Fleischmann and Strauss have found the tools appropriate for the realization of their works in the environemt of the internet. Their’s art has developed in parallel to the development of computer and internet environment, depicting dynamics of this network and inscribing, with the undertaken issues, in the circle of problems generated through out a development and transformations of accompanied cyber-cultural concepts.
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Han, TaeYoung, Jeong Min Kim, and Junsuk Lee. "The Effect of Followership Behavior on Employee’s Shared Leadership - The Moderating Effects of Work Virtuality & Follower’s Change-oriented Value -." Journal of Human Resource Management Research 27, no. 5 (2020): 29–47. http://dx.doi.org/10.14396/jhrmr.2020.27.5.29.

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Han, TaeYoung, Jeong Min Kim, and Junsuk Lee. "The Effect of Followership Behavior on Employee’s Shared Leadership - The Moderating Effects of Work Virtuality & Follower’s Change-oriented Value -." Journal of Human Resource Management Research 27, no. 5 (2020): 29–47. http://dx.doi.org/10.14396/jhrmr.2020.27.5.29.

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Cahtarevic, Rada. "Virtuality in architecture: From perspective representation to augmented reality." Facta universitatis - series: Architecture and Civil Engineering 6, no. 2 (2008): 235–41. http://dx.doi.org/10.2298/fuace0802235c.

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Notion of virtuality correlates mainly to visual aspects of space, presuming that basic qualities of physical space can be simulated by graphics, providing not just visual illusion of the third dimension of real space, but psychological involvement and transfer of the spectator into the space of the picture, giving him the sense of the spatial location and presence. Creation of virtual space that could be perceptually sensed and by virtual presence modified and shaped, explored and experienced, is not just result of advanced computer technology, but could be traced through history of spatial representations, that was based mainly in artistic and architectural practice. Architecture, being leading field that synthesize representation, construction and sense of spatial creation, had to be involved in explorations of multidimensional complex network of dynamic informational space, that is revealed in its real and virtual dimension as unique universe. Real-time experience in virtual space allow access in the alternative dimension to every open mind, giving him possibilities to play and work, to construct and represent, search, explore and express, augmenting reality into the complex network of information flow between visible and invisible space.
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Extremera, Jamil, Diego Vergara, Sara Rodríguez, and Lilian P. Dávila. "Reality-Virtuality Technologies in the Field of Materials Science and Engineering." Applied Sciences 12, no. 10 (2022): 4968. http://dx.doi.org/10.3390/app12104968.

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The increasing use of reality-virtuality technologies (RVTs, which encompass virtual, augmented, and mixed reality) in different fields over the last decade is a phenomenon for which materials science and engineering (MSE) is no exception. To obtain an overview of the implementation of RVTs in MSE, this team conducted a systematic search of the scientific literature published since 2010 addressing the use of RVTs in MSE. Forty-one relevant papers were selected and analyzed in depth to reach several conclusions, including: (i) most of the works (67.3%) are focused on the MSE area of materials structure, processing, and properties, which implies that there are great possibilities for research in other MSE areas; (ii) most of the works (86.8%) are aimed exclusively at education or research, which means that there are many fields outside of the university in which the use of RVT tools has not been developed and evaluated; (iii) the most used technology is virtual reality (85.1%), which means that there are many research possibilities focused on augmented and mixed reality. Researchers can find in the present work examples of the use of RVTs in MSE as well as other relevant information useful to open new lines of research and ideas that can contribute to their current and future work.
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Suh, Ayoung, Kyung-shik Shin, Manju Ahuja, and Min Soo Kim. "The Influence of Virtuality on Social Networks Within and Across Work Groups: A Multilevel Approach." Journal of Management Information Systems 28, no. 1 (2011): 351–86. http://dx.doi.org/10.2753/mis0742-1222280111.

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MEDEIROS, Onilio Firmino de, Renato PENHA, Flavio Santino BIZARRIAS, Luciano Ferreira da SILVA, and Claudia Terezinha KNIESS. "THE MODERATING EFFECT OF VIRTUALITY ON THE RELATIONSHIP BETWEEN COMMUNICATION AND SUCCESS IN PROJECTS." Boletim de Conjuntura (BOCA) 17, no. 51 (2024): 523–49. https://doi.org/10.5281/zenodo.10963243.

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There is a growing demand for local teams to work with virtual teams due to the improvement of the computerized environment of companies and the search for greater efficiency in projects. Verbal communication is considered an essential skill for the success of project managers in organizational environments. Virtuality brings greater complexity to project team management and adds measurable factors to compare virtual teams and on-premises teams. The aim of this study was to evaluate the relationship between communication and success in projects, moderated by virtuality in local and virtual teams. The study uses a quantitative methodological approach of an applied nature. The data were collected through a survey of 347 project managers from various countries around the world. The data were initially explored by means of descriptive statistics and later the structural equation modeling analysis was performed. The results suggest that virtuality influences communications and project success in different ways, softening the strength of communication satisfaction for virtual teams but not for local teams, and softening the strength of communication effectiveness for local teams but not for virtual ones. This implies that virtuality requires distinct management strategies in distributed project management teams. It is possible to conclude that improving communication in teams, both local and virtual, through direct and indirect actions, can positively influence the success of projects and provide competitive advantages for organizations.
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Gentilin, Mariano, and María Alejandra García Madrigal. "Virtual Leadership: Key Factors for Its Analysis and Management." management revue 32, no. 4 (2021): 343–65. http://dx.doi.org/10.5771/0935-9915-2021-4-343.

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The development of information and communication technology (ICT), as well as the situation caused by the COVID-19 pandemic, have encouraged the adoption of nonconventional schemes of work based on virtuality. In this context, leadership becomes one of the main challenges to organizations and teams. The purpose of this paper is to identify the key factors related to virtual leadership and to propose a scheme for analysing and managing teams in virtuality. After a systematic literature review, the main results suggest that leadership in virtual environments should be considered as a shared phenomenon and that the key factors with the greatest impact on virtual leadership are communication, trust, and team cohesion. The paper highlights and characterises these factors, as well as the actions that should be taken to manage them. As a major contribution, a four-phase scheme is proposed for the analysis and management of leadership in virtuality. Finally, three future lines of research are suggested.
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SAVITSKAYA, K. "FEATURES OF A MULTIMEDIA WORK." Vestnik of Polotsk State University Part D Economic and legal sciences 62, no. 12 (2022): 124–28. http://dx.doi.org/10.52928/2070-1632-2022-62-12-124-128.

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In connection with the comparative novelty of the concept of "multimedia work" and the lack of a unified approach to its interpretation among lawyers, the issue of determining the signs that could serve as the basis for distinguishing works of this kind from other objects of copyright is relevant.
 The article analyzes and systematizes the theoretical provisions on the research topic, identifies and considers the following features of a multimedia work: interactivity; the presence in the structure of the totality of several results of intellectual activity; complexity; digital form; virtuality; the presence in the structure of a computer program; providing information using a combination of many perceived by the person; the presence of several storylines; artistic design of the interface and navigation tools; embodiment on material carriers; the need to use special technical devices for working with multimedia works. Based on the results of the study, the essential legally significant features of a multimedia work are highlighted.
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Gabel, Jenny, Christof Berns, Sebastian Bosch, et al. "Immersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities." i-com 21, no. 1 (2022): 7–18. http://dx.doi.org/10.1515/icom-2022-0012.

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Abstract Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virtual, augmented, and mixed reality to the research cluster for the first time. In this paper, we outline the scope of our research project and present our current implementations of immersive applications based on two scenarios involving inscribed spaces. So far, immersive technologies have not been used in academia to create research focused applications for exploring, analysing, and understanding WA within their inscribed space, including providing access to appropriate spatial and temporal contexts. Thus, we collaborate closely with researchers from the humanities to create interactive and immersive applications for the novel field of WA research. The results of our preliminary user study show high ratings in the sense of presence in the virtual environments and indicate that immersive spatial context could add new perspectives for understanding WA. We hope to provide valuable insights on the design of immersive applications to support future research in novel fields.
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García Álvarez, Ignacio, Raisa Emilia Bernal Cerza, Ramón Arteaga Delgado, and Azucena Monserrate Macías Merizalde. "Las tutorías de acompañamiento durante el período de excepcionalidad: resultados en la carrera de Educación Inicial de la UMET." Revista Metropolitana de Ciencias Aplicadas 4, no. 3 (2021): 95–102. http://dx.doi.org/10.62452/p04dfb68.

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In the present work, elements of extraordinary importance are addressed regarding the accompaniment tutorials at the Metropolitan University of Ecuador under exceptional conditions. A pedagogical model of this activity is provided. The objective of this work is to propose a pedagogical model of the work of the accompaniment tutor in the current university, based on the experiences of the work of the tutors in the conditions of virtuality in the Initial Education career.
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Pavlić, Goran. "Materijalna baza proizvodnje – nekoliko napomena o virtualnosti." Život umjetnosti, no. 104 (July 2019): 126–43. http://dx.doi.org/10.31664/zu.2019.104.08.

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The difference between the “real,” “authentic” life and its mere representation has saturated the philosophical discourse from its very onset. Debord’s The Society of the Spectacle usually gets categorized as a further elaboration on this issue. The essential misapprehension of such an understanding lies in the disregard of Debord’s constitutive thesis: “the spectacle is not a collection of images; it is a social relation between people that is mediated by images.” (§ 4) In cultural perspectives, the “real” material dynamics of life – relations between people – is replaced by a purported exchange of images which lack any authenticity. The concept of cognitive capitalism (Vercellone, 2005), with its theses on the contemporary domination of information and knowledge within capitalist reproduction, further validates this opposition. According to Doogan’s (2009) thoroughly researched and empirically founded insights, our world is still heavily dominated by crude material production which precludes any notion of a new, post-Fordist, virtual, immaterial, post-work stage of capitalism. Similarly, Huws (2003, 2014) warns of the dubious status of the concepts of fluid identities, or hybrid subjectivities, and stresses the prevalence of class and gender issues which still substantially affect the working spheres. Drawing on Davis’s (2013) insights on the necessity of class analysis for the comprehension of the artistic field, I will present the modes in which “creativity” functions as a neoliberal buzzword. More specifically, I will outline the ways in which systemic exploitation, as an intrinsic feature of capitalism, still structures the dynamics of the art field, particularly areas that are fashionably known as “creative industries”.
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Varhelahti, Mervi, Markku Lindell, and Marjatta Rännäli. "Multidisciplinarity and teamwork in virtual real-life projects - reflection as a tool for development." Ammattikasvatuksen aikakauskirja 25, no. 2 (2023): 10–19. http://dx.doi.org/10.54329/akakk.130982.

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Project teams will increasingly work virtually in multidisciplinary teams. The degree of virtuality varies from fully virtual to hybrid. The purpose of this study is to identify how the virtual team (VT) members experience multidisciplinary project work and team development in the context of international real-life projects in Higher Education Institutions (HEI).
 The data were gathered from student project teams´ final reports (n=7) and students´ individual reflection diaries (n= 37). Thematic content and sentiment analysis were used.
 The results showed that team members can experience professional diversity and team development in different ways. This can lead, among other things, to social isolation. However, multidisciplinarity was largely perceived as a positive factor in teamwork. The importance of team-level and individual-level reflections are also emphasized.
 The results of this study will be taken into further discussion at HEIs to ensure that the students acquire the competences needed in virtual project teams.
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Tebyakina, Elena E. "THE VIRTUALITY OF THE URBAN ENVIRONMENT: GAMIFICATION AND DIGITALIZATION OF CITIES." IZVESTIYA VUZOV SEVERO-KAVKAZSKII REGION SOCIAL SCIENCE, no. 4 (212) (December 28, 2021): 40–46. http://dx.doi.org/10.18522/2687-0770-2021-4-40-46.

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The article is devoted to the analysis of the virtuality factor influence on the change in modern urban space. The history and evolution of cities from Antiquity to the present is considered, the distinctive features of the urban environment and the living space of townspeople in every era, including our time, are revealed. The author describes what problems urbanists worried about in different historical periods. Actual urban studies are often concerned with issues related to both the change in the appearance of cities under the influence of the virtual environment, and the shift of the main urban functions from political and economic to cultural and tourism, as well as the problems and difficulties associated with this circumstance. The main factor in choosing a place of residence for a person of our era is not the central position of it in the city, but the attractiveness in terms of the quality of life, since, thanks to the possibility of remote work, there is no need to live in a multi-million dollar city with transport and environmental problems. These and other factors are fundamentally changing the appearance of modern cities, forcing them to modify in order to keep up with others in ensuring a high standard of living for their residents. However, it cannot be said that this process does not face certain difficulties and problematic moments.
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Asatiani, Aleksandre, and Esko Penttinen. "Constructing continuities in virtual work environments: A multiple case study of two firms with differing degrees of virtuality." Information Systems Journal 29, no. 2 (2018): 484–513. http://dx.doi.org/10.1111/isj.12217.

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Kapferer, Bruce. "Beyond Symbolic Representation." Suomen Antropologi: Journal of the Finnish Anthropological Society 33, no. 4 (2008): 5–25. http://dx.doi.org/10.30676/jfas.v33i4.116459.

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Victor Turner’s celebrated work The Ritual Process published in 1969 provided a radically new perspective on the study of ritual. It was a major departure from the dominant theoretical schools of the time that had discussed ritual primarily in terms of representation, reproduction, or mystification. In Turner’s thinking ritual was re-conceived as a crucible for the emergence of original meaning, of new ways of structuring relations and for reorienting experience. Moreover, his concern reached well beyond the exploration of ritual as such and was ultimately aimed at the understanding of the possibilities and potentialities of human being. This article focuses on Turner’s major contribution to the study of ritual and attempts to extend in some ways the direction to which the path that he blazed was leading. Ideas concerning the dynamics and virtuality of ritual are developed in relation to Turner’s concepts of process and liminality. 
 Keywords: Victor Turner, ritual, process, liminality, dynamics, virtuality
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Kaisar, Marilia. "Bluetooth Orgasms." MedieKultur: Journal of media and communication research 37, no. 71 (2022): 143–60. http://dx.doi.org/10.7146/mediekultur.v37i71.125253.

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Bluetooth-operated sex toys penetrate and are penetrated by the human body, leaving code behind. This article analyzes the relationships that develop between bodies and Bluetooth-operated interactive sex toys. Resembling the pods and portals of David Cronenberg’s film eXistenZ, interactive sex toys allow us to consider how technologies relate intimately to the sexual body. I use Massumi’s work on virtuality and affect theory as a starting point from which to frame embodiment, virtuality, and the circulation of affects. Further, I consider the importance of embodiment and the translations of intensities and vibrations through digital coding among the open sexual body, the technology of the sexual machine, and the applications that foster those connections, in the context of Bluetooth-operated sex toys. This article advocates the need to consider intimate encounters between interactive sex toys and bodies as complex technological and biological assemblages, where vibrating machines and the human body’s flesh come into intimate connection through datafication.
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Vos, Laurens De. "The Observer Observed. The Promise of the Posthuman: Homeostasis, Autopoiesis and Virtuality in Samuel Beckett." Journal of Beckett Studies 27, no. 2 (2018): 245–60. http://dx.doi.org/10.3366/jobs.2018.0239.

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This essay will argue that the structure and poetics of many Beckett plays follows the technological and informational new, self-generative patterns that have been associated with posthumanism. If we can distinguish three main waves in posthumanism – homeostasis, reflexivity and virtuality –, it appears that these can be clearly discerned in Beckett's work. Drawing on examples from among others Krapp's Last Tape, Endgame, Play and Ohio Impromptu, we will not only trace this posthumanist inclination, but align this way of thinking to the wave of performativity that emerged in the second half of the 20th century. Thus, Beckett also informs us about the underlying ideology of posthumanism itself.
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Comacchio, Anna. "The Transformation of Work in the COVID-19 Era." puntOorg International Journal 6, no. 2 (2021): 87–98. http://dx.doi.org/10.19245/25.05.pij.6.2.2.

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In March 2020, a massive experiment of work-from-home (WFH) started abruptly almost worldwide. In this article, I explore some the most important changes of the work practices linked to the work detachment from standard places, due to the COVID-19 shutdown. Notwithstanding the unprecedented nature of the shutdown experience, the changes experimented in this period might last beyond the end of the measures adopted to control the spread of the virus, due to the estimated long-term growth of remote working and the acceleration of virtuality and connectivity at work. The discussion draws on recent research on remote working and on the emerging research and theoretical debate on how COVID-19 is affecting organisation and work design, and it aims at highlighting some new directions in the evolution of work practices. Moreover, going beyond the emphasis placed on the success of the world-wide experiment of WFH backed by digital technologies, a special attention, in this analysis, is devoted to envisioning some risks associated to the transformation of work in the COVID era.
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Großer, Birgit, and Ulrike Baumöl. "Virtual teamwork in the context of technological and cultural transformation." International Journal of Information Systems and Project Management 5, no. 4 (2022): 21–35. http://dx.doi.org/10.12821/ijispm050402.

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Megatrends affect all individuals and organizations in our society. Mobility and flexibility are examples of megatrends that influence our everyday lives and also intensely alter the ways we work. The deployment of virtual teams meets the new chances emerging with these trends. Employees aspire to work virtually due to benefits, such as flexibility regarding the locations and hours for working. Organizations deploy virtual teams to remain competitive regarding new technological opportunities, employee retention and cost efficiency in an increasingly digital environment. Organizations can guide their change towards virtuality by building on the knowledge of practice as well as scientific insights regarding the deployment of virtual teams. In order to provide a holistic view on the structures and processes affected by such a change and thus provide guidance, a framework for analyzing and planning organizational change is adapted to virtual teamwork and presented in this paper. The framework shows that the deployment of virtual teams affects the whole organization. This comprehensive view on the implementation of virtual teamwork allows an integration of virtual teams and focusses on their performance. The adapted framework furthermore provides links for further in-depth research in this field.
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Hargreaves, Christopher, Andrew Paul Clarke, and Karl Robert Lester. "Microsoft Teams and team performance in the COVID-19 pandemic within an NHS Trust Community Service in North-West England." Team Performance Management: An International Journal 28, no. 1/2 (2022): 79–94. http://dx.doi.org/10.1108/tpm-11-2021-0082.

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Purpose This study aims to evaluate the impact the introduction of Microsoft Teams has had on team performance in response to the COVID-19 pandemic within a National Health Service (NHS) Community Service. Design/methodology/approach Microsoft Teams was rolled out across the NHS over a period of four days, partly in response to the need for social distancing. This case study reviews how becoming a virtual team affected team performance, the role Microsoft Teams had played in supporting staff to work in higher virtuality, understand what elements underpin a successful virtual team and how these results correlate to the technology acceptance model (Davis, 1985). Findings The findings indicate that Teams made a positive impact to the team at a time of heightened clinical pressures and working in unfamiliar environments without the supportive benefits of face-to-face contact with colleagues in terms of incidental knowledge sharing and health and well-being. Originality/value Further developments were needed to make virtual meetings more accessible for introverted colleagues, support asynchronous communication, address training needs and support leaders to adapt and operate in higher virtuality.
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