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Dissertations / Theses on the topic 'Virtuality'

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1

Saňková, Klára. "Realita a virtualita aneb Je facebook reálný nebo virtuální prostor?" Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-124711.

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Existence of Facebook is based on software. For this reason it is commonly considered and treated as a virtual only space. But this well known phenomenon influences lives of many people and this impact on daily life cannot be overlooked. This thesis is about balancing on that fine line between real and virtual space and about questions that this brings. It gathers together different definitions of those terms and shows what most of Facebook functionality bring to this matter. Based on survey made for this thesis we can say the influence is really being underestimated even tough people that spe
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2

Metcalf, Kathryne Young. "Technophobia: Exploring Fearful Virtuality." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1558442740070796.

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3

Raponi, Damiano. "Trends in virtuality: experiments." Doctoral thesis, Università Politecnica delle Marche, 2016. http://hdl.handle.net/11566/243122.

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Negli ultimi anni la ricerca si sta concentrando nello sviluppo di innovative soluzioni per la progettazione orientate alla riduzione dei tempi di sviluppo, dei costi e l’incremento della qualità permettendo alle aziende di ridurre il time-to-market. Tra le soluzioni più rilevanti, le tecnologie AR/MR/VR permettono di realizzare prototipi virtuali in alta fedeltà che possono essere utilizzati per svolgere test con utenti reali. Spesso però le aziende rivedono le loro tecniche di prototipazione in base al prodotto che stanno sviluppando, non ottimizzando così i costi di sviluppo e non prendendo
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4

Gerlach, Joseph Andrew. "Vernacular mapping : affect, virtuality, performance." Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:00b1e482-42d2-4fcf-8832-d1db594dc24f.

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In diagramming the recent, global proliferation in quotidian cartographic technologies and practices, this thesis is concerned with the re-imagining of durable geographic motifs and refrains; those of maps and mappings. Conceptually, the thesis works to explore and interrogate the underplayed non-representational registers of cartography. Specifically, this entails unsettling the assumed ontological security of maps as representational artefacts, at the same time accentuating their affective and virtual vectors through an attentiveness to their spatial emergence and performance. In doing so, m
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Ferreday, Debra. "Online belongings : fantasy, virtuality and community." Thesis, Lancaster University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410750.

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6

Tsang, Boon-chi Benjamin, and 曾本治. "Rhizomatic labyrinth: between virtuality and actuality." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31986079.

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7

Persson, Skare Ragnar. "Exploring Architecture : Time, Photography and Virtuality." Thesis, KTH, Arkitektur, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169193.

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The thesis project explores the architectural themes of time and virtuality in two parts. The first theme - time - is investigated through a photographical study of Kulturhuset in Stockholm, searching for physical traces of change. The study also reveals a faster time scale relating to the inhabitants and users of space.  The second part of the project relates to the photographs, building on the technique of the camera obscura to investigate the theme of virtuality. Through three full scale tests and different experiments, an attempt was made to manipulate the border between the physical and t
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Tsang, Boon-chi Benjamin. "Rhizomatic labyrinth : between virtuality and actuality /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25946614.

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9

Zoia, Caterina <1992&gt. "The impact of virtuality on teams." Master's Degree Thesis, Università Ca' Foscari Venezia, 2019. http://hdl.handle.net/10579/14430.

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In the first part of my dissertation I have described the main reasons of the growing presence of teams inside firms and organizations. Moreover, I have illustrated the team definition, its main characteristics and the different team typologies described by the literature. The main focus of my thesis regards virtual teams. This kind of team has received an increasing interest during past years, but, after a literature review, I can affirmed that there is not an agreed definition of virtual teams. As a consequence, I have deeply described which are the different points of view in defining virtu
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10

Ismet, Burcak. "The Memory Of Time: Virtuality In Deleuze." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/2/12608297/index.pdf.

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The main objective of this master&rsquo<br>s thesis is to examine the concept of difference according to French philosophers Gilles Deleuze and Henri Bergson. In order to explicate this crucial concept and its emphasis in these thinkers&rsquo<br>philosophies, this dissertation is focused on the notion of time and memory. Through the thesis, first Deleuze&rsquo<br>s critical attitude towards representational and dialectical approachs for difference is elucidated. After the comprehensive examination for the meaning of difference according to Deleuze, the understanding of time is revealed by mean
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11

Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.

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This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those
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12

Kikas, Timo. "Chemical plume tracking : from virtuality to reality." Diss., Georgia Institute of Technology, 2002. http://hdl.handle.net/1853/30518.

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13

Zhang, Lei, and 張磊. "Virtuality and the city: Benjamin against Baudrillard." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B30486841.

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14

Gristock, Jennifer. "Organisational virtuality and the UK newspaper industry." Thesis, University of Sussex, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.666765.

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15

Prexl, Maximilian [Verfasser]. "An Augmented Virtuality Teleoperation System / Maximilian Prexl." München : Verlag Dr. Hut, 2021. http://nbn-resolving.de/urn:nbn:de:101:1-2021100123324695683889.

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Nielsen, Curtis W. "Using Augmented Virtuality to Improve Human-Robot Interactions." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1170.pdf.

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17

Dixon, Keith. "Being ambidextrous : the value of virtuality in teams." Thesis, University of Bath, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438889.

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Team structures and technology-mediated communications have experienced a welldocumented growth in popularity because of their perceived value in delivering productivity. The nexus of these trends, the concept of the "virtual team", might therefore be expected to have clear benefits in comparison to "traditional" teams. However, research has been equivocal in its findings, and in practice "pure" virtual teams, in which members never meet face-to-face, have been rare. Equally, teams that only work face-to-face have become rare, so some researchers have begun to adopt a perspective in which "vir
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18

Riggs, Nicholas Andrew. "Realizing Virtuality: Tracing the Contours of Digital Culture." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3311.

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People connect digitally through social media, fusing their relationships with meaning in a non-space of relational potential--a translucent and fluctuating enclave where the self becomes elastic. This thesis explores how I have formed bonds in virtual space through ritual interaction. Looking at the ways I learned to use technology through the progression of a close personal relationship, I suggest that social media use is a performance of identity--a virtuality that exposes how people negotiate the digital enclosure of contemporary society. My story is one of digital nativity and reclaiming
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Furey, Mary Ann. "Employee responsibility and virtuality during crisis decision-making." Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=18243.

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Yatsenko, O. "From ontology to technology, from reality to virtuality." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/12496.

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A technics and technology exist as long as human civilization. Human is not just able to adapt to the habitat, but can also change the world according to the own order. In March 2014 World Health Organization has reported that in 2012 around 7 million people died, what is one eight of the total global deaths, in the result of the exposure of air pollution. It is generally known that this is not just the only one result caused by the pollution of the environment. The consequences of human's influence to nature are so huge and irreversible, that the solution of the problem seems to be the creati
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21

Steiling, David. "Icon, representation and virtuality in reading the graphic narrative." [Tampa, Fla] : University of South Florida, 2006. http://purl.fcla.edu/usf/dc/et/SFE0001818.

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22

Sedlmajer, Kamil. "Uživatelské rozhraní pro řízení dronu s využitím rozšířené virtuality." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399711.

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The thesis evaluates the current possibilities and problems of drone control and suggests possible solutions. The aim is to control drones more efficiently and easily. The final system is based on third person view and Augmented Virtuality technology where real data from the drone (video-stream, localization information) has been integrated into the virtual 3D model of the surroundings. The model of the surroundings has been created using free data. The application provides the pilot with the means to navigate in the surroundings and to navigate to destinations. It also offers the possibility
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23

Schwappach, Andrea. "Mediathek: a projection of space in reality and virtuality." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36410.

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Working as an architect means being able to see the main issues of a design, examining with objectivity the possible solutions and finally grasp the technical means necessary to accomplish the project. I think that it is important for an architect to be involved in the entire course of a project, since the process of "building" is a simultaneous rather than a sequential one. My architectural education and my work experience as an intern in architecture firms in Germany prepared me well for practice. It covered many technical issues and equipped me with the fundamentals of architectural assembl
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24

Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

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This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are
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25

Seely, Peter W. "The impact of virtuality on team functioning: a meta-analytic integration." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45894.

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Communication technologies have become a central characteristic of workplace functioning. The literature has suggested that the use of these technologies fundamentally changes the manner in which team members interact. The present study sought to reorganize previous research on the impact of virtuality on team emergent states and behavioral processes to elucidate how different degrees of team virtuality shape team functioning, and to investigate the manner in which these relationships differ according to team type, team membership stability, and publication year. Findings from 174 studies (tot
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26

Kruger, Leanne. "Metapolis : virtual reality vs. real virtuality in a digital art pavillion." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/29982.

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This dissertation focuses on architecture in the information age.Information technology is evolving at an alarming rate, which opens up a vast landscape of possibilities within the architectural realm. These possibilities are discussed and implemented into anarchitectural intervention, with a specific focus on the relationship between the real and the virtual. A digital art pavilion is proposed on the corner of Proes and van der Walt streets in Pretoria CBD, where the Munitoria Complex (Tshwane Municipal Offices) is currently situated. This intervention should act as a catalyst for positive ch
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27

Clarkson, Jacob. "The effects of augmented virtuality on presence, workload, and input performance." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29492.

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Head-Mounted Displays (HMDs) offer, more than any easily accessible technology that has come before, the sensation of presence – that feeling that you are “really there” in a virtual world. However, HMDs cut the wearer off from the real world, making even trivial interactions, such as having a drink or typing, difficult and frustrating. In the home context where these devices are most likely to be used, such interactions are commonplace, and in order to execute them, users have to remove the HMD (“peep”), breaking their sense of presence. How, then, can real-world interactions during HMD usage
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28

Gobbetti, Enrico. "Virtuality builder II : vers une architecture pour l'interaction avec des mondes synthétiques /." [S.l.] : [s.n.], 1994. http://library.epfl.ch/theses/?nr=1191.

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29

Thomas, Susan-Jane. "A journey of integration : virtuality and physicality in a computer-mediated environment." Thesis, Nottingham Trent University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.429710.

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30

Yeadon, Michelle. "The Nether Worlds of Jennifer Haley — A Case Study of Virtuality Theatre." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23726.

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Studies exploring the first wave of digital performance foregrounded technology by cataloging experimentation and novel interactions between liveness, projections and code. As exercises in medium, these high tech spectacles demonstrate the aesthetic potential of digital media while introducing key media concepts. Jennifer Haley is a writer with one foot in theatre and one in code. She is uniquely positioned in two interdependent spheres, which makes her particularly suited to engineer a theatrical bridge into the virtual, because at the heart of the contemporary technological revolution is
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31

Hyppönen, Riia. "Leadership in Geographically Dispersed teams : The Impact of Virtuality on Leader’s Role." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64578.

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Globalization and fast developing technology are allowing organizations to spread their operations across the world. While this is often cost effective and increases companies’ competitiveness, a new challenge for leadership has arisen as people and teams are becoming geographically dispersed. Leaders and followers are relying more heavily on computer-mediated communication instead of traditional face-to-face interaction. The aim of this thesis is to gain a deeper understanding of leadership in geographically dispersed teams. As communication is occurring primarily through virtual channels, th
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Bardová, Helena. "Realita a virtualita." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-11677.

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This thesis is dealing with explanations of reality, virtuality, their various definitions, examples and possible points of view for their understanding. These terms are set into the context of present era that is so strongly influenced by virtuality and its technologies. There is also a chapter which is describing the problem of real and virtual identity. On two in detail explained examples of on-line shopping and teleworking are shown the contrasts of their positives and negatives. Part of this thesis is also considering the influence of virtuality on a human life including so called compute
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Černoch, Michal. "Problematika vedení virtuálních týmů." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-125016.

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This thesis contemplates virtual teams, in particular the role of a leader in them. In the theoretical part of the thesis I explore and describe specific characteristics of virtual teams that distinguish them from the traditional teamwork paradigm, benefits and risks stemming from their use in the business world and policies and principles of leadership of different types of virtual teams that help achieve their maximum efficiency. In the practical portion of the thesis I demonstrate the negative effects of neglecting those principles by studying an example of a real, failed virtual team.
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34

Kuřitka, Ivo. "Logistická koncepce pro virtuální organizace." Doctoral thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2008. http://www.nusl.cz/ntk/nusl-233711.

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The thesis addresses the role of logistic concept in a virtual organization. Theory of virtual organization was complemented by a definition of virtuality and a model of virtual organization was created. Two measurable properties of virtual organizations are used for construction of a 2x2 matrix of centralization – integration giving thus clear view of virtual organizations taxonomy. Duality of hierarchic dimension of network structure and layers of the virtual dimension led to a comprehensive description of virtual enterprises with the aid of newly created 3x3 matrix of virtual layer – hierar
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35

Bessa, Romeu Luiz de Castro. "Situating digital tools through ubiquitous virtuality confluences of art, architecture, and activity in HCI /." [Ames, Iowa : Iowa State University], 2008.

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36

Hussein, Mohamed. "Integrated real-virtuality system and environments for advanced control system developers and machines builders." Thesis, De Montfort University, 2008. http://hdl.handle.net/2086/4910.

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The pace of technological change is increasing and sophisticated customer driven markets are forcing rapid machine evolution, increasing complexity and quality, and faster response. To survive and thrive in these markets, machine builders/suppliers require absolute customer and market orientation, focusing on rapid provision of solutions rather than products. Their production systems will need to accommodate unpredictable changes while maintaining financial and operational efficiency with short lead and delivery times. Real-Virtuality (R-V) systems are an innovative environment to address thes
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Schmidt, Christin. "An investigative study on virtuality in organizational team environments : concept, effects and managerial indications." Thesis, Glasgow Caledonian University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.494503.

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Nolan, Terence Louis. "Virtuality, community and individuality : developing new insights into learning and knowledge in the small business." Thesis, University of Salford, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272940.

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Lukavská, Zuzana. "Analýza sociálního chování jedinců ve virtuálních sítích." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-19160.

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This thesis deals with the comparison of users' behaviour in virtuality and in reality. The thesis is divided into two interrelated parts. I'm analyzing participants' behavior according to results from our own research in chosen social network. I'm comparing the results with other scientific works and putting them into context with theoretical knowledge. I'm looking for conjunctions with reality, focus on the differences and trying to explain different behaviour of users of social networks. The theoretical part gives a comprehensive overview of the concepts of virtuality, social network and vi
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40

Haule, Damian Daniel. "Virtuality and reality of a near-optimal time-delayed teleoperator control system based on teleprogramming paradigm." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ29957.pdf.

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Haule, Damian Daniel. "Virtuality and reality of a near-optimal time-delayed teleoperator control system based on teleprogramming paradigm." Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=42052.

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The teleprogramming control paradigm is suggested as a means to efficiently perform teleoperation tasks in situations where the remote and local manipulator systems are connected via a low bandwidth delayed communications link. The effects of communication delays in the order of seconds can be reduced by building a virtual reality simulated model of the remote site with which the operator can interact to receive immediate quality feedback using a Human-Machine Interface (HMI) for telepresence applications. This concept overcomes the delay by transmitting not Cartesian or joint level informatio
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Dempsey, Jennifer Camille. "Virtualizing the word| Expanding Walter Ong's theory of orality and literacy through a culture of virtuality." Thesis, Duquesne University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3615934.

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<p> This dissertation seeks to create a vision for virtuality culture through a theoretical expansion of Walter Ong's literacy and orality culture model. It investigates the ubiquitous and multimodal nature of the virtuality cultural phenomenon that is mediated by contemporary technology and not explained by pre-existing cultural conventions. Through examining the theoretical underpinnings of orality and literacy culture, the dissertation explores the cultural shift that is just beginning to restructure human consciousness through the ways that society is connecting, exploring and communicatin
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Chittiphalangsri, Phrae. "Translation, orientalism and virtuality : English and French translations of the Bhagavad Gita and Sakuntala 1784-1884." Thesis, University College London (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.508274.

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For decades, Edward W. Said's Orientalism has been at the forefront of the study of East-West cultural encounter. Said draws mostly on novels, travel accounts, anthropological documents and similar writings to explore the discursive consolidation of texts that acquire power to represent the Orient. Translation, which is the primal site of exchange between Western Orientalists and the East, is rather treated as a given concept, and no substantial theoretical consideration is developed in Said's work to explain the critical role of translation in Orientalism. A number of studies on translation a
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Hoppe, Adrian Heinrich [Verfasser], and R. [Akademischer Betreuer] Stiefelhagen. "Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments / Adrian Heinrich Hoppe ; Betreuer: R. Stiefelhagen." Karlsruhe : KIT-Bibliothek, 2021. http://d-nb.info/123814828X/34.

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Berggren, Max, and Johanna Wiklund. "Conditions for Collaborative Creativity in Mobile Multi-Locational Work Systems : A managerial perspective on supporting collaborative creativity in a virtualized setting." Thesis, KTH, Industriell ekonomi och organisation (Inst.), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-124521.

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The increasingly virtualized work life, brought on by increased demand on flexibility and work- life balance as well as technological development, has changed the way we work. At the same time the need for organizations to be creative in order to compete on the expanding market has grown. This is a fact that increases the need for groups to be creative through collaboration. Hence, this study investigates how collaborative creativity can be created in Mobile Multi-Locational Work Systems, from a managerial point of view. The existing theoretical body of knowledge on collaborative creativity an
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Salas, Silvia. "A Study of the Relationship between Employee Virtuality and Technology Deviance as Mediated by Leadership and Employee Perceptions." FIU Digital Commons, 2009. http://digitalcommons.fiu.edu/etd/104.

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Recent studies found that organizations have been investing significant capital in developing teams and employees in geographic areas where labor and resources are considerably cheaper. Furthermore, organizations are moving core operational activities such as research and development and back-office processes to globally distributed teams. However, several factors that are inherent to these virtual teams can have a negative impact on employee perceptions and engagement; specifically, the physical and temporal differences between employees and their supervisors, the lack of meaningful social in
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Mascarenhas, Aristeu Laurêncio Cordeiro [UNESP]. "Da determinação subjetiva a uma vida de pura imanência: críticas deleuzianas às filosofias do sujeito." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/91746.

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Made available in DSpace on 2014-06-11T19:25:28Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-03-27Bitstream added on 2014-06-13T20:53:21Z : No. of bitstreams: 1 mascarenhas_alc_me_mar.pdf: 1205386 bytes, checksum: a0ef6e2ce260e1fad5d8fd79a069ff9f (MD5)<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>O tema principal desse trabalho é a apresentação da crítica dispensada por Gilles Deleuze às filosofias do sujeito. Este é um assunto recorrente em seus textos, embora apareça disperso principalmente no que diz respeito à figura do cogito como começo em filosof
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Luyt, Karen. "A managerial framework for the enablement of the performance of virtual knowledge workers." Thesis, University of Pretoria, 2012. http://hdl.handle.net/2263/24224.

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With the increasing use of mobile technologies in modern organisations, managers are facing the dilemma of having to manage the performance of individuals who are removed from their direct sphere of control, while using performance management principles that have not necessarily been adapted to accommodate this. The study investigated, analysed and described the management and measurement of the performance of these virtual knowledge workers from the perspective of the manager, with the aim of proposing a new conceptual framework to assist managers in this task. In addition, the study identifi
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Sánchez, Torrents Jordi. "La ciutat emergent: de l'urbanisme a la ciutat hiperrealitzada." Doctoral thesis, Universitat Ramon Llull, 2012. http://hdl.handle.net/10803/98252.

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Aquesta tesi presenta un proposta teòrica per analitzar la ciutat i la seva transformació; d'una ciutat planificada, continguda en els seus murs, de pedra i de maó, lligada al temps i a l'espai a una ciutat desbocada i planetària, en xarxa, fragmentada, sense geografia ni història, infovirtual generada per les TIC. La tesi es divideix en tres grans blocs. Per una banda, en el primer bloc, es presenta la 'ciutat projectada' que recull la idea fonamental que la ciutat ha estat construïda tant amb els fils de !'instrumental físic com amb el de les idees. D'alt
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Skårman, Erika, and Sara Swärd. "Virtualitet och Kreativitet : En kvalitativ studie om Covid-19-pandemins påverkan på globala, multikulturella teams möjlighet att vara kreativa." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447735.

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Abstract:
I takt med Covid-19-pandemins framväxt har de flesta företag tvingats till en mer virtuell kommunikationsform där möjligheten till traditionella, fysiska interaktioner kraftigt minskat. Denna studie undersöker hur globala, multikulturella team upplever omställningen till ett mer virtuellt arbete och hur det påverkar deras möjlighet att vara kreativa. Det har tidigare genomförts en mängd forskning på kreativitetsrelaterade utmaningar som multikulturella team ställs inför. Det saknas däremot studier på de utmaningar som virtuella globala, multikulturella team möter, vars tillgång till traditione
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