Academic literature on the topic 'VIRTUAL WORKING ENVIRONMENT'

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Journal articles on the topic "VIRTUAL WORKING ENVIRONMENT"

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Strong, Gary W. "Real and virtual environments, real and virtual memory." Behavioral and Brain Sciences 20, no. 4 (December 1997): 756–57. http://dx.doi.org/10.1017/s0140525x97401619.

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What is encoded in working memory may be a content-addressable pointer, but a critical portion of the information that is addressed includes the motor information to achieve deictic reference in the environment. Additionally, the same strategy that is used to access environment information just in time for its use may also be used to access long-term memory via the pre-frontal cortex.
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Fröhlich, Bernd, Gernoth Grunst, Wolfgang Krüger, and Gerold Wesche. "The Responsive Workbench: A virtual working environment for physicians." Computers in Biology and Medicine 25, no. 2 (March 1995): 301–8. http://dx.doi.org/10.1016/0010-4825(94)00007-d.

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Zuofa, Tarila, and Edward G. Ochieng. "Working separately but together: appraising virtual project team challenges." Team Performance Management: An International Journal 23, no. 5/6 (August 15, 2017): 227–42. http://dx.doi.org/10.1108/tpm-06-2016-0030.

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Purpose This paper aims to extend the extant knowledge on virtual teams by examining the challenges of virtual project teams in organisations in Nigeria. Design/methodology/approach Data were collected through semi-structured interviews. Totally, 20 interviews were recorded, transcribed and analysed. Validity and reliability were achieved by first assessing the plausibility in terms of already existing knowledge on some of the virtual project team issues identified by participants. Findings The findings from this study confirmed the growing relevance of virtual project teams in highly competitive global business environments. It emerged that some of the challenges identified in the study had some level of congruence with those previously identified from similar studies from other geographical locations. The findings also suggested that challenges in virtual project teams can be linked to the organisation, the project team and the virtual environment or even a combination of all. Practical implications The present study corroborates the position that managing virtual project teams requires additional efforts to attain their objectives through effective communications and the adoption of appropriate technology. Originality/value The originality of this study lies in its exploration of virtual project team challenges in a sub-Saharan Africa country (Nigeria). By identifying the challenges associated with virtual project teams, stakeholders will be better able to successfully establish and manage virtual project teams better.
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Vercueil, Megan, and Angelo Nicolaides. "Leadership in a Virtual Working World: A Review." ATHENS JOURNAL OF LAW 7, no. 4 (September 30, 2021): 437–62. http://dx.doi.org/10.30958/ajl.7-4-1.

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Understanding how the function of leading in a virtual cloud environment is becoming critical as organisations are increasingly forced to use dispersed teams to continue business operations in the “un-usual” current economy. This paper shares some findings of a study titled “A select bouquet of leadership practices advancing good governance and business ethics: A conceptual framework” undertaken in the pursuit of a doctoral degree submission. These findings can inform leaders by providing academic knowledge on the subject. Furthermore, it can support the enterprise leadership environment in transitioning from a physical to a cloud-based proximity which, because of the COVID-19 pandemic, must and is happening relatively fast. Keywords: COVID-19; communication; empathy vision; trust; Leadership; humility; people; profit.
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Bystrom, Karl-Erik, and Woodrow Barfield. "Collaborative Task Performance for Learning Using a Virtual Environment." Presence: Teleoperators and Virtual Environments 8, no. 4 (August 1999): 435–48. http://dx.doi.org/10.1162/105474699566323.

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This paper describes a study on the sense of presence and task performance in a virtual environment as affected by copresence (one subject working alone versus two subjects working as partners), level of control (control of movement and control of navigation through the virtual environment), and head tracking. Twenty subjects navigated through six versions of a virtual environment and were asked to identify changes in locations of objects within the environment. After each trial, subjects completed a questionnaire designed to assess their level of presence within the virtual environment. Results indicated that collaboration did not increase the sense of presence in the virtual environment, but did improve the quality of the experience in the virtual environment. Level of control did not affect the sense of presence, but subjects did prefer to control both movement and navigation. Head tracking did not affect the sense of presence, but did contribute to the spatial realism of the virtual environment. Task performance was affected by the presence of another individual, by head tracking, and by level of control, with subjects performing significantly more poorly when they were both alone and without control and head tracking. In addition, a factor analysis indicated that questions designed to assess the subjects' experience in the virtual environment could be grouped into three factors: (1) presence in the virtual environment, (2) quality of the virtual environment, and (3) task difficulty.
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Song, Young Eun, Peter Kovacs, Mihoko Niitsuma, and Hideki Hashimoto. "Spatial Memory for Augmented Personal Working Environments." Journal of Advanced Computational Intelligence and Intelligent Informatics 16, no. 2 (March 20, 2012): 349–57. http://dx.doi.org/10.20965/jaciii.2012.p0349.

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Augmented Personal Working Environments (APWEs) are 3D environments in which the physical surroundings of the user are overlaid with representations of a virtual reality. With the rapid technological evolution of personal informatics devices as well as a growing demand for more comfortable and efficient working environments, the partial virtualization of resources used in our everyday work settings is expected to gradually become inevitable. Irrespective of whether someone is working in an office environment or in industrial settings, this trend in virtualization is expected to lead to more collaborative working environments in which the available resources and the interfaces for dealing with those resources can be both physical and virtual in nature. SpatialMemory, which is a memory system embedded in 3-dimensional physical reality, may without doubt be a central subsystem of future APWEs. In this paper, our goal is to contribute to the development of a theoretical background for Spatial Memory from a cognitive infocommunications perspective, and to outline the future research directions of Spatial Memory in APWEs based on some key applications.
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Sergeev, Alexey, Victor Titov, and Igor Shardyko. "Induced virtual environment for control of a manipulator designed for working with radioactive materials." Robotics and Technical Cybernetics 9, no. 1 (March 31, 2021): 32–41. http://dx.doi.org/10.31776/rtcj.9104.

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This article discusses the control issues of a robotic arm for a hot cell based on the induced virtual reality methodology. A human-machine interface based on the virtual reality is presented, comprising a set of interactive features, designed to construct trajectories, along which the end effector of the arm should move. The prospects of computer vision are further considered as means that update the virtual environment state. An experiment to compare two approaches designed to control the robotic arm in virtual environment was carried out.
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Wang, Cheng Jiong. "The Design and Realization of Virtual Editing Environment for News Release." Advanced Materials Research 989-994 (July 2014): 4665–68. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4665.

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. As the development of modern information technology, the digitization, mobilization and networking of working environment have become the general trend, directly from which the virtual editing environment cooperatively supported by the computer comes. The realization of mobile officing and home officing through VIEW makes the editing of news agencies virtual and links news gathering and editing with network to fully enhance the efficiency of news publishing and provide better working environment for editors and reporters.
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Maitakov, F. G., A. A. Merkulov, E. V. Petrenko, and A. Y. Yafasov. "TECHNOLOGY OF VIRTUAL WORKING ENVIRONMENT SYNTHESIS FOR HETEROGENEOUS TERRITORIALLY DISTRIBUTED TEAMS." Vestnik of Ryazan State Radio Engineering University 62 (2017): 95–103. http://dx.doi.org/10.21667/1995-4565-2017-62-4-95-103.

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Ki, Jae-Sug. "Interactive training simulator for aerial working platform in a virtual environment." Computer Applications in Engineering Education 19, no. 4 (May 18, 2009): 733–38. http://dx.doi.org/10.1002/cae.20358.

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Dissertations / Theses on the topic "VIRTUAL WORKING ENVIRONMENT"

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Andersson, Marcus, and Simon Holmqvist. "Getting tired of working from home? : A case study of management practices to motivate employees in a virtual environment." Thesis, Jönköping University, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53457.

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The use of virtual teams has increased during recent years due to technological development, and the current Covid-19 pandemic has driven the pace of this growing phenomenon to the next level. This study has looked in-depth at a single company within the Swedish insurance industry, how managerial practices differ between a virtual environment and a co-located environment regarding motivating employees. It has been identified that the managers have adjusted their way of working and employed several new practices to motivate their employees. Motivation is a complex topic, and many potential practices could influence motivation. The managers have carefully taken actions that enables the employees to execute their work tasks. Further, the findings show that the managers, in this case, have employed a lower degree of virtuality, and actively employed solutions that facilitate interactions and structure. Additionally, the employees have been empowered and given the authority to engage in decisions to a greater extent than when they were working co-located. While most employed practices aim to motivate the employees, other practices aim to fulfill other purposes. Hence, these practices could still influence the employees' motivation.
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McEnery, Michael. "Emerging practices in a post primary school : challenges and opportunities when working with a Virtual Learning Environment (VLE)." Thesis, Queen's University Belfast, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.680436.

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The use of a Virtual Learning Environment (VLE) to support teaching and learning in a range of second and third level education contexts is increasing. The variety of elements included in the VLE and the extent to which it is integral to the course varies. While the use of the VLE may appear to have a number of benefits, in particular the promotion of independent learning, there is a need for empirical research in a range of contexts to establish an evidence base that will inform practice. This dissertation reports on a study of a General Certificate of Education (GCE) Advanced Supplementary (AS) Level Information Communication Technology Course (ICT) in a co-educational school with a mixed ability intake. The course models a 'blended' approach to the teaching, incorporating many of the Web 2.0 technology tools that comprise a VLE to support the students in their work and to encourage independent learning. The VLE is used along with the traditional teacher-led style of delivery outlining learning outcomes, directing learning and assessing progress. While numerous studies in this area have provided insights into the potential benefits of a VLE, many use third level institutions as a backdrop and focus on staff rather than pupil experiences. Students' perceptions and engagement is under researched. This study addresses the students' reasons for engagement with the VLE, their perceptions of this mode of delivery and the extent and nature of independent working promoted by this approach. The study showed that students saw the benefits of engaging with the VLE for ~he purpose of the course over and above those employed in other subject areas specifically in relation to student management and organisation of learning, absence from school, assessment feedback and belonging to a community of learners. The study also found that although the school made the development of the VLE a whole school initiative, for the majority of subjects its use was limited to an online resource storage area.
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Fraser, Mike C. "Working with objects in collaborative virtual environments." Thesis, University of Nottingham, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364659.

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Labate, Enia. "Acquisition of spatial knowledge during navigation: the role of internal and external factors." Doctoral thesis, Università degli studi di Padova, 2014. http://hdl.handle.net/11577/3423707.

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The general aim of this project of research was to investigate the role of internal and external factors involved in the construction of a spatial representation during navigation. The main question of this dissertation was: do we need the same type of memory to retrace a route and find a shortcut? In other words: which type of memory is involved in the construction of route and survey representation respectively? In research the main question is about the role of working memory in the construction of spatial representation. According to Baddeley's model (1986), working memory is not a unitary system, but it is possible to distinguish an attentional control system—the central executive—and two subsystems—the phonological loop and the visuospatial sketchpad, which encodes and maintains verbal information and visuospatial information, respectively (Baddeley & Hitch, 1974). Until now, research carried out to date on spatial representation has looked at the role of verbal (VWM) and visuo-spatial (VSWM) working memory in the construction of route representation during navigation (Garden et al., 2002; Meilinguer et al., 2008). However it remains unclear the involvement of working memory in the construction of survey knowledge. In addition, the construction of survey representation, as recent frameworks suggested (Montello et al., 1999; Kitchin et al., 1994), seems to depend also on individual difference, but little is known about the role of external factors such as the presence of landmarks or the influence of specific instructions in guiding navigation behaviour. A series of four experiments was carried out. In all experiments we investigated the role of both subcomponents of working memory through classic paradigm of dual task. Participants learned a route in a virtual (Experiments 1, 3 and 4,) or real environment (Experiment 2) performing spatial or verbal secondary task simultaneously. Reproduction of the route, pointing task, drawing map and finding a shortcut were used to investigate the construction of route and survey representation during navigation. Our results supported that the ability to retrace a route depends on encoding and maintaining the information in VWM and VSW whereas the ability to find a shortcut seems to be related on the involvement of VSWM (Experiment 1 – 2). In addition, our results confirmed that there are large individual differences in both ability to learn spatial layout and in how spatial layout is preferentially encoded (Experiment 2), and added that the sense of direction becomes the predictor of the acquisition of survey knowledge in the learning conditions without landmarks (Experiment 3). Moreover our results showed that the process of acquisition of spatial knowledge implicates also external factors, demonstrating, specifically, that the presence of landmarks and receiving specific instructions about the task facilitate the construction of mental representation (Experiment 4). In conclusion our results add to the growing body of literature supporting that the acquisition of spatial knowledge is a multi-level process influenced by internal and external factors.
Lo scopo del presente progetto di ricerca era indagare il ruolo di fattori interni ed esterni coinvolti nella costruzione di una rappresentazione spaziale durante la navigazione. Il quesito principale: per riprodurre un percorso e per trovare una scorciatoia è necessario lo stesso tipo di memoria? In altre parole: quale tipo di memoria è coinvolta rispettivamente nella costruzione di una rappresentazione route e survey? La letteratura ha indagato il ruolo della memoria di lavoro nella costruzione di una rappresentazione spaziale. La memoria di lavoro, secondo il modello proposto da Baddeley (1986), non è un sistema unitario, ma è costituita da un sistema di controllo attenzionale – l'esecutivo centrale – e due subcomponenti – phonological loop e visuospatial sketchpad – che codificano, rispettivamente, informazioni verbali e spaziali (Baddeley & Hitch, 1974). Gli studi condotti fino ad oggi, si sono maggiormente focalizzati sul ruolo della componente verbale e visuo-spaziale della memoria di lavoro nella costruzione di una rappresentazione spaziale route durante la navigazione (Garden et al., 2002; Meilinguer et al., 2008). Tuttavia, resta non chiaro il coinvolgimento della memoria di lavoro nella costruzione di una rappresentazione spaziale survey. La costruzione di una rappresentazione survey, come suggerito da recenti frameworks (Montello et al., 1999; Kitchin et al., 1994), risulta essere influenzata da differenze individuali, ma poco è noto rispetto al ruolo di fattori esterni, come la presenza di landmarks nell'ambiente o l'influenza di specifiche istruzioni nel guidare la navigazione. Sono stati condotti quattro studi. In tutti gli esperimenti è stato indagato il ruolo delle sub- componenti della memoria di lavoro attraverso il paradigma del doppio compito. I partecipanti durante l'apprendimento di un percorso in ambiente virtuale (Esperimenti 1, 3 e 4) o reale (Esperimento 2) eseguivano, contemporaneamente, il doppio compito verbale o spaziale. Ai soggetti è stato richiesto di riprodurre il percorso, per indagare la costruzione della rappresentazione route, e di effettuare stime di direzione, disegnare una mappa e individuare una scorciatoia, per indagare la costruzione della rappresentazione survey. I nostri risultati hanno evidenziato che il processo di costruzione di una rappresentazione route implica il coinvolgimento della memoria di lavoro verbale e spaziale mentre il processo di costruzione di una rappresentazione survey sembra coinvolgere maggiormente la memoria di lavoro visuo-spaziale (Esperimenti 1 – 2). Inoltre i risultati hanno confermato che ci sono larghe differenze individuali nell'abilità di apprendere un layout spaziale (Esperimento 2) e ai dati presenti in letteratura, hanno aggiunto che il senso dell'orientamento predice l'abilità di acquisire informazione spaziale survey quando si naviga in un ambiente privo di landmarks (Esperimento 3). Infine, non di minore importanza, è il ruolo svolto da fattori esterni. Infatti dai dati è emerso che navigare in un ambiente con landmarks e ricevere specifiche istruzioni rispetto al compito, facilita il processo di costruzione di una rappresentazione spaziale (Esperimento 4). In conclusione il presente progetto di ricerca ha fornito un contributo al crescente corpo della letteratura dimostrando che l'acquisizione di conoscenza spaziale durante la navigazione, è un processo complesso influenzato da fattori sia interni che esterni.
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Karnasuta, Pandit. "An examination of the effects of web-based virtual working environments on team effectiveness within construction projects." Thesis, University of Reading, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.401459.

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Weisberg, Steven Marc. "WHERE AM I? INDIVIDUAL DIFFERENCES IN MEMORY, NAVIGATION ABILITY, AND NAVIGATION STRATEGY." Diss., Temple University Libraries, 2014. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/308490.

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Psychology
Ph.D.
Navigation proficiency - the ability to find and recall new and familiar locations - varies widely among individuals (e.g., Schinazi, Epstein, Nardi, Newcombe, & Shipley, 2013; Weisberg, Schinazi, Newcombe, Shipley, & Epstein, 2014). The cognitive processes that support effective navigation have been theoretically sketched out (e.g., Wolbers & Hegarty, 2010), but how do those processes contribute to aspects of and individual differences in navigation behavior? Using a virtual environment to assess navigation proficiency (Weisberg et al., 2014), we conducted two studies to investigate whether individual differences in navigating meaningfully relate to memory capacity (Study1) and navigation strategy (Study 2). Results from Study 1 suggest that working memory capacity may limit some participants' ability to build accurate cognitive maps. Using a virtual environment paradigm based on the rodent T-maze (Marchette, Bakker, & Shelton, 2011), Study 2 shows that good navigators do not prefer to use a place-based strategy over a response-based strategy, but there was an interaction between strategy selection and goals found. Good navigators who used a place-based strategy found more goals than good navigators who used a response-based strategy; the opposite was true for bad navigators. Emerging from this set of studies is a richer picture of how individual differences in cognitive traits (i.e., working memory capacity), and strategy choice relate to navigation proficiency.
Temple University--Theses
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Boumenir, Yasmine. "Spatial navigation in real and virtual urban environments: performance and multisensory processing of spatial information in sighted, visually impaired, late and congenitally blind individuals." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2011. http://tel.archives-ouvertes.fr/tel-00632703.

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Previous studies investigating how humans build reliable spatial knowledge representations allowing them to find their way from one point to another in complex environments have been focused on comparing the relative importance of the two-dimensional visual geometry of routes and intersections, multi-dimensional data from direct exposure with the real world, or verbal symbols and/or instructions. This thesis sheds further light on the multi-dimensional and multi-sensorial aspects by investigating how the cognitive processing of spatial information derived from different sources of sensory and higher order input influences the performance of human observers who have to find their way from memory through complex and non-familiar real-world environments. Three experiments in large-scale urban environments of the real world, and in computer generated representations of these latter (Google Street View), were run to investigate the influence of prior exposure to 2D visual or tactile maps of an itinerary, compared with a single direct experience or verbal instructions, on navigation performances in sighted and/or visually deficient individuals, and in individuals temporarily deprived of vision. Performances were analyzed in terms of time from departure to destination, number of stops, number of wrong turns, and success rates. Potential strategies employed by individuals during navigation and mental mapping abilities were screened on the basis of questionnaires and drawing tests. Subjective levels of psychological stress (experiment 2) were measured to bring to the fore possible differences between men and women in this respect. The results of these experiments show that 2D visual maps, briefly explored prior to navigation, generate better navigation performances compared with poorly scaled virtual representations of a complex real-world environment (experiment 1), the best performances being produced by a single prior exposure to the real-world itinerary. However, brief familiarization with a reliably scaled virtual representation of a non-familiar real-world environment (Google Street View) not only generates optimal navigation in computer generated testing (virtual reality), but also produces better navigation performances when tested in the real-world environment and compared with prior exposure to 2D visual maps (experiment 2). Congenitally blind observers (experiment 3) who have to find their way from memory through a complex non-familiar urban environment perform swiftly and with considerable accuracy after exposure to a 2D tactile map of their itinerary. They are also able to draw a visual image of their itinerary on the basis of the 2D tactile map exposure. Other visually deficient or sighted but blindfolded individuals seem to have greater difficulty in finding their way again than congenitally blind people, regardless of the type of prior exposure to their test itinerary. The findings of this work here are discussed in the light of current hypotheses regarding the presumed intrinsic nature of human spatial representations, replaced herein within a context of working memory models. It is suggested that multi-dimensional temporary storage systems, capable of processing a multitude of sensory input in parallel and with a much larger general capacity than previously considered in terms of working memory limits, need to be taken into account for future research.
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Boumenir, Yasmine. "Navigation spatiale en milieu urbain réel ou virtuel : performances et traitement multisensoriel de l'information spatiale chez les voyants, malvoyants et aveugles congénitaux ou tardifs." Thesis, Montpellier 2, 2011. http://www.theses.fr/2011MON20060.

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Dans le cadre de cette thèse, nous avons mené trois études sur le terrain et/ou en laboratoire pour comparer l'importance relative de la géométrie des routes, représentée visuellement ou tactilement en deux dimensions, des informations multidimensionnelles extraites sur la base d'une visite directe du monde réel, et des informations symboliques indirectes sur les lieux par le biais d' instructions verbales, dans la construction de représentations spatiales chez l'homme, lui permettant de naviguer de mémoire dans des environnements complexes et non-familiers. Ces expériences ont permis de mettre en lumière certains aspects multidimensionnels et multi-sensoriels dans le traitement cognitif des informations spatiales et l'influence de celui-ci sur les performances d'hommes et de femmes, qui avaient pour tâche de retrouver de mémoire un itinéraire donné dans un milieu urbain non familier. Les résultats montrent clairement que des informations relatives aux repères visuels, transmises au moyen de séquences d'images panoramiques des itinéraires étudiés, sont inutilisables par un navigateur s'il ne dispose pas d'informations valides sur les distances relatives entre ces repères dans le monde réel (expérience 1). L'influence d'une exposition au préalable à un plan 2D visuel ou tactile des itinéraires a été comparé avec celle d'une expérience directe au moyen d'une visite guidée, ou indirecte au moyen d'indications verbales, sur les performances de navigation de personnes voyantes (expérience 1 et 2), déficientes visuelles (expérience 3), ou voyantes mais privées temporairement de leur vision (expérience 3) dans des environnements urbains à grande échelle. Les tests ont été réalisés en milieu réel (expériences 1 et 3) et virtuel (expérience 2) généré par ordinateur (Google Street View). Les performances ont été analysées en termes de temps du point de départ au point d'arrivée, nombre d'arrêts, nombre d'erreurs et taux de succès. Les stratégies potentiellement employées durant la navigation sont mis en avant sur la base des réponses des sujets à un questionnaire standardisé ; leurs capacités individuelles de se représenter l'environnement exploré sous forme d'images mentales a été évaluée sur la base de dessins. Les niveaux subjectifs de stress psychologique ont été mesurés pour mettre en évidences des différences possibles entre l'homme et la femme à cet égard. Les données ici montrent, d'une part, qu'une exploration rapide de représentations virtuelles correctement mises à l'échelle d'un environnement complexe permet aux sujets de retrouver cet itinéraire sans problème dans le milieu réel (expérience 2). Les personnes aveugles de naissance compensent l'absence de repères visuels dans la navigation efficacement par la mémorisation d'informations géométriques sur la base d'une brève exploration d'un plan tactile des itinéraires étudiés ici. Les sujets voyants privés de repères visuels, par contre, ne sont pas instantanément capables d'une telle compensation (expérience 3). Les résultats de ce travail sont discutés ici à la lumière des hypothèses actuelles sur la nature intrinsèque des représentations spatiales chez l'homme et placés ici dans le contexte d'un modèle de la mémoire de travail. Nous suggérons que cette dernière comprend des sous-systèmes multidimensionnels de stockage temporaire, capables de traiter en parallèle une multitude d'entrées sensorielles avec une capacité beaucoup plus grande que précédemment postulé dans le modèle classique de la mémoire de travail, qui présume un traitement sériel d'informations à capacité limitée. Un tel modèle est globalement mis en question par les résultats de cette thèse, qui ouvre une porte importante aux recherches futures sur le traitement cognitif d'informations spatiales chez l'homme dans un monde en perpétuel changement.Mots-clés : Environnements à grandes échelles – perception – traitement multi-sensoriel – représentation spatiale – navigation – humain
Previous studies investigating how humans build reliable spatial knowledge representations allowing them to find their way from one point to another in complex environments have been focused on comparing the relative importance of the two-dimensional visual geometry of routes and intersections, multi-dimensional data from direct exposure with the real world, or verbal symbols and/or instructions. This thesis sheds further light on the multi-dimensional and multi-sensorial aspects by investigating how the cognitive processing of spatial information derived from different sources of sensory and higher order input influences the performance of human observers who have to find their way from memory through complex and non-familiar real-world environments. Three experiments in large-scale urban environments of the real world, and in computer generated representations of these latter (Google Street View), were run to investigate the influence of prior exposure to 2D visual or tactile maps of an itinerary, compared with a single direct experience or verbal instructions, on navigation performances in sighted and/or visually deficient individuals, and in individuals temporarily deprived of vision. Performances were analyzed in terms of time from departure to destination, number of stops, number of wrong turns, and success rates. Potential strategies employed by individuals during navigation and mental mapping abilities were screened on the basis of questionnaires and drawing tests. Subjective levels of psychological stress (experiment 2) were measured to bring to the fore possible differences between men and women in this respect. The results of these experiments show that 2D visual maps, briefly explored prior to navigation, generate better navigation performances compared with poorly scaled virtual representations of a complex real-world environment (experiment 1), the best performances being produced by a single prior exposure to the real-world itinerary. However, brief familiarization with a reliably scaled virtual representation of a non-familiar real-world environment (Google Street View) not only generates optimal navigation in computer generated testing (virtual reality), but also produces better navigation performances when tested in the real-world environment and compared with prior exposure to 2D visual maps (experiment 2). Congenitally blind observers (experiment 3) who have to find their way from memory through a complex non-familiar urban environment perform swiftly and with considerable accuracy after exposure to a 2D tactile map of their itinerary. They are also able to draw a visual image of their itinerary on the basis of the 2D tactile map exposure. Other visually deficient or sighted but blindfolded individuals seem to have greater difficulty in finding their way again than congenitally blind people, regardless of the type of prior exposure to their test itinerary. The findings of this work here are discussed in the light of current hypotheses regarding the presumed intrinsic nature of human spatial representations, replaced herein within a context of working memory models. It is suggested that multi-dimensional temporary storage systems, capable of processing a multitude of sensory input in parallel and with a much larger general capacity than previously considered in terms of working memory limits, need to be taken into account for future research.Keywords: large scale environments – perception – multisensory processing - spatial representation – navigation - human
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Li, Qiang. "Modélisation et exploitation des traces d'interactions dans l'environnement de travail collaboratif." Phd thesis, Université de Technologie de Compiègne, 2013. http://tel.archives-ouvertes.fr/tel-00935411.

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Les sciences humaines et le progrès social ne peuvent pas se poursuivre sans collaboration. Avec le développement rapide des technologies de l'information et la popularité des appareils intelligents, le travail collaboratif est beaucoup plus simple et plus fréquents que jamais. Les gens peuvent travailler ensemble sans tenir compte de leur emplacement/ location géographique ou de la limitation de temps. Les environnements de travail de collaboration basés sur le Web sont conçus et consacrés à supporter/soutenir le travail individuel et le travail en groupe dans divers domaines: la recherche, les affaires, l'éducation, etc. N'importe quelle activité dans un système d'information produit un ensemble de traces. Dans un contexte de travail collaboratif, de telles traces peuvent être très volumineuses et hétérogènes. Pour un Environnement de Travail Collaboratif (ETC) typique Basé sur le Web, les traces sont principalement produites par des activités collaboratives ou des interactions collaboratives et peuvent être enregistrées. Les traces modélisées ne représentent pas seulement la connaissance, mais aussi l'expérience acquise par les acteurs via leurs interactions mutuelles ou les interactions qu'ils ont avec le système. Avec la complexité croissante de la structure de groupe et les besoins fréquents de collaboration, les interactions existantes deviennent de plus en plus difficiles à saisir et à analyser. Or, pour leurs travaux futurs, les gens ont souvent besoin de récupérer des informations issues de leurs activités de collaboration précédentes. Cette thèse se concentre sur la définition, la modélisation et l'exploitation des différentes traces dans le contexte d'Environnement de Travail Collaboratif et en particulier aux Traces Collaboratives dans l'espace de travail partagé de groupe (ou l'espace de travail collaboratif). Un modèle de traces de collaboration qui peuvent efficacement enrichir l'expérience du groupe et aider à la collaboration de groupe est proposé et détaillé. Nous présentons ensuite et définissons un type de filtre complexe comme un moyen possible d'exploiter ces traces. Plusieurs scénarios de base d'exploitation des traces collaboratives sont présentés. Pour chacun d'entre eux, nous présentons leurs effets et les avantages procurés par ces effets dans l'environnement de travail collaboratif. En effet, un cadre de l'exploitation des traces général est introduit et nous expliquons mis en œuvre dans un ETC. Trois approches collaboratives générant des traces sont discutées à l'aide d'exemples: l'Analyse SWOT, l'intégration de modèle de maturité de la capacité (CMMI) et le Système de Recommandation de Groupe. Une expérimentation de ce modèle a été réalisée dans le cadre de la plate-forme collaborative E-MEMORAe2.0. Cette expérience montre que notre modèle de trace collaborative et le cadre d'exploitation proposé pour l'environnement de travail collaboratif peuvent faciliter à la fois le travail personnel et de groupe. Notre approche peut être appliquée comme un moyen générique pour traiter différents sujets et problèmes, qu'il s'agisse de collaboration ou de l'exploitation des traces laissées dans un ECT.
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Li, Siying. "Context-aware recommender system for system of information systems." Thesis, Compiègne, 2021. http://www.theses.fr/2021COMP2602.

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Travailler en collaboration n’est plus une question mais une réalité, la question qui se pose aujourd’hui concerne la mise en œuvre de la collaboration de façon à ce qu’elle soit la plus réussie possible. Cependant, une collaboration réussie n’est pas facile et est conditionnée par différents facteurs qui peuvent l’influencer. Il est donc nécessaire de considérer ces facteurs au sein du contexte de collaboration pour favoriser l’efficacité de collaboration. Parmi ces facteurs, le collaborateur est un facteur principal, qui est étroitement associé à l’efficacité et à la réussite des collaborations. Le choix des collaborateurs et/ou la recommandation de ces derniers en tenant compte du contexte de la collaboration peut grandement influencer la réussite de cette dernière. En même temps, grâce au développement des technologies de l’information, de nombreux outils numériques de collaboration sont mis à la disposition tels que les outils de mail et de chat en temps réel. Ces outils numériques peuvent eux-mêmes être intégrés dans un environnement de travail collaboratif basé sur le web. De tels environnements permettent aux utilisateurs de collaborer au-delà de la limite des distances géographiques. Ces derniers laissent ainsi des traces d’activités qu’il devient possible d’exploiter. Cette exploitation sera d’autant plus précise que le contexte sera décrit et donc les traces enregistrées riches en description. Il devient donc intéressant de développer les environnements de travail collaboratif basé sur le web en tenant d’une modélisation du contexte de la collaboration. L’exploitation des traces enregistrés pourra alors prendre la forme de recommandation contextuelle de collaborateurs pouvant renforcer la collaboration. Afin de générer des recommandations de collaborateurs dans des environnements de travail collaboratifs basés sur le web, cette thèse se concentre sur la génération des recommandations contextuelles de collaborateurs en définissant, modélisant et traitant le contexte de collaboration. Pour cela, nous proposons d’abord une définition du contexte de collaboration et choisissons de créer une ontologie du contexte de collaboration compte tenu des avantages de l’approche de modélisation en l’ontologie. Ensuite, une similarité sémantique basée sur l’ontologie est développée et appliquée dans trois algorithmes différents (i.e., PreF1, PoF1 et PoF2) afin de générer des recommandations contextuelles des collaborateurs. Par ailleurs, nous déployons l’ontologie de contexte de collaboration dans des environnements de travail collaboratif basés sur le web en considérant une architecture de système des systèmes d’informations du point de vue des environnements de travail collaboratif basés sur le web. À partir de cette architecture, un prototype correspondant d’environnement de travail collaboratif basé sur le web est alors construit. Enfin, un ensemble de données de collaborations scientifiques est utilisé pour tester et évaluer les performances des trois algorithmes de recommandation contextuelle des collaborateurs
Working collaboratively is no longer an issue but a reality, what matters today is how to implement collaboration so that it is as successful as possible. However, successful collaboration is not easy and is conditioned by different factors that can influence it. It is therefore necessary to take these impacting factors into account within the context of collaboration for promoting the effectiveness of collaboration. Among the impacting factors, collaborator is a main one, which is closely associated with the effectiveness and success of collaborations. The selection and/or recommendation of collaborators, taking into account the context of collaboration, can greatly influence the success of collaboration. Meanwhile, thanks to the development of information technology, many collaborative tools are available, such as e-mail and real-time chat tools. These tools can be integrated into a web-based collaborative work environment. Such environments allow users to collaborate beyond the limit of geographical distances. During collaboration, users can utilize multiple integrated tools, perform various activities, and thus leave traces of activities that can be exploited. This exploitation will be more precise when the context of collaboration is described. It is therefore worth developing web-based collaborative work environments with a model of the collaboration context. Processing the recorded traces can then lead to context-aware collaborator recommendations that can reinforce the collaboration. To generate collaborator recommendations in web-based Collaborative Working Environments, this thesis focuses on producing context-aware collaborator recommendations by defining, modeling, and processing the collaboration context. To achieve this, we first propose a definition of the collaboration context and choose to build a collaboration context ontology given the advantages of the ontology-based modeling approach. Next, an ontologybased semantic similarity is developed and applied in three different algorithms (i.e., PreF1, PoF1, and PoF2) to generate context-aware collaborator recommendations. Furthermore, we deploy the collaboration context ontology into web-based Collaborative Working Environments by considering an architecture of System of Information Systems from the viewpoint of web-based Collaborative Working Environments. Based on this architecture, a corresponding prototype of web-based Collaborative Working Environment is then constructed. Finally, a dataset of scientific collaborations is employed to test and evaluate the performances of the three context-aware collaborator recommendation algorithms
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Books on the topic "VIRTUAL WORKING ENVIRONMENT"

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Bayliss, Christopher J. Cooperative working in a virtual environment. Manchester: University of Manchester, Department of Computer Science, 1995.

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Mackenzie, Alison, and Lindsey Martin, eds. Mastering Digital Librarianship. Facet, 2014. http://dx.doi.org/10.29085/9781856046824.

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This book examines the changing roles of the librarian and how working within a rich digital environment has impacted on the ability of professionals to develop the appropriate 'know how', skills, knowledge and behaviours required in order to operate effectively. Expert specialists and opinion-makers from around the world discuss the challenges and successes of adapting existing practices, introducing new services and working with new partners in an environment that no longer recognizes traditional boundaries and demarcation of roles. The book is structured thematically, with a focus on three key strands where the impact of digital technologies is significant. The first strand, Rethinking Marketing and Communication, looks at strategic approaches and practices which harness social media and illustrate the importance of communication and marketing activities in these new online spaces. The second strand, Rethinking Support for Academic Practice, examines the professional expertise required of librarians who engage with and support new academic and learner practices in digitally rich teaching, learning and research environments. The third strand, Rethinking Resource Delivery, investigates the use of strategies to maximize access to online resources and services: harnessing system data to enhance collection management and user choice, designing and managing mobile 'friendly' learning spaces and providing virtual resources and services to an overseas campus. This timely and inspiring edited collection should make vital reading for librarians, library schools, departments of information science and other professional groups such as education developers, learning technologists and IT specialists.
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(Editor), Luis M. Camarinha-Matos, Hamideh Afsarmanesh (Editor), and Angel Ortiz (Editor), eds. Collaborative Networks and Their Breeding Environments: IFIP TC 5 WG 5. 5 Sixth IFIP Working Conference on VIRTUAL ENTERPRISES, 26-28 September 2005, Valencia, ... Federation for Information Processing). Springer, 2005.

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Cordery, John, and Sharon K. Parker. Work Organization. Edited by Peter Boxall, John Purcell, and Patrick M. Wright. Oxford University Press, 2009. http://dx.doi.org/10.1093/oxfordhb/9780199547029.003.0010.

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The past three decades have witnessed major changes to organizations and the work that is performed by their members, brought about in the main by technological changes and global competition. Terms such as lean production, manufacturing business process re-engineering, outsourcing, team-based working, kaizen, just-in-time production, empowerment, call centers, contingent workers, virtual teams, tele-work, and the learning organization are just some of the words that have entered the lingua franca of management, denoting ways in which organizations have attempted to respond to such changes. This article outlines a systems framework for describing the ways in which work activities are structured and coordinated by organizations in response to technological, economic, and social imperatives. In doing so, it is particularly mindful of the impact that evolving work configurations have upon an organization, its members, and the broader environment within which that organization operates.
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Taras, Vas, ed. The X-Culture Handbook of Collaboration and Problem Solving in Global Virtual Teams. UNC Greensboro University Libraries, 2022. http://dx.doi.org/10.5149/9781469669809_taras.

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According to a 2018 survey, 89 percent of "white-collar" workers at least occasionally work as members of global virtual teams. The percentage has likely increased during the COVID-19 pandemic as bans on international travel and the shifts to telework prompted more online collaboration. Collaboration among people from different countries, cultures, organizations, and institutional environments presents numerous advantages; the diversity of perspectives and knowledge pools greatly enhances the team's creativity and decision-making. However, such workgroups often have to deal with time-zone differences, limited in-person contact substituted by communciation online, and the differences stemming from culture and institutional diversity, which presents challenges not experienced by traditional collocated teams. Based on a wealth of research and personal experiences, contributors to The X-Culture Handbook of Collaboration and Problem Solving in Global Virtual Teams review known challenges and recommend evidence-based best practices for working in global virtual teams. The book provides practical advice not only to members of global virtual teams, but also for team managers, coaches, counselors, and educators.
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Harcourt, Edward, ed. Attachment and Character. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780192898128.001.0001.

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There are many exciting points of contact between the questions pursued by attachment theory and those first raised by Aristotle’s ethics, and which continue to preoccupy moral philosophers today. For the first time this volume brings experts from ethics and from attachment theory together to explore them, in order to show philosophers working in moral psychology or in ‘virtue ethics’ that they both have more to learn from, and more to teach, developmental psychology in the attachment paradigm than has been thought to date. Attachment theory is a theory of psychological development. The characteristics attachment theory is a developmental theory of are evaluatively inflected: to be securely attached to a parent is to have a kind of attachment that makes for a good intimate relationship. But obviously the classification of human character in terms of the virtues and vices is evaluatively inflected too. This collection of chapters explores the latest empirical findings on the relationship between attachment and the vices and virtues, and the relative importance of attachment status as against other determinants of prosocial behaviour. It also probes the concept of the prosocial itself, and the connections between prosocial behaviour, virtue, and the quality of the social environment; explores whether what we know about these connections casts light on whether there are even such things as stable character traits; and whether attachment theory, in locating the origins of virtue in secure attachment, and attachment dispositions in human evolutionary history, gives support to ethical naturalism, in any of the many meanings of that expression.
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Camarinha-Matos, Luis M., and Hamideh Afsarmanesh. Collaborative Systems for Smart Networked Environments: 15th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2014, Amsterdam, The ... and Communication Technology ). Springer, 2014.

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Camarinha-Matos, Luis M., Hamideh Afsarmanesh, and Angel Ortiz. Collaborative Networks and Their Breeding Environments: IFIP TC 5 WG 5. 5 Sixth IFIP Working Conference on VIRTUAL ENTERPRISES, 26-28 September 2005, Valencia, Spain. Springer, 2014.

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9

Camarinha-Matos, Luis M., Hamideh Afsarmanesh, and Angel Ortiz. Collaborative Networks and Their Breeding Environments: IFIP TC 5 WG 5. 5 Sixth IFIP Working Conference on VIRTUAL ENTERPRISES, 26-28 September 2005, Valencia, Spain. Springer London, Limited, 2006.

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Camarinha-Matos, Luis M., and Hamideh Afsarmanesh. Collaborative Systems for Smart Networked Environments: 15th IFIP WG 5. 5 Working Conference on Virtual Enterprises, PRO-VE 2014, Amsterdam, the Netherlands, October 6-8, 2014, Proceedings. Springer, 2014.

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Book chapters on the topic "VIRTUAL WORKING ENVIRONMENT"

1

Winkler, Teodor, Jaroslaw Tokarczyk, and Dariusz Michalak. "Virtual Working Environment." In Handbook of Loss Prevention Engineering, 393–421. Weinheim, Germany: Wiley-VCH Verlag GmbH & Co. KGaA, 2013. http://dx.doi.org/10.1002/9783527650644.ch17.

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Kikuchi, Seiji, Ryosuke Konishi, Reiji Goda, Yusuke Kan’no, Shinji Miyake, and Daiji Kobayashi. "Evaluation of a Virtual Working Environment via Psychophysiological Indices." In HCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction, 257–66. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-17615-9_18.

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González-Mendívil, Jorge A., Miguel X. Rodríguez-Paz, and Israel Zamora-Hernández. "Virtual Reality Environment as a Developer of Working Competences." In Advances in Intelligent Systems and Computing, 138–45. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74009-2_18.

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Tsoy, D. D., Ye A. Daineko, M. T. Ipalakova, A. M. Seitnur, and A. N. Myrzakulova. "Developing a Gesture Library for Working in a Virtual Environment." In Lecture Notes in Computer Science, 17–24. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-87595-4_2.

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Noro, Kageyu, and Ryohei Tanaka. "Construction of Virtual Working Environment and Evaluation of the Workers." In Conceptual Modeling for New Information Systems Technologies, 81–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-46140-x_7.

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Jaya Shankar, P., V. Chandrasekaran, and N. Desikan. "An Agent Based Service Inter-working Architecture for the Virtual Home Environment." In Telecommunications and IT Convergence Towards Service E-volution, 257–68. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-46525-1_18.

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Bolodurina, Irina, Leonid Legashev, Petr Polezhaev, Alexander Shukhman, and Yuri Ushakov. "Virtual Working Environment Scheduling of the Cloud System for Collective Access to Educational Resources." In Smart Industry & Smart Education, 671–77. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95678-7_73.

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Kreuzwieser, Simon, Andreas Kimmig, Felix Michels, Rebecca Bulander, Victor Häfner, Jakob Bönsch, and Jivka Ovtcharova. "Human-Machine-Interaction in Innovative Work Environment 4.0 – A Human-Centered Approach." In New Digital Work, 68–86. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-26490-0_5.

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AbstractThe working environment is constantly changing and companies face the challenge of adapting to new and constantly changing customer requirements. Employees are faced with the challenge of identifying and learning new, helpful technologies and using them in order to achieve efficiency gains and increase productivity. This article addresses the three technologies Artificial Intelligence, Robotic Process Automation and Virtual Reality, which will play an important role in the future of work and will influence the Work Environment 4.0. Artificial Intelligence and Robotic Process Automation relieve employees of repetitive and manual tasks which thus accelerate and simplify business processes. Virtual Reality offers employees new opportunities to collaborate in virtual environments. Instead of performing routine tasks, employees will increasingly promote the use of such technologies in future and orchestrate their application. In addition, it is important for employees to continuously look for new use cases within their own organization and to collaborate with external partners. The article aims to describe the opportunities that arise from the application of the technologies and to explain their effects on the Work Environment 4.0 and the employee.
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Guo, Yaxin, Guizhen Yu, Bin Zhou, Yucan Wang, and Guoqiang Liu. "Research on Open-pit Mine Virtual Environment Construction and Working Vehicle Modeling Simulation Based on PreScan." In Lecture Notes in Electrical Engineering, 85–96. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-8458-9_10.

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Corso, Mariano, Antonella Martini, and Andrea Pesoli. "Evolving from 1.0 to enterprise 2.0: an interpretative review- Empirical stages and approaches towards the new (virtual) working environment." In Web 2.0, 1–36. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-85895-1_12.

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Conference papers on the topic "VIRTUAL WORKING ENVIRONMENT"

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dos Santos, Cássia T., and Fernando S. Osório. "An intelligent and adaptive virtual environment and its application in distance learning." In the working conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/989863.989925.

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Singh, H. Lally, Denis Gračanin, and Krešimir Matković. "An approach to tuning distributed virtual environment performance by modifying terrain." In the International Working Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2254556.2254671.

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Kucecka, Jakub, Juraj Vincur, Peter Kapec, and Pavel Cicak. "UML-based Live Programming Environment in Virtual Reality." In 2022 Working Conference on Software Visualization (VISSOFT). IEEE, 2022. http://dx.doi.org/10.1109/vissoft55257.2022.00028.

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ujbanyi, Tibor, Gordana Stankov, and Balint Nagy. "A transparent working environment in MaxWhere virtual space." In 2019 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom). IEEE, 2019. http://dx.doi.org/10.1109/coginfocom47531.2019.9089967.

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Holz, K. Peter, Gerald Hildebrandt, and Tzveta Neltchinova. "Virtual laboratories for collaborative working in environment water." In the 5th international conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1050330.1050412.

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Wang, Chunyu, Xiao Feng Wang, and Xing Long Qi. "Simulation design of virtual battlefield radar working environment." In 2nd International Conference on Laser, Optics and Optoelectronic Technology (LOPET 2022), edited by Manuel Filipe Costa and Xiaotian Li. SPIE, 2022. http://dx.doi.org/10.1117/12.2648966.

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"THE VIRTUAL TUTOR - Development of a Virtual Tutor within a Simulated Working Environment." In 4th International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003966601910194.

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Parkhomenko, A. V., and O. N. Gladkova. "Virtual tools and collaborative working environment in embedded system design." In 2014 11th International Conference on Remote Engineering and Virtual Instrumentation (REV). IEEE, 2014. http://dx.doi.org/10.1109/rev.2014.6784230.

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Girard, Adrien, and Mehdi Ammi. "Haptic Designation Tool to Improve Working Strategy in Collaborative Virtual Environment." In 2015 IEEE International Conference on Systems, Man and Cybernetics (SMC). IEEE, 2015. http://dx.doi.org/10.1109/smc.2015.235.

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Scoda, Andreea diana. "THE VIRTUAL ENVIRONMENT - A LEARNING ENVIRONMENT?" In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-122.

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The present article analysis and poses an important question regarding the impact of having and using the virtual environment for learning, especially for pupils. The design of the paper is based on the responses obtained from IT specialist' working in the field of technology. Thus, their opinions and perceptions concerning our new technologies developed and how these technologies effects our learning in general, as well for education system in the present and for the future are just some of the questions analyzed throughout the paper. The key question at heart is this environment enough for today and tomorrow in preparing pupils for their future? The opinions and perceptions obtained from these specialists will bring into light an imagine on the one hand, on the topic of the importance and impact of this environment for the individual (needs, advantages/disadvantages etc.) and on the other hand, it will offer a portrait regarding the individuals who uses this virtual environment as means for learning (proper age, digital skills that could be developed with these tools etc.). The methods and techniques: analysis of documents - recent studies, theory, case studies in the field etc. and a survey questionnaire (IT specialist). We see that more and more school materials and tools developed in education is becoming an important issue for the future of our children (learning approaches, habits, competences that need to be developed, proper age etc.). Consequently what to select, how to select it,, how to make it accessible etc., could be consider the key to success for them.
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Reports on the topic "VIRTUAL WORKING ENVIRONMENT"

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Pererva, Victoria V., Olena O. Lavrentieva, Olena I. Lakomova, Olena S. Zavalniuk, and Stanislav T. Tolmachev. The technique of the use of Virtual Learning Environment in the process of organizing the future teachers' terminological work by specialty. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3868.

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This paper studies the concept related to E-learning and the Virtual Learning Environment (VLE) and their role in organizing future teachers’ terminological work by specialty. It is shown the creation and use of the VLE is a promising approach in qualitative restructuring of future specialists’ vocation training, a suitable complement rather than a complete replacement of traditional learning. The concept of VLE has been disclosed; its structure has been presented as a set of components, such as: the Data-based component, the Communication-based, the Management-and-Guiding ones, and the virtual environments. Some VLE’s potential contributions to the organization of terminological work of future biology teachers’ throughout a traditional classroom teaching, an independent work, and during the field practices has been considered. The content of professionally oriented e-courses “Botany with Basis of Geobotany” and “Latin. Botany Terminology” has been revealed; the ways of working with online definer (guide), with UkrBIN National Biodiversity Information Network, with mobile apps for determining the plant species, with digital virtual herbarium, with free software have been shown. The content of students’ activity in virtual biological laboratories and during virtual tours into natural environment has been demonstrated. The explanations about the potential of biological societies in social networks in view of students’ terminology work have been given. According to the results of empirical research, the expediency of using VLEs in the study of professional terminology by future biology teachers has been confirmed.
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