Journal articles on the topic 'Virtuality of work'

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1

Perry, Sara Jansen, Natalia M. Lorinkova, Emily M. Hunter, Abigail Hubbard, and J. Timothy McMahon. "When Does Virtuality Really “Work”? Examining the Role of Work–Family and Virtuality in Social Loafing." Journal of Management 42, no. 2 (February 19, 2013): 449–79. http://dx.doi.org/10.1177/0149206313475814.

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KIRKMAN, BRADLEY L., and JOHN E. MATHIEU. "THE ROLE OF VIRTUALITY IN WORK TEAM EFFECTIVENESS." Academy of Management Proceedings 2004, no. 1 (August 2004): L1—L6. http://dx.doi.org/10.5465/ambpp.2004.13862418.

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Costa, Patrícia L., Lisa Handke, and Thomas A. O’Neill. "Are All Lockdown Teams Created Equally? Work Characteristics and Team Perceived Virtuality." Small Group Research 52, no. 5 (March 19, 2021): 600–628. http://dx.doi.org/10.1177/1046496421997897.

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Team virtuality has been mostly conceptualized as structural features, such as the percentage of time team members communicate via technology. However, the perception of distance and of information deficits (team perceived virtuality, TPV) may be an indispensable construct to understand virtual teams’ functioning. The lockdowns imposed on most countries due to COVID-19 created virtual teams with high degrees of structural virtuality. With structural virtuality held constant among teams, we explore configurations of work characteristics (autonomy, interdependence, and organizational support) that influence TPV. With a sample of 296 multinational workers, a Latent Profile Analysis identified four distinct profiles of those work characteristics. Those profiles related differently to TPV. Contrary to previous findings, interdependence seems to play an important role in these teams high in structural virtuality when their autonomy is also high, highlighting the pivotal role of frequent interaction among team members, under conditions of high structural virtuality.
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Kennedy, Miles. "Virtue and Virtuality." International Journal of Technoethics 2, no. 1 (January 2011): 1–18. http://dx.doi.org/10.4018/jte.2011010101.

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This paper is an attempt to establish a foundation for technoethics of IT that makes an account of the virtual environment based within the lived situation of those who work and dwell in that emerging realm. The most important phenomenon for technoethics of IT is the relationship between knowledge about information and the capacity to turn information into knowledge. This relationship is embodied in being a Master of Information Technology. To achieve mastery of information and mould it into knowledge, a useful tool-like entity, is to have power in the contemporary world. Once this situation is recognised ethical questions arise of their own volition. A selection of these questions are dealt with in the following paper, they are the questions of the distinction between information and knowledge, the central issue of virtue and virtuality, and the distinction between stealing and sharing in the virtual environment. This paper constitutes a think piece; readers who have a stake in the virtual environment and its ethical makeup are urged to ask themselves these questions and come up with others in turn.
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Handke, Lisa, Florian E. Klonek, Sharon K. Parker, and Simone Kauffeld. "Interactive Effects of Team Virtuality and Work Design on Team Functioning." Small Group Research 51, no. 1 (July 31, 2019): 3–47. http://dx.doi.org/10.1177/1046496419863490.

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This review study aimed to investigate how team work design shapes the impact of team virtuality on team functioning. Based on 48 studies, we identified key work design variables that influence both team functioning, that is, team performance and intermediary outcomes (i.e., team processes and emergent states), under conditions of high virtuality (or in interaction with virtuality). First, while outcome interdependence showed positive effects on the functioning of virtual teams, particularly via motivational increases, task interdependence showed mixed results. Second, high levels of knowledge characteristics (e.g., task complexity) appear to worsen team functioning within virtual contexts, likely because these characteristics add to the demands of an already demanding context. Third, job resources (e.g., feedback) showed positive associations with team functioning, suggesting these variables might buffer the high demands of virtual work. Given these results, more investigations that explicitly examine the interaction between work design and team virtuality are needed.
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Tijunaitis, Karolis, Debora Jeske, and Kenneth S. Shultz. "Virtuality at work and social media use among dispersed workers." Employee Relations: The International Journal 41, no. 3 (April 1, 2019): 358–73. http://dx.doi.org/10.1108/er-03-2018-0093.

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

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Gurung, Anil. "The role of virtuality and work family conflict in forming attitudes towards virtual work." International Journal of Information Systems and Change Management 2, no. 1 (2007): 69. http://dx.doi.org/10.1504/ijiscm.2007.013882.

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Bhargava, Sushant. "Virtuality and teams: Dealing with crises and catastrophes." Human Systems Management 39, no. 4 (November 11, 2020): 537–47. http://dx.doi.org/10.3233/hsm-201050.

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BACKGROUND: This article bridges the gap between theory and practice and elaborates, for practitioners, how to convert the COVID-19 and other similar crises into opportunities for keeping their business on track for growth. It shows how movement to virtual modes of working, especially virtual teams, can help practitioners meet the current crisis effectively and also prepare for future crisis efficiently. OBJECTIVE: The objective of this article is to show how the concept of virtuality can help design practices which enable managers/practitioners in effectively managing necessary transitions to virtual work. METHODS: The article reviews and integrates essential literature on virtuality and virtual teams. It enumerates the benefits and challenges which accompany a sudden and necessary movement to virtual work in teams. Also used are the recently developed theoretical frameworks of teams as essential emergent states and its implications on virtual work. RESULTS: By distilling insights from past literature, the article advises managers on how to deal with the present and prepare for future disruptions. Usage of overarching frameworks rather than industry/work specific literature enables managers to move away from specific recommendations and focus on general characteristics for wider impact. CONCLUSIONS: The article demonstrates how organizations can meet disruptive challenges successfully and also prepare for future challenges sustainably using virtuality as a starting point.
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Styhre, Alexander. "Peer learning in construction work: virtuality and time in workplace learning." Journal of Workplace Learning 18, no. 2 (February 2006): 93–105. http://dx.doi.org/10.1108/13665620610647809.

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

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

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

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This report covers the 10th edition of BlackStar Film Festival (BSFF), which took place virtually and in person over a week in early August 2021. The independent festival features work by Black, Brown and Indigenous makers, and aims to reach a wide audience whose identities and experiences are reflected in the films. Johnson considers the multifaceted symbolism of the Black Star as it is realized in the curatorial and institutional vision of the festival, and considers the affordances (and limitations) of virtuality toward greater distribution of, and access to, independent films in the places they represent. An extensive review of the shorts program includes reporting on category winners Lizard (Akinola Davies Jr), Dear Philadelphia (Renee Maria Osubu) and Elena (Michèle Stephenson). This is the first review of BSFF for Film Quarterly.
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Regenbrecht, H., T. Lum, P. Kohler, C. Ott, M. Wagner, W. Wilke, and E. Mueller. "Using Augmented Virtuality for Remote Collaboration." Presence: Teleoperators and Virtual Environments 13, no. 3 (June 2004): 338–54. http://dx.doi.org/10.1162/1054746041422334.

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This paper describes the concept, prototypical implementation, and usability evaluation of the Augmented Virtuality (AV)-based videoconferencing (VC) system cAR/PE!. We present a solution that allows three participants at different locations to communicate over a network in an environment simulating a traditional face-to-face meeting. Integrated into the AV environment are live video streams of the participants spatially arranged around a virtual table, a large virtual presentation screen for 2D display and application sharing, and 3D geometry (models) within the room and on top of the table. We describe the general concept and application scenario as well as the actual hardware setup, the implementation, and the use of the system in its current state. Results of two usability studies with 87 subjects are presented that show the general usability of our approach as well as good overall satisfaction. Parts of the work described here were presented as a poster at the second International Symposium on Mixed and Augmented Reality (Regenbrecht, Ott, Wagner, Lum, Kohler, et al., 2003. An Augmented Virtuality Approach to 3D Videoconferencing. Poster at 2nd Int. Symp. on Mixed and Aug. Reality, Tokyo.).
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Steinicke, Frank, and Katrin Wolf. "New Digital Realities – Blending our Reality with Virtuality." i-com 19, no. 2 (August 26, 2020): 61–65. http://dx.doi.org/10.1515/icom-2020-0014.

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AbstractNew digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR) technology, which provide enormous potential for application domains like training, simulation, education, entertainment, health, and sports. However, also other forms of digitally enhanced reality (XR) supports novel forms of immersion and experiences while generating, visualizing and interacting with digital content either displayed in fully-immersive virtual environments or superimposed into our view of the real world, and will significantly change the way we work, travel, play, and communicate. Consequently, we face dramatic changes in interactive media creation, access, and perception. In this special issue, we solicit work that addresses novel interaction design, interfaces, and implementation of new digital reality in which our reality is blended with the virtuality with a focus on users’ needs, joy, and visions.
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Roberts, Spencer. "(In)Animate Semiotics: Virtuality and Deleuzian Illusion(s) of Life." Animation 14, no. 1 (March 2019): 5–21. http://dx.doi.org/10.1177/1746847719831398.

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It is well known that, despite his close engagement with cinema, Gilles Deleuze was less concerned with animated film, being somewhat dismissive of its capabilities. In recent years, however, a number of attempts have been made – most notably by William Schaffer, Thomas Lamarre and Dan Torre – to construct Deleuzian positions in animation theory. This article outlines some of these approaches, whilst engaging critically with Torre’s writings. In particular, it foregrounds Torre’s neglect of the post-structural, political dimension of Deleuzian thought through an examination of the concepts of faciality, the close-up, and relation as they occur in Deleuzian and Deleuzo-Guattarian philosophy. This is in part facilitated through a comparison of Stuart Blackton’s Humorous Phases of Funny Faces (1906) – a work directly addressed by Torre, and Emile Cohl’s Fantasmagorie (1908) – a work which he largely passes by. It is claimed here that, despite a number of apparent similarities, the animations of Cohl and Blackton express a radically divergent series of ontological commitments. Cohl offers the audience an experience of chaotic, mutable, relational complexity that revels in its incoherence, whilst Blackton presents a series of more straightforward set pieces, dwelling for the most part upon object-centric representational form. The tension between representation and becoming that occurs between these works is employed to facilitate a critical engagement with Torre’s process-cognitivism. It is suggested that Torre’s work, though exceptional in its pedagogic value, is likewise expressive of this tension, and that in its effort firstly to combine a series of process-philosophical and cognitivist ideas, and secondly to unpack the radical ideas of Deleuze through the more conservative philosophy of Nicholas Rescher, it runs the risk of falling back into a quasi-Kantian philosophy of generality and representation.
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Naimark, Michael. "Aspen the Verb: Musings on Heritage and Virtuality." Presence: Teleoperators and Virtual Environments 15, no. 3 (June 1, 2006): 330–35. http://dx.doi.org/10.1162/pres.15.3.330.

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Aspen, the picturesque mountain town in Colorado, is known for two processes, or “verbs,” relating to heritage and virtuality. One is to “moviemap,” the process of rigorously filming path and turn sequences to simulate interactive travel and to use as a spatial interface for a multimedia database. The other is to “Aspenize,” the process by which a fragile cultural ecosystem is disrupted by tourism and growth. This essay reflects on their significance and describes exemplary work integrating these two seemingly disparate concepts.
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Ellis, Richard. "BEYOND THE HUMAN CONDITION: DURATION AND VIRTUALITY IN HERACLITUS." Ramus 49, no. 1-2 (December 2020): 41–69. http://dx.doi.org/10.1017/rmu.2020.4.

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Gilles Deleuze's engagement with Heraclitus is long-standing, going back to his early work on Nietzsche, and persisting through the collaborative volumes produced with Félix Guattari in which Heraclitus becomes a key exemplar of their own philosophical method, whereby thought and nature are said to fold into one another in creative configurations. For Deleuze, as before him for Nietzsche, Heraclitus’ conception of universal becoming and of the constitutive flows across codes—be they ontological, epistemological, political, or ethical—demands a radical re-evaluation of the place of the human in time, and of the boundaries of subjectivity. Elsewhere, Deleuze states that the very meaning of philosophy is ‘to go beyond the human condition’ by opening us up to the other durations—inhuman and superhuman—with which, and by which, we are disclosed. A further key interlocutor here is Henri Bergson, whose work on time as duration, with psychological and ontological import, is central to the development of many of Deleuze's philosophical positions, including those subsequently nuanced by his work with Félix Guattari. Before attempting to map the plane of affiliations upon which these thinkers move, it is necessary to begin from Heraclitus’ own words on philosophical method and the opposition he draws between the correct, though elusive, practice of νόος (‘thought’, ‘understanding’) and the inadequate model of πολυμαθίη (‘much learning’) adopted by his intellectual predecessors.
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Extremera, Jamil, Diego Vergara, Sara Rodríguez, and Lilian P. Dávila. "Reality-Virtuality Technologies in the Field of Materials Science and Engineering." Applied Sciences 12, no. 10 (May 14, 2022): 4968. http://dx.doi.org/10.3390/app12104968.

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The increasing use of reality-virtuality technologies (RVTs, which encompass virtual, augmented, and mixed reality) in different fields over the last decade is a phenomenon for which materials science and engineering (MSE) is no exception. To obtain an overview of the implementation of RVTs in MSE, this team conducted a systematic search of the scientific literature published since 2010 addressing the use of RVTs in MSE. Forty-one relevant papers were selected and analyzed in depth to reach several conclusions, including: (i) most of the works (67.3%) are focused on the MSE area of materials structure, processing, and properties, which implies that there are great possibilities for research in other MSE areas; (ii) most of the works (86.8%) are aimed exclusively at education or research, which means that there are many fields outside of the university in which the use of RVT tools has not been developed and evaluated; (iii) the most used technology is virtual reality (85.1%), which means that there are many research possibilities focused on augmented and mixed reality. Researchers can find in the present work examples of the use of RVTs in MSE as well as other relevant information useful to open new lines of research and ideas that can contribute to their current and future work.
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F. Breidbach, Christoph, Roderick Brodie, and Linda Hollebeek. "Beyond virtuality: from engagement platforms to engagement ecosystems." Managing Service Quality 24, no. 6 (November 4, 2014): 592–611. http://dx.doi.org/10.1108/msq-08-2013-0158.

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Purpose – Understanding the role and implications of information and communication technology (ICT) in service is the key research priority for service science and the management of service quality. The purpose of this paper is to address this priority by providing insights into the role of “engagement platforms” (EPs), physical or virtual customer touch points where actors exchange resources and co-create value. Despite an emerging body of literature that emphasizes the fit between engagement and technology-enabled service contexts, EPs remain ill-defined. Specifically, little is known about the particular types of EPs, their characteristics, and implications for the performance of service ecosystems and managing service quality. Design/methodology/approach – By drawing on two illustrative case studies, the authors investigate and theorize about the characteristics and dynamics of EPs in virtual/physical contexts, and identify if, how and to what extent configurations of EPs may enhance resource exchange within and across service ecosystems. Findings – By building on emerging research at the service/engagement interface, the paper introduces the notion of the “engagement ecosystem,” as a configuration of individual, mutually dependent EPs that represent specific interactivity-facilitative loci. The paper explicates the relevance of the model and highlight opportunities for future research in this emerging field of inquiry. Research limitations/implications – The work addresses the call for research at the intersection of ICT and service science through development and application of the engagement ecosystem concept. The theorizing process draws on two illustrative case studies, and thereby provides a theoretical contribution and foundation for future research in this emerging area. Practical implications – The authors guide managerial decision-making regarding the implementation, adoption, and utilization of engagement ecosystems. Furthermore, the nature of “engagement” as a bridging concept implies that the work can help managers to operationalize service-centric thinking. Originality/value – By showing how individual EPs form engagement ecosystems, the paper bridges theory and practice, and offers new insight in the realm of practical application of the S-D logic.
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Morales, José Néstor Sánchez, Edith Eloísa Huerta León, Oriana Rivera-Lozada, Miriam Liliana Flores Coronado, and Luis Alberto Núñez Lira. "Virtuality in university teaching-learning versus COVID-19." Revista Tempos e Espaços em Educação 14, no. 33 (January 20, 2021): e15108. http://dx.doi.org/10.20952/revtee.v14i33.15108.

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The research aimed to analyze the use of virtual resources in teaching-learning in times of pandemic at the Daniel Alcides Carrion National University. The methodology used was of qualitative approach through field work to explain the behaviors assumed in the processes of learning management by students and teachers. The information was collected through various techniques such as observation of virtual classes, documentary analysis, and focus groups with students, unstructured interviews and, in depth, with experts in the subject that allowed us to conduct the discussion and triangulation. The results allowed us to affirm that students recognize the importance of technology and the use of ICTs for their professional training; in addition, students and teachers have been demonstrating high levels of value, responsibility and commitment to their learning.
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Õun, Kandela, and Gerda Mihhailova. "An Improved Approach to the Construct of Virtual Work Based On Estonian Service Sector Organisations." Lietuvos statistikos darbai 50, no. 1 (December 20, 2011): 14–22. http://dx.doi.org/10.15388/ljs.2011.13914.

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The use of virtual teamwork is still a relatively new field for academic research and, even when researchedempirically, case study, interviewing or other small sample approaches are usually used. The aim of the paper is to present animproved construct of virtual work based on the Estonian service sector. The novel and theoretical contributions of the paperstem from presenting the improved approach in a new model that uses virtuality; a comparison is also made betweenvirtuality indices of easy and hard work. The empirical results presented in the paper are based on a sample of 781 respondentsfrom 93 service sector organisations. It was found that the improved index is linked to the initial index but differencesbetween respondent groups are clearer, and the improved index is much more user-friendly than the first virtuality index suggestedby the authors.
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Alvarez Mateos, Maria Teresa. "Análisis de la noción de virtualidad en el contexto de una fenomenología de la conciencia de imagen: un estudio steiniano." Revista Portuguesa de Filosofia 78, no. 1-2 (July 31, 2022): 279–94. http://dx.doi.org/10.17990/rpf/2022_78_1_0279.

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Edith Stein´s philosophical work was largely devoted to the synthesis of the phenomenological thought of her master Edmund Husserl with thomistic scholasticism. This work tries to continue the motivation of that Steinian synthesis project in relation to one of the notions dealt with in the philosophy of Thomas Aquinas that may help to clarify the phenomenological analysis about imagination and image consciousness: namely the idea of virtuality. It will be argued that this notion of “virtuality” used by Thomas Aquinas can characterize the mode of being of some components of pictorial images.
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Han, TaeYoung, Jeong Min Kim, and Junsuk Lee. "The Effect of Followership Behavior on Employee’s Shared Leadership - The Moderating Effects of Work Virtuality & Follower’s Change-oriented Value -." Journal of Human Resource Management Research 27, no. 5 (December 30, 2020): 29–47. http://dx.doi.org/10.14396/jhrmr.2020.27.5.29.

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Han, TaeYoung, Jeong Min Kim, and Junsuk Lee. "The Effect of Followership Behavior on Employee’s Shared Leadership - The Moderating Effects of Work Virtuality & Follower’s Change-oriented Value -." Journal of Human Resource Management Research 27, no. 5 (December 30, 2020): 29–47. http://dx.doi.org/10.14396/jhrmr.2020.27.5.29.

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Zornoza, Ana, Virginia Orengo, and Vicente Peñarroja. "Relational capital in virtual teams: the role played by trust." Social Science Information 48, no. 2 (June 2009): 257–81. http://dx.doi.org/10.1177/0539018409102414.

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The study of social capital has emerged as a key construct in work and organizational contexts. Trust is its relational dimension and it is relevant for teams working in virtual environments. The purpose of our study is to determine whether the relationship between virtuality level (based on the characteristics of the technology used by each group) and three team-effectiveness criteria (group performance, group process satisfaction and group cohesion) is moderated by group trust climate or relational capital (i.e. trust perceptions shared by team members). A laboratory experiment was carried out with groups randomly assigned to two virtuality levels (videoconference and computer-mediated communication) and a control condition (face-to-face communication). Sixty-six 4-member teams made up the sample. Results indicated that group trust climate moderates the relationship between the virtuality level and group process satisfaction and group cohesion when the virtuality level is high. These results provide further evidence that relational capital plays an important role in virtual teams' effectiveness.
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Cahtarevic, Rada. "Virtuality in architecture: From perspective representation to augmented reality." Facta universitatis - series: Architecture and Civil Engineering 6, no. 2 (2008): 235–41. http://dx.doi.org/10.2298/fuace0802235c.

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Notion of virtuality correlates mainly to visual aspects of space, presuming that basic qualities of physical space can be simulated by graphics, providing not just visual illusion of the third dimension of real space, but psychological involvement and transfer of the spectator into the space of the picture, giving him the sense of the spatial location and presence. Creation of virtual space that could be perceptually sensed and by virtual presence modified and shaped, explored and experienced, is not just result of advanced computer technology, but could be traced through history of spatial representations, that was based mainly in artistic and architectural practice. Architecture, being leading field that synthesize representation, construction and sense of spatial creation, had to be involved in explorations of multidimensional complex network of dynamic informational space, that is revealed in its real and virtual dimension as unique universe. Real-time experience in virtual space allow access in the alternative dimension to every open mind, giving him possibilities to play and work, to construct and represent, search, explore and express, augmenting reality into the complex network of information flow between visible and invisible space.
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Suh, Ayoung, Kyung-shik Shin, Manju Ahuja, and Min Soo Kim. "The Influence of Virtuality on Social Networks Within and Across Work Groups: A Multilevel Approach." Journal of Management Information Systems 28, no. 1 (July 2011): 351–86. http://dx.doi.org/10.2753/mis0742-1222280111.

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SAVITSKAYA, K. "FEATURES OF A MULTIMEDIA WORK." Vestnik of Polotsk State University Part D Economic and legal sciences 62, no. 12 (November 14, 2022): 124–28. http://dx.doi.org/10.52928/2070-1632-2022-62-12-124-128.

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In connection with the comparative novelty of the concept of "multimedia work" and the lack of a unified approach to its interpretation among lawyers, the issue of determining the signs that could serve as the basis for distinguishing works of this kind from other objects of copyright is relevant. The article analyzes and systematizes the theoretical provisions on the research topic, identifies and considers the following features of a multimedia work: interactivity; the presence in the structure of the totality of several results of intellectual activity; complexity; digital form; virtuality; the presence in the structure of a computer program; providing information using a combination of many perceived by the person; the presence of several storylines; artistic design of the interface and navigation tools; embodiment on material carriers; the need to use special technical devices for working with multimedia works. Based on the results of the study, the essential legally significant features of a multimedia work are highlighted.
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Pavlić, Goran. "Materijalna baza proizvodnje – nekoliko napomena o virtualnosti." Život umjetnosti, no. 104 (July 2019): 126–43. http://dx.doi.org/10.31664/zu.2019.104.08.

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The difference between the “real,” “authentic” life and its mere representation has saturated the philosophical discourse from its very onset. Debord’s The Society of the Spectacle usually gets categorized as a further elaboration on this issue. The essential misapprehension of such an understanding lies in the disregard of Debord’s constitutive thesis: “the spectacle is not a collection of images; it is a social relation between people that is mediated by images.” (§ 4) In cultural perspectives, the “real” material dynamics of life – relations between people – is replaced by a purported exchange of images which lack any authenticity. The concept of cognitive capitalism (Vercellone, 2005), with its theses on the contemporary domination of information and knowledge within capitalist reproduction, further validates this opposition. According to Doogan’s (2009) thoroughly researched and empirically founded insights, our world is still heavily dominated by crude material production which precludes any notion of a new, post-Fordist, virtual, immaterial, post-work stage of capitalism. Similarly, Huws (2003, 2014) warns of the dubious status of the concepts of fluid identities, or hybrid subjectivities, and stresses the prevalence of class and gender issues which still substantially affect the working spheres. Drawing on Davis’s (2013) insights on the necessity of class analysis for the comprehension of the artistic field, I will present the modes in which “creativity” functions as a neoliberal buzzword. More specifically, I will outline the ways in which systemic exploitation, as an intrinsic feature of capitalism, still structures the dynamics of the art field, particularly areas that are fashionably known as “creative industries”.
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Gabel, Jenny, Christof Berns, Sebastian Bosch, Jost Eickmeyer, Kaja Harter-Uibopuu, Nathalie Martin, Ann Lauren Osthof, Johann Anselm Steiger, and Frank Steinicke. "Immersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities." i-com 21, no. 1 (April 1, 2022): 7–18. http://dx.doi.org/10.1515/icom-2022-0012.

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Abstract Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virtual, augmented, and mixed reality to the research cluster for the first time. In this paper, we outline the scope of our research project and present our current implementations of immersive applications based on two scenarios involving inscribed spaces. So far, immersive technologies have not been used in academia to create research focused applications for exploring, analysing, and understanding WA within their inscribed space, including providing access to appropriate spatial and temporal contexts. Thus, we collaborate closely with researchers from the humanities to create interactive and immersive applications for the novel field of WA research. The results of our preliminary user study show high ratings in the sense of presence in the virtual environments and indicate that immersive spatial context could add new perspectives for understanding WA. We hope to provide valuable insights on the design of immersive applications to support future research in novel fields.
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Gentilin, Mariano, and María Alejandra García Madrigal. "Virtual Leadership: Key Factors for Its Analysis and Management." management revue 32, no. 4 (2021): 343–65. http://dx.doi.org/10.5771/0935-9915-2021-4-343.

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The development of information and communication technology (ICT), as well as the situation caused by the COVID-19 pandemic, have encouraged the adoption of nonconventional schemes of work based on virtuality. In this context, leadership becomes one of the main challenges to organizations and teams. The purpose of this paper is to identify the key factors related to virtual leadership and to propose a scheme for analysing and managing teams in virtuality. After a systematic literature review, the main results suggest that leadership in virtual environments should be considered as a shared phenomenon and that the key factors with the greatest impact on virtual leadership are communication, trust, and team cohesion. The paper highlights and characterises these factors, as well as the actions that should be taken to manage them. As a major contribution, a four-phase scheme is proposed for the analysis and management of leadership in virtuality. Finally, three future lines of research are suggested.
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Planas Pla, Ferran. "Composing Social Media. The Representation of the Physicality-Virtuality Continuum in Óscar Escudero and Belenish Moreno-Gil’s Works." INSAM Journal of Contemporary Music, Art and Technology, no. 8 (July 15, 2022): 80–103. http://dx.doi.org/10.51191/issn.2637-1898.2022.5.8.80.

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Óscar Escudero and Belenish Moreno-Gil, as artists of the millennial generation, proposed an approach to musical composition that takes into account the new ways of being and relating to the world, which has been modified by the irruption of social networks. Their work represents an understanding of the mediatised and globalised world in which we live, making it clear that the philosophical and aesthetic paradigm has changed and must adapt to these new ways of communication. In order to understand their works, it is necessary to understand how social media and the physicality-virtuality continuum work and the effects they have on us. In this article I try to outline this with the help of literature in this respect and to relate it to the different forms of artistic presentation that make up their works. This article is to be understood as an attempt to conceptualise Moreno-Gil and Escudero’s aesthetics through specific examples of the works Custom #X Series and Flat Time Trilogy. The concepts of ‘simultaneity’, ‘hyperreality’ and ‘flat time’ or the ‘struggle for visibility’ and ‘profile subject’ help us to understand the new forms of communication through social media and are the philosophical basis for the works of Escudero and Moreno-Gil.
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Tebyakina, Elena E. "THE VIRTUALITY OF THE URBAN ENVIRONMENT: GAMIFICATION AND DIGITALIZATION OF CITIES." IZVESTIYA VUZOV SEVERO-KAVKAZSKII REGION SOCIAL SCIENCE, no. 4 (212) (December 28, 2021): 40–46. http://dx.doi.org/10.18522/2687-0770-2021-4-40-46.

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The article is devoted to the analysis of the virtuality factor influence on the change in modern urban space. The history and evolution of cities from Antiquity to the present is considered, the distinctive features of the urban environment and the living space of townspeople in every era, including our time, are revealed. The author describes what problems urbanists worried about in different historical periods. Actual urban studies are often concerned with issues related to both the change in the appearance of cities under the influence of the virtual environment, and the shift of the main urban functions from political and economic to cultural and tourism, as well as the problems and difficulties associated with this circumstance. The main factor in choosing a place of residence for a person of our era is not the central position of it in the city, but the attractiveness in terms of the quality of life, since, thanks to the possibility of remote work, there is no need to live in a multi-million dollar city with transport and environmental problems. These and other factors are fundamentally changing the appearance of modern cities, forcing them to modify in order to keep up with others in ensuring a high standard of living for their residents. However, it cannot be said that this process does not face certain difficulties and problematic moments.
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Asatiani, Aleksandre, and Esko Penttinen. "Constructing continuities in virtual work environments: A multiple case study of two firms with differing degrees of virtuality." Information Systems Journal 29, no. 2 (August 10, 2018): 484–513. http://dx.doi.org/10.1111/isj.12217.

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36

Comacchio, Anna. "The Transformation of Work in the COVID-19 Era." puntOorg International Journal 6, no. 2 (May 24, 2021): 87–98. http://dx.doi.org/10.19245/25.05.pij.6.2.2.

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In March 2020, a massive experiment of work-from-home (WFH) started abruptly almost worldwide. In this article, I explore some the most important changes of the work practices linked to the work detachment from standard places, due to the COVID-19 shutdown. Notwithstanding the unprecedented nature of the shutdown experience, the changes experimented in this period might last beyond the end of the measures adopted to control the spread of the virus, due to the estimated long-term growth of remote working and the acceleration of virtuality and connectivity at work. The discussion draws on recent research on remote working and on the emerging research and theoretical debate on how COVID-19 is affecting organisation and work design, and it aims at highlighting some new directions in the evolution of work practices. Moreover, going beyond the emphasis placed on the success of the world-wide experiment of WFH backed by digital technologies, a special attention, in this analysis, is devoted to envisioning some risks associated to the transformation of work in the COVID era.
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Vos, Laurens De. "The Observer Observed. The Promise of the Posthuman: Homeostasis, Autopoiesis and Virtuality in Samuel Beckett." Journal of Beckett Studies 27, no. 2 (September 2018): 245–60. http://dx.doi.org/10.3366/jobs.2018.0239.

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This essay will argue that the structure and poetics of many Beckett plays follows the technological and informational new, self-generative patterns that have been associated with posthumanism. If we can distinguish three main waves in posthumanism – homeostasis, reflexivity and virtuality –, it appears that these can be clearly discerned in Beckett's work. Drawing on examples from among others Krapp's Last Tape, Endgame, Play and Ohio Impromptu, we will not only trace this posthumanist inclination, but align this way of thinking to the wave of performativity that emerged in the second half of the 20th century. Thus, Beckett also informs us about the underlying ideology of posthumanism itself.
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Sydorenko, Tatiana, and Tatiana Furdak. "CULTURE OF REAL VIRTUALITY IN DISTANCE LEARNING FOR FUTURE TEACHERS OF MUSICAL ART." Academic Notes Series Pedagogical Science 1, no. 191 (2020): 147–50. http://dx.doi.org/10.36550/2415-7988-2020-1-191-147-150.

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The article analyzes the existence of virtual reality in distance learning, taking into account the rapid development of scientific and technological progress, where there is an increase in the amount of information, modernization of science, a change in scientific and social theories, and the rapid leveling of knowledge. The values of modern changes in the sphere of culture associated with the development and spread of virtual reality are determined. It is noticed that the technology of distance activities, based on the culture of virtual reality, makes it possible for a future teacher of musical art to create their own creative products, to receive not only practically significant developments, but also to master methods of activity that can subsequently be used in future professional activities. The proposed activities can be successfully applied in the formation of a culture of virtual reality in distance learning for a future teacher of musical art. The technology of remote events based on the culture of virtual reality allows future music teachers to create their own creative products, receive not only practically significant developments but also to master the methods of activity, which can later be applied independently. The article proposes measures that deserve attention and can be successfully applied in music education. It is impossible to ignore the performance of independent work by a future music teacher in the conditions of distance learning, which requires: providing him with access to the network of electronic information and educational resources of the institution in which he receives educational services; specially equipped premises, which are replaced by virtual analogues, which allows students to master the skills and abilities provided for future professional activities. The existence of a culture of virtual reality, in the distance learning of future music teachers, is real and promising under a number of conditions: with a minimum technical base, the availability of computer equipment, the Internet the necessary support; at competently and adequately developed educational materials taking into account specificity of distance learning; when integrating the efforts of specialists; development of programs of educational disciplines with the available content of education on the basis of virtual reality. These conditions are effective in teaching future teachers of music and provide for the development of their individuality by creating their own interpretation of musical works and mastering the treasury of world culture.
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Kapferer, Bruce. "Beyond Symbolic Representation." Suomen Antropologi: Journal of the Finnish Anthropological Society 33, no. 4 (January 1, 2008): 5–25. http://dx.doi.org/10.30676/jfas.v33i4.116459.

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Victor Turner’s celebrated work The Ritual Process published in 1969 provided a radically new perspective on the study of ritual. It was a major departure from the dominant theoretical schools of the time that had discussed ritual primarily in terms of representation, reproduction, or mystification. In Turner’s thinking ritual was re-conceived as a crucible for the emergence of original meaning, of new ways of structuring relations and for reorienting experience. Moreover, his concern reached well beyond the exploration of ritual as such and was ultimately aimed at the understanding of the possibilities and potentialities of human being. This article focuses on Turner’s major contribution to the study of ritual and attempts to extend in some ways the direction to which the path that he blazed was leading. Ideas concerning the dynamics and virtuality of ritual are developed in relation to Turner’s concepts of process and liminality. Keywords: Victor Turner, ritual, process, liminality, dynamics, virtuality
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Kaisar, Marilia. "Bluetooth Orgasms." MedieKultur: Journal of media and communication research 37, no. 71 (January 3, 2022): 143–60. http://dx.doi.org/10.7146/mediekultur.v37i71.125253.

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Bluetooth-operated sex toys penetrate and are penetrated by the human body, leaving code behind. This article analyzes the relationships that develop between bodies and Bluetooth-operated interactive sex toys. Resembling the pods and portals of David Cronenberg’s film eXistenZ, interactive sex toys allow us to consider how technologies relate intimately to the sexual body. I use Massumi’s work on virtuality and affect theory as a starting point from which to frame embodiment, virtuality, and the circulation of affects. Further, I consider the importance of embodiment and the translations of intensities and vibrations through digital coding among the open sexual body, the technology of the sexual machine, and the applications that foster those connections, in the context of Bluetooth-operated sex toys. This article advocates the need to consider intimate encounters between interactive sex toys and bodies as complex technological and biological assemblages, where vibrating machines and the human body’s flesh come into intimate connection through datafication.
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Schubert, Alexander. "BINARY COMPOSITION." Tempo 74, no. 293 (June 10, 2020): 14–18. http://dx.doi.org/10.1017/s0040298220000236.

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AbstractThis article outlines and elucidates the methods used in my compositional work. I often find it impossible to limit my compositional approach to core theorems and describe them succinctly; my procedure and methodology often comprise opposing poles. As multi-polarity is a decisive criterion of my work, this specific dichotomy of methods and motivations is the overriding subject matter of this text. These characteristics also constitute my temperament, which is why I often perceive my pieces as very personal. This is not – at least not primarily – meant emotionally or subjectively, but in the way tasks, situations, musical works, or life itself are approached. I will examine numerous contradictory couplings within my work and explain their personal significance: Seriousness vs. Humour/Irony, Organism vs. Virtuality, Pop Music vs. New Music, Conception vs. Intuition, Expressivity vs. Introversion, and Technology vs. Romance.
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Großer, Birgit, and Ulrike Baumöl. "Virtual teamwork in the context of technological and cultural transformation." International Journal of Information Systems and Project Management 5, no. 4 (January 31, 2022): 21–35. http://dx.doi.org/10.12821/ijispm050402.

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

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Purpose This study aims to evaluate the impact the introduction of Microsoft Teams has had on team performance in response to the COVID-19 pandemic within a National Health Service (NHS) Community Service. Design/methodology/approach Microsoft Teams was rolled out across the NHS over a period of four days, partly in response to the need for social distancing. This case study reviews how becoming a virtual team affected team performance, the role Microsoft Teams had played in supporting staff to work in higher virtuality, understand what elements underpin a successful virtual team and how these results correlate to the technology acceptance model (Davis, 1985). Findings The findings indicate that Teams made a positive impact to the team at a time of heightened clinical pressures and working in unfamiliar environments without the supportive benefits of face-to-face contact with colleagues in terms of incidental knowledge sharing and health and well-being. Originality/value Further developments were needed to make virtual meetings more accessible for introverted colleagues, support asynchronous communication, address training needs and support leaders to adapt and operate in higher virtuality.
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Meluso, John, Susan Johnson, and James Bagrow. "Flexible Environments for Hybrid Collaboration: Redesigning Virtual Work Through the Four Orders of Design." Design Issues 38, no. 1 (2022): 55–69. http://dx.doi.org/10.1162/desi_a_00670.

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Abstract The COVID-19 pandemic made visceral for many the fact that virtual forms of collaboration— simultaneously liberating and frustrating—are here to stay. Workers’ frustrations demonstrate that challenges remain for work and its design in increasingly “hybrid” collaboration— work in which some people, interacting face-to-face, are co-located while others with whom they work are remote. Using Buchanan's four orders of design, in conjunction with management and information systems scholarship, we present a framework for improving these virtual forms of collaboration. In this article, we review the latest knowledge from these disciplines on virtual collaboration through the lens of the four orders of design. In doing so, we demonstrate that conceiving of work in terms of flexible collaborative environments could increase the unity of purpose between work and workers by leveraging the capabilities of varying degrees of virtuality to engender experiences that benefit all those who interact with work systems.
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Amoore, Louise. "Introduction: Thinking with Algorithms: Cognition and Computation in the Work of N. Katherine Hayles." Theory, Culture & Society 36, no. 2 (February 13, 2019): 3–16. http://dx.doi.org/10.1177/0263276418818884.

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In our contemporary moment, when machine learning algorithms are reshaping many aspects of society, the work of N. Katherine Hayles stands as a powerful corpus for understanding what is at stake in a new regime of computation. A renowned literary theorist whose work bridges the humanities and sciences among her many works, Hayles has detailed ways to think about embodiment in an age of virtuality ( How We Became Posthuman, 1999), how code as performative practice is located ( My Mother Was a Computer, 2005), and the reciprocal relations among human bodies and technics ( How We Think, 2012). This special issue follows the 2017 publication of her book Unthought: The Power of the Cognitive Nonconscious, in which Hayles traces the nonconscious cognition of biological life-forms and computational media. The articles in the special issue respond in different ways to Hayles’ oeuvre, mapping the specific contours of computational regimes and developing some of the ‘inflection points’ she advocates in the deep engagement with technical systems.
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Raev, O. N., and M. A. Pronin. "TECHNICAL VIRTUAL REALITY IN THE LABYRINTHS OF TERMINOLOGIES." Humanities And Social Studies In The Far East 17, no. 3 (2020): 89–98. http://dx.doi.org/10.31079/1992-2868-2020-17-3-89-98.

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The authors analyze the terminological problems of describing the engineering-psychological aspects of virtual reality technologies. They show that the definitions of virtual reality used by the technological mainstream are neither adequate to the nature of virtual realities, nor to the essence of technologies promoted as “only” virtual. They point out the inconsistency of the official myth of time, authorship and the reason of the "invention" of virtual reality. They underpin the applicability of the definition of virtual reality proposed by N.A. Nosov, a founder of Russian virtualistics, as a basic one and taking into account the “natural virtuality of a human” without which the so-called virtual reality technologies would simply not work. The authors state to the virtuality of the nature of any image, including cinematic. The virtual (augmented, substitute) reality technologies relate to the technologies of “consciousness editing”; but the involvement of the audience is not a harmless entertainment! These technologies, knowingly deceiving, should be placed under the public, ethical and legal control of society. Comprehensive interdisciplinary studies of their safety, their bioethical and humanitarian expertise require an establishment of terminological order in this area of business and scientific circulation.
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Kirilenko, Vladimir G. "S.S. Horuzhiy’s Oeuvre in Modern Philosophy and the Synergic Discourse of Selfhood." Almanac “Essays on Conservatism” 64 (June 30, 2021): 507–11. http://dx.doi.org/10.24030/24092517-2021-0-2-507-511.

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The article analyzes the main ideas of the philosopher S. Khoruzhiy, that contribute to the development of contemporary philosophy. The author analyzes the principle of anthropological opening, the role of spiritual practices in the philosophical system of S. Khorushiy. He also considers the concepts of transformative anthropology, the discourse of synergy, virtuality and technological development worked out by the philosopher. To show how the philosopher’s ideas can work, the author attempts to interpret the synergistic discourse of the selfhood with regard to the key provisions of synergic anthropology.
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Savelchuk, Iryna, Daria Bybyk, Mariia Zhytynska, Inna Ivzhenko, Oksana Mikheiva, and Tetiana Kunytsia. "Trends in the Development of Social Work: Postmodern Ideas and Prospects." Postmodern Openings 12, no. 3Sup1 (September 10, 2021): 143–54. http://dx.doi.org/10.18662/po/12.3sup1/356.

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The main tendencies of social work from the standpoint of postmodernist theory are considered in this article. It is determined that postmodernism is characterized by: the production of a cult of individual independence, a philosophical vision of real life as a theatre of the absurd, where emphasis is placed on the realities of real life, collective subconscious, interweaving of different styles, significant parody and irony of social processes. It has been established that social work in postmodernism is due to the growing need for a critical understanding of the crisis state of modern society and viewing relations with the state, the market, users of services and society. Social work in the postmodern period is accompanied by a number of social challenges, among which we consider the psychological distress of citizens, cultural competence and virtualization of the individual. The philosophy of postmodernism is based on the relativity and absence of reality, which is often replaced by virtuality, in which people spend a lot of their time, which raises debates about whether a virtual personality can be considered a personality. The main problem of information socialization of the individual is the problem of readiness and ability of man in such a world to approach a more humane understanding of social phenomena. The study highlights the hierarchy of social work and identifies its postmodern transformations.
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Al-Rubaiee, Assist Instructor: Ahmed Abdulrazzaq. "The Creativity Literary of Gongora." ALUSTATH JOURNAL FOR HUMAN AND SOCIAL SCIENCES 222, no. 1 (November 5, 2018): 1–12. http://dx.doi.org/10.36473/ujhss.v222i1.383.

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Luis de Góngora y Argote, (1561-1627), Spanish poet, is one of the most influential Spanish poets of his era. His Baroque, convoluted style, known as Gongorism was so exaggerated by less gifted imitators that his reputation suffered after his death until it underwent a revaluation in the 20th century.. In his literary works has expressed very well his feelings and emotions perfectly, especially the thought of his time and the themes of criticism and disappointment of the Baroque. His poetic work breaks molds and inaugurates a new language whose virtuality, still unsurpassed, continues to mark the course of contemporary poetry. This investigation is divided in two chapters, the first presnte the biography and style of Gongora besides its works that comprise the satire. The second chapter is concerned Cultism and gonorismo, besides the Architecture of the sonnets of Góngora
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Viora, Angela. "The Foreigner ‐ Unknown Unlabelled Unexpected." Performing Ethos: International Journal of Ethics in Theatre & Performance 9, no. 1 (November 1, 2019): 91–96. http://dx.doi.org/10.1386/peet_00009_7.

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Abstract The open-ended durational performance The Foreigner is a personal response to the migration question currently involving Europe, Africa and the Middle East. The work explores and questions notions of identity and territoriality, reality and virtuality, through the anonymity and vulnerability of the artist, and the active participation of the audience in the performance process. The artist's body worked as a mirror that reflected personal ideas, constructs, and emotions of the visitors, who experience and interpret the image of The Foreigner according to their personal histories and past experiences. The result is a multiplicity of perspectives on migration and beyond.
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