Tesis sobre el tema "Virtuality"

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1

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

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

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

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3

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

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Negli ultimi anni la ricerca si sta concentrando nello sviluppo di innovative soluzioni per la progettazione orientate alla riduzione dei tempi di sviluppo, dei costi e l’incremento della qualità permettendo alle aziende di ridurre il time-to-market. Tra le soluzioni più rilevanti, le tecnologie AR/MR/VR permettono di realizzare prototipi virtuali in alta fedeltà che possono essere utilizzati per svolgere test con utenti reali. Spesso però le aziende rivedono le loro tecniche di prototipazione in base al prodotto che stanno sviluppando, non ottimizzando così i costi di sviluppo e non prendendo in considerazione le caratteristiche psicofisiche dell’utente reale. Il lavoro svolto in questa tesi si concentra quindi sulla definizione di un appropriato framework integrato con i tradizionali processi di progettazione ed in grado di supportare le scelte dei progettisti nello sviluppo di prototipi virtuali in alta fedeltà al fine di sperimentare in contesti reali le soluzioni progettuali adottate. Per raggiungere questo obbiettivo è stata creata una metodologia basata su un approccio UCD in accordo al quale il cliente viene coinvolto in tutte le fasi del metodo. Al fine di validare questa metodologia sono stati implementati una serie di strumenti di VP. Inoltre, i risultati dell’applicazione del metodo proposto con gli strumenti di VP implementati hanno permesso di sviluppare un sistema di VR interattivo e riconfigurabile adatto ad attrezzare laboratori per far vivere all’utente una User Experience completa. La ricerca svolta è stata applicata a tre casi studio riguardanti lo studio di innovative interfacce utenti per vari contesti d’uso: a) una piattaforma web-based in grado di supportare il processo contract residenziale, b) un’innovativa soluzione per il monitoraggio dei parametri fisiologici di un utente e la creazione di percorsi benessere personalizzati, c) una interfaccia utente applicata ad una doccia ad elevata usabilità per persone anziane e con difficoltà visive.
In the last years, research is focusing on the development of innovative design solutions aimed at reducing development time, costs and increase the quality enabling the companies to reduce the time-to-market. Among the most relevant solutions, the AR/MR/VR technologies allow to realize High-Fidelity virtual prototypes that can be used to carry out tests with real users. Nevertheless, the companies review their prototyping techniques according to the product that are developing, not optimizing the development costs and not taking into account the psychophysical characteristics of the real user. The work presented in this thesis is therefore focused on the definition of a structured framework integrated in the traditional design process and able to support the designers choices for the development of High-Fidelity virtual prototypes in order to experiment the adopted design solution in real context. In order to achieve this goal a methodology is defined. It is based on a User-Centered Design approach according to which the customer is involved in all steps. With the purpose to validate the proposed methodology a set of VP tools are implemented. In addition, the results from the methodology application with the implemented VP tools allow to develop an interactive and reconfigurable Virtual Reality system suitable to equip a laboratory in order to create a complete Virtual User Experience. The overall framework is applied to three real industrial case studies. All concern the study of innovative User Interfaces for various contexts of use: a) a web-based platform to properly support contract furniture, b) an innovative solution to monitor the physiological parameters of a user and therefore to create customized wellness routes, c) a User Interface applied to a shower with high usability for elderly and visual impaired people.
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4

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

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In diagramming the recent, global proliferation in quotidian cartographic technologies and practices, this thesis is concerned with the re-imagining of durable geographic motifs and refrains; those of maps and mappings. Conceptually, the thesis works to explore and interrogate the underplayed non-representational registers of cartography. Specifically, this entails unsettling the assumed ontological security of maps as representational artefacts, at the same time accentuating their affective and virtual vectors through an attentiveness to their spatial emergence and performance. In doing so, maps are rendered here not as mimetic, static grids of existence, but as intensive performances, productive of an unqualified geographic and political potential; that is to say, spaces of the virtual. Empirically, these conceptual concerns are worked through a series of fieldwork traces that animate and narrate a number of quite distinct yet resonant cartographic performances; namely geographic encounters with a counter-cartography group in North Carolina; a digital, open-source mapping organisation in both the UK and Peru and finally with two examples of an institutional cartography: Google and Ordnance Survey. Through these mappings, these fieldwork traces, what the thesis works towards is a micropolitical diagramming of contemporary cartographic practices, a diagramming that complicates deliberately the representational certitude of maps, but moreover, one that affirms the (im)material, anticipatory and minor geopolitics of mapping; a mapping of and for the everyday; a mapping of and for the vernacular.
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5

Ferreday, Debra. "Online belongings : fantasy, virtuality and community". Thesis, Lancaster University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410750.

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6

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

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7

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

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The thesis project explores the architectural themes of time and virtuality in two parts. The first theme - time - is investigated through a photographical study of Kulturhuset in Stockholm, searching for physical traces of change. The study also reveals a faster time scale relating to the inhabitants and users of space.  The second part of the project relates to the photographs, building on the technique of the camera obscura to investigate the theme of virtuality. Through three full scale tests and different experiments, an attempt was made to manipulate the border between the physical and the virtual, demonstrated in a room obscura built up at the courtyard of the School of Architecture during the Diploma Days in June 2015.  The project moves from the observational part of the photograph into a physical exploration of what architecture is, how it works and possibly what it could be, from virtual to physical and back again. As a whole, the project is a collection of thoughts, of sights, of connections and of experiences.
Examensarbetet undersöker de arkitektoniska begreppen tid och virtualitet i två delar. Det första temat - tid - undersöks genom en fotografisk studie av Kulturhuset i Stockholm, ett sökande efter fysiska spår av förändring. Studien visar också en snabbare tidsskala som relaterar till användaren och brukaren av rummet. Den andra delen av projektet utgår från fotografierna och använder camera obscurans teknik för att undersöka temat virtualitet. Genom tre fullskaliga tester och olika experiment prövades gränsen mellan det fysiska och det virtuella, och demonstrerades slutligen i ett rum obscura som byggts upp på gården i Arkitekturskolan under Diploma Days, juni 2015. Projektet rör sig från ett observerande i fotografiet till en fysisk undersökning av vad arkitektur är, hur arkitektur fungerar och eventuellt vad det skulle kunna vara, från det virtuella till det fysiska och tillbaka igen. Som helhet är projektet en samling tankar, sevärdheter, kopplingar och erfarenheter.
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8

Tsang, Boon-chi Benjamin. "Rhizomatic labyrinth : between virtuality and actuality /". Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25946614.

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9

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

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The main objective of this master&rsquo
s thesis is to examine the concept of difference according to French philosophers Gilles Deleuze and Henri Bergson. In order to explicate this crucial concept and its emphasis in these thinkers&rsquo
philosophies, this dissertation is focused on the notion of time and memory. Through the thesis, first Deleuze&rsquo
s critical attitude towards representational and dialectical approachs for difference is elucidated. After the comprehensive examination for the meaning of difference according to Deleuze, the understanding of time is revealed by means of Deleuzian comprehension of repetition and Bergsonian notion of duration. Throughout the thesis what is virtually hidden beneath the arguments, what is common in both philosophers finally is exposed as the concept of becoming. For Deleuze, whose philosophy of time is certainly dependent on Bergson, time creates a renewed conception in order for subject to be an individual as the state of permanent becoming. And an individual which is qualified as a state of becoming, is the memory of time where the latter is an infinite virtuality.
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10

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

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This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those AV concepts using only a monocular RGB camera as sensor: monocular visual SLAM (mvSLAM) and Structure from Motion (SfM). Two lists of requirements were constructed, formalising the notions of AV and consumer-accessibility. A search process was then conducted, where existing software packages were evaluated for their suitability to be included in a piece of software fulfilling all requirements. The evaluations of SfM systems were made in combination with Multi-View Stereo (MVS) systems – a necessary complement for achieving visible shape reconstruction using a system that outputs point clouds. After thoroughly evaluating a variety of software, it was concluded that consumer-accessible AV can not currently be achieved by combining existing packages, due to several issues. While future hardware performance increases and new software implementations would solve complexity and availability issues, some inaccuracy and usability issues are inherent to the limitation of using a monocular camera.
Detta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
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11

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

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12

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

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13

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

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14

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

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15

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

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16

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

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Team structures and technology-mediated communications have experienced a welldocumented growth in popularity because of their perceived value in delivering productivity. The nexus of these trends, the concept of the "virtual team", might therefore be expected to have clear benefits in comparison to "traditional" teams. However, research has been equivocal in its findings, and in practice "pure" virtual teams, in which members never meet face-to-face, have been rare. Equally, teams that only work face-to-face have become rare, so some researchers have begun to adopt a perspective in which "virtuality" is seen as a characteristic of all teams. Adopting this perspective here, the research reported in this thesis addresses the question of how virtuality in teams contributes to organisational value. Considering teamwork as an intangible asset understood as a form of intellectual capital the research question is posed as: how does virtuality in teams affect the development of intellectual capital? Reviewing the virtual team literature highlights the direction of its development and the gap in understanding that led to the research question. It also provided the roots for the further development of the concept of virtuality in teams. Here it is defined as "virtual continuities" that mediate the effects of discontinuities, such as those created by geography, time, culture, organisations, technology and working practices. Reviewing the literature on intellectual capital, a multi-level model was alsodeveloped in which teamwork was defined as intellectual capital at the team level and comprised of human capital, social capital and structural capital dimensions. Drawing on these two concepts, a team process model and conceptual framework of virtuality were created to provide a focus for the collection and analysis of qualitative data using a case study methodology. The setting for this was an inter-organisational entity, spanning the government, commercial and academic sectors, consisting of teams researching technology and the systems engineering of intelligent systems. The analysis of data from the case study supported the conceptual developments but also pointed to the need to enhance them to capture the importance of discontinuities created by a team's task, membership and temporal boundaries; their effects on the development of intellectual capital; and the role of virtuality in mediating these effects. Returning to the literature, an explanation of the nature of the mediating effect of virtuality on discontinuities was developed using the concept of contextual ambidexterity as the basis for answering the research question.
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17

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

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People connect digitally through social media, fusing their relationships with meaning in a non-space of relational potential--a translucent and fluctuating enclave where the self becomes elastic. This thesis explores how I have formed bonds in virtual space through ritual interaction. Looking at the ways I learned to use technology through the progression of a close personal relationship, I suggest that social media use is a performance of identity--a virtuality that exposes how people negotiate the digital enclosure of contemporary society. My story is one of digital nativity and reclaiming love through virtual performance. I show how these performances have had a profound impact on my understanding of self-in-relation-to-other. Finally, I put forth a theory of Real Virtuality, suggesting that virtual reality has escaped the confines of the machine. Thus, digital conversations penetrate offline social situations in ways that have stirring consequences for people in the digital age.
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18

Furey, Mary Ann. "Employee responsibility and virtuality during crisis decision-making". Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=18243.

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19

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

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A technics and technology exist as long as human civilization. Human is not just able to adapt to the habitat, but can also change the world according to the own order. In March 2014 World Health Organization has reported that in 2012 around 7 million people died, what is one eight of the total global deaths, in the result of the exposure of air pollution. It is generally known that this is not just the only one result caused by the pollution of the environment. The consequences of human's influence to nature are so huge and irreversible, that the solution of the problem seems to be the creation of new virtual reality. The number of the internet users attained to 3 000 000 000 persons in July of this year. The third part of the planet's population spends one third of spare time in the internet. Families spend just eight hours a week together on average, during the weekend in the best case two hours twenty minutes are devoted to the communication between family's members, during the week the amount of that time shrinks to just 36 minutes in a day on average. So, the problem of subjectivity, society and communication grows rapidly and is of the highest current interest.
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20

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

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21

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

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The thesis evaluates the current possibilities and problems of drone control and suggests possible solutions. The aim is to control drones more efficiently and easily. The final system is based on third person view and Augmented Virtuality technology where real data from the drone (video-stream, localization information) has been integrated into the virtual 3D model of the surroundings. The model of the surroundings has been created using free data. The application provides the pilot with the means to navigate in the surroundings and to navigate to destinations. It also offers the possibility to define areas with various potential security risks during mission planning, which will be used to navigate in the mission zones, and to visualize the overall situation in the virtual scene extended with online real data.
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22

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

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Working as an architect means being able to see the main issues of a design, examining with objectivity the possible solutions and finally grasp the technical means necessary to accomplish the project. I think that it is important for an architect to be involved in the entire course of a project, since the process of "building" is a simultaneous rather than a sequential one. My architectural education and my work experience as an intern in architecture firms in Germany prepared me well for practice. It covered many technical issues and equipped me with the fundamentals of architectural assembly. Graduate education in the United States provided me with the academic environment to investigate my interests more deeply and to discover my personal strengths. It gave me the opportunity to formulate a mature and coherent position in my thinking and making. I still cannot explain everything intellectually, since many ideas are intuitively derived or spring from my sub-consciousness. But my theoretical and practical background combined with sincere feedback from my classmates and committee members provided the necessary climate to develop and elaborate architectural ideas. I see life as a continuous course of learning, where personal growth not only strengthens my confidence, but also contributes to the discipline of architecture and to society at large. An architect has a special responsibility towards society as he/she translates the spirit of time into the built cultural environment.
Master of Architecture
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23

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

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This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are support for unobtrusive and wireless use, high field of view, high performance tracking, use of authentic tools, ability to see other trainees, unrestricted movement and physical feedback. Using only commercially available systems would be prohibitively expensive whilst not providing a solution that would be fully optimized for the target group for this simulator. For this reason, most of the systems that compose the simulator are custom made to facilitate physiological human aspects as well as to bring down costs. With the use of chroma keying, a cylindrical simulator room and parallax corrected high field of view video see-though head mounted displays, the real and virtual reality are mixed. This facilitates use of real tool as well as layering and manipulation of real and virtual objects. Furthermore, a novel omnidirectional floor and thereto interface scheme is developed to allow limitless physical walking to be used for virtual translation. A physically confined real space is thereby transformed into an infinite converged environment. The omnidirectional floor regulation algorithm can also provide physical feedback through adjustment of the velocity in order to synchronize virtual obstacles with the surrounding simulator walls. As an alternative simulator target use, an omnidirectional robotic platform has been developed that can match the user movements. This can be utilized to increase situation awareness in telepresence applications.
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24

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

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Communication technologies have become a central characteristic of workplace functioning. The literature has suggested that the use of these technologies fundamentally changes the manner in which team members interact. The present study sought to reorganize previous research on the impact of virtuality on team emergent states and behavioral processes to elucidate how different degrees of team virtuality shape team functioning, and to investigate the manner in which these relationships differ according to team type, team membership stability, and publication year. Findings from 174 studies (total number of teams = 9204; total N approximately 26,050) suggest that there is not a strong relationship between team virtuality and emergent states and behavioral processes. However, moderator analyses revealed that a reliance on highly virtual tools may be most detrimental to action teams and ad hoc teams. Moreover, findings demonstrate that the degree to which virtuality shapes team transition and action process may be changing over time.
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25

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

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This dissertation focuses on architecture in the information age.Information technology is evolving at an alarming rate, which opens up a vast landscape of possibilities within the architectural realm. These possibilities are discussed and implemented into anarchitectural intervention, with a specific focus on the relationship between the real and the virtual. A digital art pavilion is proposed on the corner of Proes and van der Walt streets in Pretoria CBD, where the Munitoria Complex (Tshwane Municipal Offices) is currently situated. This intervention should act as a catalyst for positive change by narrowing the digital divide that is currently causing social and cultural segregation; providing a tool for upliftment by informing city dwellers. This negates the current "culture of ignorance" by stimulating a culture of knowledge.
Dissertation (MArch(Prof))--University of Pretoria, 2011.
Architecture
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26

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

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Head-Mounted Displays (HMDs) offer, more than any easily accessible technology that has come before, the sensation of presence – that feeling that you are “really there” in a virtual world. However, HMDs cut the wearer off from the real world, making even trivial interactions, such as having a drink or typing, difficult and frustrating. In the home context where these devices are most likely to be used, such interactions are commonplace, and in order to execute them, users have to remove the HMD (“peep”), breaking their sense of presence. How, then, can real-world interactions during HMD usage be facilitated such that presence is damaged as little as possible? Previous work indicates that Augmented Virtuality (AV), a technique that allows the wearer of an HMD to see through it when they need to, is a promising answer to this question. However, direct comparisons between AV and VR that thoroughly account for presence and workload are lacking. To corroborate previous findings, and to address some of the gaps in the current literature, we conducted a quantitative user experiment to compare our own implementation of AV to VR in terms of presence, workload, and typing performance. The experiment followed a betweengroups design with participants selected via pseudo-random convenience sampling of university students. To simulate the context of home usage – an extended immersive session that must occasionally be interrupted – we designed a mixed reality game that periodically required the player to interact with real-world objects before they could proceed. Participants in the experimental group played the game using our AV system to assist them in completing the required real-world tasks. Participants in the control group used pure VR to play the game and had to peep. This allowed us to directly compare AV to VR in terms of the levels of presence and workload experienced. These data were gathered using post-hoc self-report questionnaires. To measure and compare typing performance under various conditions, we created desktop, VR, and AV versions of a typing test that participants had to complete. We found that typing performance in AV was significantly better than in VR, but did not reach the levels achieved in baseline desktop conditions. While there was not a significant difference in the overall level of workload associated with using AV compared to VR, participants in the AV condition were able to interact successfully with the real world without having to remove the HMD, and reported being significantly less frustrated than those in the VR condition. Finally, AV users reported significantly higher levels of presence than those who used VR.
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Gobbetti, Enrico. "Virtuality builder II : vers une architecture pour l'interaction avec des mondes synthétiques /". [S.l.] : [s.n.], 1994. http://library.epfl.ch/theses/?nr=1191.

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

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

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Studies exploring the first wave of digital performance foregrounded technology by cataloging experimentation and novel interactions between liveness, projections and code. As exercises in medium, these high tech spectacles demonstrate the aesthetic potential of digital media while introducing key media concepts. Jennifer Haley is a writer with one foot in theatre and one in code. She is uniquely positioned in two interdependent spheres, which makes her particularly suited to engineer a theatrical bridge into the virtual, because at the heart of the contemporary technological revolution is a new level of writing and media literacy. Theatre has been effectively accessing the virtual imagination for millennia, and new technologies create new intricacies for engaging the virtual within theatrical space. Each is a medium defined by action, which host other media, and provide in depth simulations. Haley’s plays push beyond the fascination and spectacle of technology to incorporate the mundane reality of the digital into the structure of her work. Haley writes plays specifically to resonate with the similarities she sees between theatre and virtual worlds. Utilizing techniques and tropes from other media and then framing the narrative from within a theatrical world Haley exploits the essence of an active, critical audience and opens a dialog between virtual worlds and the perceptions of the audience. She treats her media generated worlds as places. Other digital theatre plays may peer through a window into the virtual by dramatizing a conversation through media; Haley sends an expedition over the threshold into another world. A flesh version of an avatar breathing before the audience establishes a material existence unattainable in two dimensional screen media. Haley illuminates the constructed nature of mediatized communication, but she does it dramaturgically deemphasizing the technology and re-centering the human within the virtual drama. Her approach builds a metaphorical bridge between theatre and virtual digital realities. Through a close reading of Haley’s plays I will demonstrate how Haley takes the artistic next step for computer technology and theatre.
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30

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

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Globalization and fast developing technology are allowing organizations to spread their operations across the world. While this is often cost effective and increases companies’ competitiveness, a new challenge for leadership has arisen as people and teams are becoming geographically dispersed. Leaders and followers are relying more heavily on computer-mediated communication instead of traditional face-to-face interaction. The aim of this thesis is to gain a deeper understanding of leadership in geographically dispersed teams. As communication is occurring primarily through virtual channels, the purpose is to study the effect this phenomenon has on the leader’s role and how followers experience virtual leadership. This thesis also outlines the impact of leadership in virtual teams; how to create and maintain team spirit, how to establish trust, and how to ensure team effectiveness. Additionally, this study examines the main challenges and opportunities  in virtual leadership, what competencies are required for virtual leaders, and how important communication is in the concept of virtual leadership. Data for this study was collected from ten various professionals, including both leaders' and followers', by conducting qualitative semi-structured interviews with each individual. The findings of the empirical research show that there is a relatively optimistic attitude towards virtual leadership. However, there are certainly critical challenges when it comes to relationship building, team cohesion, and communication. There is a significant need for raising awareness of virtual leadership, as it is becoming more the norm than the exception in the modern business world.
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31

Bardová, Helena. "Realita a virtualita". Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-11677.

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This thesis is dealing with explanations of reality, virtuality, their various definitions, examples and possible points of view for their understanding. These terms are set into the context of present era that is so strongly influenced by virtuality and its technologies. There is also a chapter which is describing the problem of real and virtual identity. On two in detail explained examples of on-line shopping and teleworking are shown the contrasts of their positives and negatives. Part of this thesis is also considering the influence of virtuality on a human life including so called computer diseases. Support of this work represents the part about internet statistics -- time spent in virtuality, negative effects, their foreknowledge and prevention. Historical development of technics that brought us virtuality (Internet, mobile phones and TV) is also included. The text is based on opinions of reputable authors from the fields of sociology, philosophy and informatics. I interlaced the text with my own reflections and in conclusion there is a part about expected future development of the technics used for virtuality.
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32

Černoch, Michal. "Problematika vedení virtuálních týmů". Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-125016.

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This thesis contemplates virtual teams, in particular the role of a leader in them. In the theoretical part of the thesis I explore and describe specific characteristics of virtual teams that distinguish them from the traditional teamwork paradigm, benefits and risks stemming from their use in the business world and policies and principles of leadership of different types of virtual teams that help achieve their maximum efficiency. In the practical portion of the thesis I demonstrate the negative effects of neglecting those principles by studying an example of a real, failed virtual team.
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33

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

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The thesis addresses the role of logistic concept in a virtual organization. Theory of virtual organization was complemented by a definition of virtuality and a model of virtual organization was created. Two measurable properties of virtual organizations are used for construction of a 2x2 matrix of centralization – integration giving thus clear view of virtual organizations taxonomy. Duality of hierarchic dimension of network structure and layers of the virtual dimension led to a comprehensive description of virtual enterprises with the aid of newly created 3x3 matrix of virtual layer – hierarchy level. Within this framework are interpreted processes in virtual organization during virtual enterprise’s lifecycle. Dynamic restructuring and stability issues are explained with the aid of the matrixes. A consistent approach of presented virtual organization’s theory gives interpretation of emerging logistic concept. The use and application potential of presented theory is exemplified in development of RFID implementation method for virtual organizations. Attention is paid to RFID costs and benefits analysis under condition of virtual organizing.
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34

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

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35

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

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The pace of technological change is increasing and sophisticated customer driven markets are forcing rapid machine evolution, increasing complexity and quality, and faster response. To survive and thrive in these markets, machine builders/suppliers require absolute customer and market orientation, focusing on rapid provision of solutions rather than products. Their production systems will need to accommodate unpredictable changes while maintaining financial and operational efficiency with short lead and delivery times. Real-Virtuality (R-V) systems are an innovative environment to address these requirements by facilitating enhanced support in machine system design utilising integrated real-virtual environments centred on concurrent machine system development and realization. This environment supports not only machine system design but also the development of the control system at the same time. Utilising the Real-Virtual Mapping Environment (RVME), 3-D simulation machine models can perform actual machine operations in real-time when coupled with the real machine controller. This provides a more understandable, reliable and transparent machine function and performance. The research study explores different types of controller verification methods and proposes a new method which employs the use of a control signal emulator. The research study has fomulated a novel technique for emulating quadrature encoder signals to provide virtual closed loop control of servomotors. The deployment of a control signal emulator technique makes the system unique and removes its dependency on specific hardware. Enabling the real-time data from the signal emulation environment eases the task of realising a real-time machine simulator. To evaluate the proposed architecture, three case studies were performed. The results have shown that it is possible to create verified and validated machine control programs with no modification needed when applied to the real machine. The migration from the virtual to the real world is totally seamless. The result from the study show that the virtual machine is able to operate and respond as a real machine in real-time. This opens up the unexplored potential of integrated 3-D virtual technology. The real-time 3-D simulation virtual machine will enable commissioning and training to be conducted at an earlier stage in the design process (without having to wait for the real machine to be built). Furthermore, various test scenarios can also be developed and tested on the system which helps to provide a better lofriderstanding of the machine behaviours and responses. This research study has made an original contribution in the field of machine system development. It has contributed a novel approach of using emulated control signals to provide machine control programmers with a platform to test their application programs at machine level which involves both discrete digital signals and continuous signals. The real-time virtual environment extends the application domain for the use of simulation. The architecture proposed is generic; to be exact it is not constrained to a specific industrial control system or to a specific simulation vendor.
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36

Schmidt, Christin. "An investigative study on virtuality in organizational team environments : concept, effects and managerial indications". Thesis, Glasgow Caledonian University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.494503.

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37

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

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38

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

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This thesis deals with the comparison of users' behaviour in virtuality and in reality. The thesis is divided into two interrelated parts. I'm analyzing participants' behavior according to results from our own research in chosen social network. I'm comparing the results with other scientific works and putting them into context with theoretical knowledge. I'm looking for conjunctions with reality, focus on the differences and trying to explain different behaviour of users of social networks. The theoretical part gives a comprehensive overview of the concepts of virtuality, social network and virtual world. It provides an overview of the potential danger lurking in the virtual reality, focusing on children, because for them is virtuality already a natural part of life, and they are also because of their credibility very vulnerable. It also deals with the meaning of the concept of friendship, which has in the virtual world a bit different meaning. It also examines the behaviour of individuals in various situations in a virtual environment and looks for reasons why people change their image, why they behave aggressively, and whether their virtual behaviour influence their behaviour in reality. I'm analyzing the differences between virtual and real communications and the influence of the increasing tendency of using virtual means of communication for real communication.
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39

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

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40

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

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The teleprogramming control paradigm is suggested as a means to efficiently perform teleoperation tasks in situations where the remote and local manipulator systems are connected via a low bandwidth delayed communications link. The effects of communication delays in the order of seconds can be reduced by building a virtual reality simulated model of the remote site with which the operator can interact to receive immediate quality feedback using a Human-Machine Interface (HMI) for telepresence applications. This concept overcomes the delay by transmitting not Cartesian or joint level informations in the form of signals, but rather symbolic, error tolerant, command program segments to the remote site. Symbolic instructions are send to the remote station every time the contact state changes or every second if no change of contact state has occurred.
Remote robotic systems are often very complex and difficult to operate, especially as multiple robots are integrated to accomplish difficult tasks in an unstructured or hazardous environments. In addition, training the operators is time-consuming and costly. A simulated virtual reality based system will provide a means by which operators can be trained to operate in an intuitive, and cost-effective way. Operator interaction with the remote system is at a high, task-oriented, level. Real-time state monitoring can prevent illegal robot actions and provides interactive feedback. A teleprogramming based simulator is essential for cost-effective Teleoperator Interface & Training (TIT) using supervisory control approach. An intelligent virtual interface is required which provides a rich means of presenting diagnostic and visual state information to the operator with reduced fatigue in real-time.
The Mobile Servicing System (MSS) Operations and Training Simulator (MOTS) will be used as a leading edge implementation of the teleprogramming concepts. MOTS provides high-fidelity, functional kinematic and dynamic software simulation of the MSS Space Segment in on-orbit configuration. MOTS is a real-time simulation environment of varying degrees of fidelity, along with an aggregate of software tools intended for the support of MSS space operations and training of crew and ground personnel. Primary interface to MOTS simulation models is through a Common Data Base (CDB) where telecommands are stored in a common shared memory. Hence, all telecommand data elements that are used to control the simulation modules are exported through the CDB by the Human Computer Interface (HCI) pages, hand controllers (H/C) and Display & Control (D&C) panel. Communication between simulation modules is achieved through the CDB in real-time.
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41

Dempsey, Jennifer Camille. "Virtualizing the word| Expanding Walter Ong's theory of orality and literacy through a culture of virtuality". Thesis, Duquesne University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3615934.

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This dissertation seeks to create a vision for virtuality culture through a theoretical expansion of Walter Ong's literacy and orality culture model. It investigates the ubiquitous and multimodal nature of the virtuality cultural phenomenon that is mediated by contemporary technology and not explained by pre-existing cultural conventions. Through examining the theoretical underpinnings of orality and literacy culture, the dissertation explores the cultural shift that is just beginning to restructure human consciousness through the ways that society is connecting, exploring and communicating. Further, this dissertation examines the contrasts between virtuality culture features and those related to traditional literacy and orality types, including the gap between the theory of secondary orality and virtuality culture. This dissertation also proposes three ways that contemporary technology creates human presence related to virtuality culture. Finally, this dissertation describes the broad implications for the evolution of virtuality culture in areas such as education, technology, literacy, philosophy, politics, linguistics, ethics, history, the arts and cultural studies.

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42

Chittiphalangsri, Phrae. "Translation, orientalism and virtuality : English and French translations of the Bhagavad Gita and Sakuntala 1784-1884". Thesis, University College London (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.508274.

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For decades, Edward W. Said's Orientalism has been at the forefront of the study of East-West cultural encounter. Said draws mostly on novels, travel accounts, anthropological documents and similar writings to explore the discursive consolidation of texts that acquire power to represent the Orient. Translation, which is the primal site of exchange between Western Orientalists and the East, is rather treated as a given concept, and no substantial theoretical consideration is developed in Said's work to explain the critical role of translation in Orientalism. A number of studies on translation and its relations to Orientalism have tackled the issue from different angles, mostly showing a degree of skepticism towards the political overtone of postcolonial discourse; for example, Figueira (1991) and Cannon (1990). The political and ideological implication of Orientalism in the practice of translation tends to be interpreted in terms of Lawrence Venuti's polarising paradigm of `domestication' in which the original's features are `distorted' due to the translator's appropriation of the original, or `foreignisation' in which translator makes the text appear alien and remote. The absence of critical studies of the concept of Orientalism in translation, or for that matter of the relationship between Edward Said's notion of Orientalism and translation, means there is a lack of clarity regarding Orientalist translation. Furthermore, while postcolonial translation theory may provide a useful paradigm for reading power relations in the translations between hegemonic and subordinate cultures, it has largely overlooked an important issue raised by Said in Orientalism, namely the notion of the institutionalisation of knowledge, a significant factor to why the discursive representation of the Orient acquires power through institutionally certified knowledge. The present thesis proposes a new concept called `Virtuality' to explain the phenomenon of Orientalist translation in the late eighteenth to nineteenth century. `Virtuality' is a concept that entails the notion of potentiality, or virtual reality, virtue and power. Drawing on the notion of `sufficiency', it throws light on translation in Orientalism as a process that seeks to produce a version that has sufficient virtue to represent, or even replace, the original. Virtuality means there is no need for direct contact with the East, as the mediation by Orientalists proves them to be adequate proxies. In this thesis, virtuality is applied to the study of English and French translations of two well-known Sanskrit literary works - the Bhagavad-Gitä and Sakuntalä - from 1784 to 1884. The methodological tools deployed in this thesis to highlight the virtuality of translation in Orientalism are taken from Pierre Bourdieu's sociological concepts namely symbolic capital, symbolic power, distinction and misrecognition (meconnaissance), M. A. K. Halliday's Systemic Functional Grammar (SFG), Gerard Genette's paratextuality and Allan Bell's audience design. This set of methodological tools taken from sociology, linguistics, intertextuality and sociolinguistics, provides a new reading of Orientalist translation which emphasises the process whereby Orientalists struggle for legitimacy in representing the Orient in their translations.
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43

Hoppe, Adrian Heinrich [Verfasser] y R. [Akademischer Betreuer] Stiefelhagen. "Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments / Adrian Heinrich Hoppe ; Betreuer: R. Stiefelhagen". Karlsruhe : KIT-Bibliothek, 2021. http://d-nb.info/123814828X/34.

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44

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

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The increasingly virtualized work life, brought on by increased demand on flexibility and work- life balance as well as technological development, has changed the way we work. At the same time the need for organizations to be creative in order to compete on the expanding market has grown. This is a fact that increases the need for groups to be creative through collaboration. Hence, this study investigates how collaborative creativity can be created in Mobile Multi-Locational Work Systems, from a managerial point of view. The existing theoretical body of knowledge on collaborative creativity and virtual structures, such as Mobile Multi-Locational Work Systems, points to communication as an area of key importance. When further investigating the factor of communication, two sub-areas were identified; Social Factors and Coordination. Moreover the role of leadership in collaborative creativity implies that managers have an important role in creating conditions for collaborative creativity. In order to investigate how collaborative creativity can be stimulated in Mobile Multi-Locational Work Systems, managerial perceptions of work within such a system were collected through interviews at our case company, Microsoft AB. The organization had implemented a Mobile Multi- Locational Work Systems called the New World of Work, allowing employees to work flexibly. Results imply that Mobile Multi-Locational Work Systems affect conditions for collaborative creativity in both stimulating and inhibiting manners. The system implementation appears to increase group external communication across organizational boundaries. It likely increases the amount of ideas and knowledge available, which is positive for collaborative creativity. However, handling factors related to communication, social factors and work coordination within work groups appears to be critical in facilitating collaborative creativity as they appear to be affected by the Mobile Multi-Locational Work System implementation. Results indicate that if managers allows freedom with responsibility, provides a clear framework, creates forums for social and work interaction, coaches their employees and acts as role models it is likely that they will stimulate collaborative creativity in their team.
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45

Salas, Silvia. "A Study of the Relationship between Employee Virtuality and Technology Deviance as Mediated by Leadership and Employee Perceptions". FIU Digital Commons, 2009. http://digitalcommons.fiu.edu/etd/104.

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Recent studies found that organizations have been investing significant capital in developing teams and employees in geographic areas where labor and resources are considerably cheaper. Furthermore, organizations are moving core operational activities such as research and development and back-office processes to globally distributed teams. However, several factors that are inherent to these virtual teams can have a negative impact on employee perceptions and engagement; specifically, the physical and temporal differences between employees and their supervisors, the lack of meaningful social interaction intrinsic to working relationships, and cultural biases that can be fostered when close, daily interactions is not there to help bridge the dissimilarity. When strategies are not in place to mitigate these deficiencies, it can cause virtual employees to disengage emotionally and intellectually from the organization, or lead them to feel justified in working against the best interest of the company. Past research indicates that although deviant behavior in the workplace is not new, transgressions committed by employees have been increasing significantly every year. Beyond the focus of why employees are motivated to act against the organization, to what extent do the recent changes to the organization’s structure influence this type of behavior through their actions at the macro (organizational) and micro level (leadership). In addition, there is a related phenomenon that has aided the transformation of the workplace – namely, the ubiquity of technology. In the context of workplace deviance, established research has documented an increasing trend of employees utilizing company technology as a medium and amplifier when harming the organization. It is important to understand whether technology has facilitated or hindered workplace deviance by virtue of the technology itself (as a means), and as part of the new employee roles created by the evolving technology (i.e, virtual employees). Therefore, it is important to identify how individual attitudes and behaviors can be affected by an employee’s degree of virtuality. This study will add to the understanding of how social interaction and physical proximity, leadership and other perception factors contribute to the changes organizations are experiencing as their structure evolves and adapts to compete in the new global environment.
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46

Mascarenhas, Aristeu Laurêncio Cordeiro [UNESP]. "Da determinação subjetiva a uma vida de pura imanência: críticas deleuzianas às filosofias do sujeito". Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/91746.

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Made available in DSpace on 2014-06-11T19:25:28Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-03-27Bitstream added on 2014-06-13T20:53:21Z : No. of bitstreams: 1 mascarenhas_alc_me_mar.pdf: 1205386 bytes, checksum: a0ef6e2ce260e1fad5d8fd79a069ff9f (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
O tema principal desse trabalho é a apresentação da crítica dispensada por Gilles Deleuze às filosofias do sujeito. Este é um assunto recorrente em seus textos, embora apareça disperso principalmente no que diz respeito à figura do cogito como começo em filosofia e a sua inserção no quadro do que ele irá chamar de postulados da imagem dogmática do pensamento. Fugindo dessa imagem para devolver à imanência seus direitos, o autor irá propor um campo transcendental, e a partir daí, um plano de imanência pré-subjetivo e pré-objetivo como condição para se pensar uma subjetividade. Ver-se-á como Deleuze encontra no pensamento de Bergson rica fonte para afirmar a realidade virtual desse plano e do tempo que lhe é próprio; imaginado por esse autor como uma pura multiplicidade virtual que se atualiza em estados de coisa ou estados vividos. Afirmada a realidade desse plano, pode-se, a partir de então, voltar a pensar sujeito e objeto fora do “abrigo” da tradição. A crítica deleuziana mostra, ainda, que Descartes tivera papel fundamental como criador de uma vertente da imagem do pensamento levada a cabo como abrigo pelas filosofias da reflexão. Tal imagem se constitui a partir de uma subsunção da imanência ao interior de uma consciência pura, de um sujeito pensante. Será mostrado como a partir de Descartes, e com Kant e Husserl como aqueles que permaneceram presos à imagem dogmática, o plano de imanência é tratado como um campo da consciência. Estabelecida a crítica, será evidenciada a necessidade última do pensamento deleuziano de reafirmar esse plano após destituir a posição de fundamento assumida pela consciência. Apartado de qualquer forma de consciência o campo transcendental se mostra, então, como uma vida de pura imanência; e as terminologias subjetivas dão lugar às novas terminologias deleuzianas.
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47

Luyt, Karen. "A managerial framework for the enablement of the performance of virtual knowledge workers". Thesis, University of Pretoria, 2012. http://hdl.handle.net/2263/24224.

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With the increasing use of mobile technologies in modern organisations, managers are facing the dilemma of having to manage the performance of individuals who are removed from their direct sphere of control, while using performance management principles that have not necessarily been adapted to accommodate this. The study investigated, analysed and described the management and measurement of the performance of these virtual knowledge workers from the perspective of the manager, with the aim of proposing a new conceptual framework to assist managers in this task. In addition, the study identified the organisational context and individual contribution required to support such a framework. The study used a constructivist grounded theory framework, with the aim of building theory through an inductive approach rather than testing existing theory. An embedded, multiple-case study research design was used to execute the study, comprising five companies in the Information and Communications Technology and related sectors in South Africa. Quantitative and qualitative data were collected at the organisational, team and individual levels. In total, 39 interviews were qualitatively analysed using content analysis aided by ATLAS.ti. The 163 questionnaires were quantitatively analysed using descriptive statistical methods. Thereafter, within-case and cross-case analyses were performed to extract themes and to propose a conceptual framework for the enablement of the performance of virtual knowledge workers. The research uncovered four key findings. The first finding was that the concept of "virtual" in the term virtual worker is often misunderstood, and that the definition should be applied on a continuum of virtuality, leading to the concept of perceived and true virtuality. The second finding was that true virtuality influences how performance is perceived, and how deliverables and metrics contribute to perceived, actual and true performance. The third finding was that parameters affecting virtual performance include organisational, contextual, and customer factors, as well as the managerial approach itself. The manager needs to become the mediator for these parameters, thereby fulfilling the role of enabler of virtual performance. The fourth finding was that the visual or face-to-face element still remains important when managing the performance of virtual knowledge workers. The study makes a significant contribution on a theoretical level by extending existing theoretical models regarding virtual distance and the management of dispersed teams into a much more comprehensive model. This concentric performance enablement model for virtual knowledge workers shows how the manager acts as enabler for the true performance of the virtual knowledge workers. On a methodological level, the research demonstrates how an embedded, multiple-case study, executed on three levels of analysis, and based on a grounded theory approach, can be executed to develop theoretical insights into the complex phenomenon of enabling the performance of virtual knowledge workers; and lastly the study has also made a contribution on the level of practice, by giving managers a conceptual framework and practical recommendations on how to manage and enable the performance of virtual knowledge workers.
Thesis (PhD)--University of Pretoria, 2012.
Human Resource Management
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48

Jones, Donald. "Queered virtuality the claiming and making of queer spaces and bodies in the user-constructed synthetic world of Second Life /". CONNECT TO ELECTRONIC THESIS, 2007. http://dspace.wrlc.org/handle/1961/4293.

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49

Nadal, Magnum C. "Real Virtuality| An Examination of Digital Identity and the Ethical Boundaries and Benefits of Appropriation in "Real"| Concerto for Vocaloid". Thesis, California State University, Long Beach, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10785362.

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This paper examines the capabilities of Vocaloid synthesis software as a featured solo instrument in an original composition entitled “Real”: Concerto for Vocaloid, scored for an ensemble of vocalists, chamber orchestra, laptop performers who trigger Vocaloid playback and process electronic audio live, and multimedia elements that include video, staging, and lighting design. This paper discusses the inherent compositional issues of implementing Vocaloid within a concerto and multimedia setting through an examination of identity (reality vs. virtuality), the process of composing a concerto, and methods of creation. “Real”: Concerto for Vocaloid explores appropriation techniques, adaptation of electro-acoustic practices (and the subsequent inheritance of certain styles), and the use of a narrative involving crowd-sourced creativity, hyper-reality, consumerism, and the Vocaloid virtual instrument as a performer and platform.

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50

Sánchez, Torrents Jordi. "La ciutat emergent: de l'urbanisme a la ciutat hiperrealitzada". Doctoral thesis, Universitat Ramon Llull, 2012. http://hdl.handle.net/10803/98252.

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Aquesta tesi presenta un proposta teòrica per analitzar la ciutat i la seva transformació; d'una ciutat planificada, continguda en els seus murs, de pedra i de maó, lligada al temps i a l'espai a una ciutat desbocada i planetària, en xarxa, fragmentada, sense geografia ni història, infovirtual generada per les TIC. La tesi es divideix en tres grans blocs. Per una banda, en el primer bloc, es presenta la 'ciutat projectada' que recull la idea fonamental que la ciutat ha estat construïda tant amb els fils de !'instrumental físic com amb el de les idees. D'altra banda, un segon bloc, titulat la 'ciutat realitzada' on s'exposen algunes de les teories d'aproximació a la ciutat moderna i contemporània fent especial èmfasi en les teories de la ciutat lligades a l'espectacle i el consum. Per últim, el tercer bloc, gira al voltant de la noció de 'ciutat hiperrealitzada'; una ciutat infovirtual que accelera i emfasitza els atributs de la ciutat contemporània. La ciutat queda fragmentada a bocins mentre la línia entre realitat i il•lusió s'aprima. La ciutat hiperrealitzada és el reflex d'una nova manera de pensar.
Esta tesis presenta una propuesta teórica para analizar la ciudad y su transformación; de una ciudad planificada, contenida en sus muros, de piedra y de ladrillo, atada al tiempo y al espacio a una ciudad desbocada y planetaria, en red, fragmentada, sin geografía ni historia, infovirtual generada por las TIC. La tesis se divide en tres grandes bloques. Por un lado, en el primer bloque, se presenta la 'ciudad proyectada' que recoge la idea fundamental que la ciudad ha sido construida tanto con los hilos del instrumental físico como con el de las ideas. Por otro lado, un segundo bloque, titulado la 'ciudad realizada' en la cual se exponen algunas de las teorías que nos aproximan a la ciudad moderna y contemporánea remarcando muy especialmente las teorías sobre la ciudad vinculadas al espectáculo y al consumo. Por último, el tercer bloque, gira alrededor de la noción de 'ciudad hiperrealizada'; una ciudad infovirtual que acelera y acentúa los atributos de la ciudad contemporánea. La ciudad queda fragmentada en pedazos y aparece una nueva manera de pensar a tono con el pensamiento contemporáneo que adelgaza la línea entre realidad y la ilusión.
This thesis presents a theoretical framework for the analysis of the city in its transformation; from a planned city, contained within its walls, made of mortar and stone and settled in time and space, to an unbridled, planet-wide city, networked, fragmented, unbound from geography and history, infovirtual and ICT-generated. The thesis is divided in three sections. The first one introduces the "projected city", reviews the fundamental idea that a city is built with physical tools as much as it is built with ideas. The second section, titled the "realized city", puts forward some theories to approach the modern, contemporary city, making special emphasis in models that deal with the concepts of entertainment and consumerism in the city. The third and last section pertains to the "hyperrealized city"; an infovirtual city that speeds up and brings out all the qualities of the contemporary city. The city itself is shattered, and a new way of thinking about it is born, all while the line between reality and illusion gets ever thinner.
Los estilos APA, Harvard, Vancouver, ISO, etc.
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