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1

POSTEUCA, Narcisa Loredana. "Value Immersion and Value Regression: on Moral Aggregation of Virtual Communities." Postmodern Openings 6, no. 2 (December 11, 2015): 79–88. http://dx.doi.org/10.18662/po/2015.0602.06.

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2

Ballesteros Moscosio, Miguel Ángel. "El foro virtual en la educación en valores de igualdad." Anduli, no. 13 (2014): 94–118. http://dx.doi.org/10.12795/anduli.2014.i13.06.

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3

Burris, Justin T. "Virtual Place Value." Teaching Children Mathematics 20, no. 4 (November 2013): 228–36. http://dx.doi.org/10.5951/teacchilmath.20.4.0228.

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4

Godoy, Juliana de, Lucas Ponte Mesquita, and Letícia Martins Nunes. "“Metrópoles- coaches ”: o valor da imagem como valor de troca." Cadernos Metrópole 24, no. 55 (December 2022): 1051–74. http://dx.doi.org/10.1590/2236-9996.2022-5509.

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Анотація:
Resumo Este artigo tem como objetivo trazer algumas problemáticas que envolvem os valores associados às metrópoles, principalmente nesta nova era em que se protagonizam imagens e símbolos. Organizado em três seções, desenvolve, inicialmente, o processo de formação e centralização do poder nas metrópoles; em seguida, oferece uma contextualização com o capital financeiro/especulativo, as realidades virtuais e os efeitos nos espaços metropolitanos; e, por fim, em caráter experimental, analisa o desempenho e o envolvimento entre as metrópoles e suas páginas virtuais administradas por suas gestões. A produção simbólica metropolitana é simplificada, indo na contramão da crescente presença de processos urbanos complexos, com objetivos e planos de ação para uma venda massiva e um mercado global de cidades: significados associados à figura do coach .
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5

Zielińska, Agnieszka. "Knowledge sharing behaviors in virtual teams – results of empirical research." Scientific Papers of Silesian University of Technology. Organization and Management Series 2022, no. 158 (2022): 727–41. http://dx.doi.org/10.29119/1641-3466.2022.158.47.

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Анотація:
Purpose: Working in virtual teams and realizing projects through ICT tools has become the usual way of collaboration, especially across knowledge workers. Therefore this paper has two research objectives. The first objective is to verify to what extent the virtuality level is correlated with knowledge sharing behaviors. The second objective is to verify to what extent methods of management projects are correlated with knowledge sharing behaviors in virtual teams. Methodology: To achieve research objectives empirical research was conducted. Based on the previous research, the online survey was designed. The survey was filled out by 336 members of virtual teams. They worked using ICT tools and realize technology projects in the IT industry. Collected data were analyzed by IBM SPSS Imago Pro to test hypotheses. Findings: The correlation between the level of virtuality and knowledge sharing behaviors did not confirm. The hypothesis that methods of project management are correlated with knowledge sharing behaviors in virtual teams was partly supported. Research limitations: Research was conducted in technology teams in the IT industry. Virtual team members only from European companies have taken part in the research. Practical implications: Results can be useful to manage virtual teams not according to overall beliefs but scientific evidence. Based on the results it is possible to identify which variables for knowledge sharing behaviors in virtual teams are significant and which are not. Originality/value: Only a few studies have explored knowledge sharing in a virtual context. This paper supports scientific evidence of the level of virtuality and methods of managing projects concerning knowledge sharing behaviors as not discovered in earlier research. Keywords: virtual teams, knowledge sharing behaviors, project management, virtual management, post-COVID era.
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6

Ma, Yan, Cai Minqiang, and Li Yun. "A political–economic explanation of “internet space”." China Political Economy 3, no. 1 (June 1, 2020): 141–60. http://dx.doi.org/10.1108/cpe-05-2020-0005.

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Анотація:
PurposeThe purpose of this paper is to define the Internet as a virtual space supported by technologies and presented in the form of socioeconomic relations from the perspective of political economy. The Internet space is a unique virtual commodity different from ordinary commodities and has the following effect characteristics: super replicability, space- and time-transcendence, open-source shareability and reality–virtuality transformation.Design/methodology/approachInternet space can also be imagined as a piece of virtual land. Internet space can be deemed as a piece of virtual land and its value can be divided into labor value and virtual value. The pricing model of virtual value is mainly determined by the gain and discount rate and this value comes from the transfer and markup of social value. In the context of the Internet Plus era, Internet space has become an essential economic factor that influences human economic activities.FindingsTherefore, it is of practical significance and theoretical value to introduce Internet space as an economic variable into the framework of economic theory. The realistic logic of Internet space is to influence human economic behaviors with the combination of information binding.Originality/valueThe theoretical mechanism is to have an impact on the micro-market price by changing market relations from two-dimensional to three-dimensional. Its path to functioning at the macro level is to influence economic behaviors by changing the expectations of investment and consumption, resulting in new economic trends.
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7

MOORADIAN, NORMAN. "VIRTUAL REALITY, ONTOLOGY, AND VALUE." Metaphilosophy 37, no. 5 (October 2006): 673–90. http://dx.doi.org/10.1111/j.1467-9973.2006.00460.x.

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8

de Regt, Anouk, Stuart J. Barnes, and Kirk Plangger. "The virtual reality value chain." Business Horizons 63, no. 6 (November 2020): 737–48. http://dx.doi.org/10.1016/j.bushor.2020.08.002.

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9

McKnight, Sue. "Value not virtual ‐ one library's response to the virtual campus." New Review of Information Networking 6, no. 1 (January 2000): 3–16. http://dx.doi.org/10.1080/13614570009516949.

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10

Zekeryaev, Ruslan I. "Empirical study of the influence of the value-sense sphere of a personality on its virtual image: a component of meaningful orientations." Vestnik of Kostroma State University. Series: Pedagogy. Psychology. Sociokinetics 27, no. 1 (April 29, 2021): 46–52. http://dx.doi.org/10.34216/2073-1426-2021-27-1-46-52.

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Анотація:
The article devoted to the study of the influence of the value-semantic sphere of an individual, namely, life-sense orientations, on its virtual image in the Internet space. The article provides a critical analysis of the literature devoted to the study of the value-semantic sphere of personality and virtual personality in the Internet space. It was determined that the value-semantic sphere as a complex dynamic construct of the personality determines its inner world and sets the vector of its activity. Also, during the analysis of the literature, it was revealed that the system of meanings and values determines the choice of behavioural patterns of the personality, and also acts as a censor to assess the events and phenomena that it encounters. The study analysed the virtual personality of an Internet user as a psychological phenomenon; it describes such properties of a virtual personality as virtuality (the degree of acceptance of virtual reality as an environment in which social life is feasible), involvement (the level of knowledge of information and computer technologies and a sense of belonging to a virtual society) and orientation (the presence or absence of ideas about socially approved behaviour in Internet society). The article also analyses the results of an empirical study of the influence of the component of the meaning-life orientations of the value-semantic sphere of the individual on the properties of his virtual image. It was determined that there is a direct connection between the indicator of the life process and the level of involvement of the virtual personality (people with the perception of their life as filled with meaning and emotionally saturated in the Internet space have developed motivation for life activity) and that there is a direct connection between the indicator of the result of life and the level of orientation of the virtual personality (people with a subjectively assessed high level of self-realisation in the Internet space show a tendency towards normative behaviour).
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11

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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Анотація:
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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12

Baggaley, Jon. "The satirical value of virtual worlds." Distance Education 31, no. 1 (April 21, 2010): 115–19. http://dx.doi.org/10.1080/01587911003725055.

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13

Fuchs, Ludwin, Steven Poltrock, and Richard Wojcik. "Business value of 3d virtual environments." ACM SIGGROUP Bulletin 19, no. 3 (December 1998): 25–29. http://dx.doi.org/10.1145/307736.307761.

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14

BOLT, WILKO, and MAARTEN R. C. VAN OORDT. "On the Value of Virtual Currencies." Journal of Money, Credit and Banking 52, no. 4 (April 21, 2019): 835–62. http://dx.doi.org/10.1111/jmcb.12619.

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15

YaoHsu Tsai, ChingYou Hong, ChiehHeng Ko, and HsinI Chang. "Virtual Tourism through Value Study of Social Expression in Virtual Environment." Journal of Convergence Information Technology 8, no. 3 (February 15, 2013): 426–33. http://dx.doi.org/10.4156/jcit.vol8.issue3.50.

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16

Stajić, Ljubomir, Vladan Mirković, and Nenad Radivojević. "Possibilities for misuses of virtual currencies in money laundering process and financing terrorism." Zbornik radova Pravnog fakulteta, Novi Sad 52, no. 3 (2018): 891–907. http://dx.doi.org/10.5937/zrpfns52-19229.

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17

Serna-Loaiza, Diana Milena, Sandra Patricia Rojas-Berrio, and Óscar Javier Robayo-Pinzón. "Virtual Students Perceived Value in Higher Education Institutions." Revista científica Pensamiento y Gestión, no. 46 (March 24, 2020): 79–107. http://dx.doi.org/10.14482/pege.46.1805.

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18

Baeva, Liudmila V. "Anthropogenesis and Dynamics of Values Under Conditions of Information Technology Development." International Journal of Technoethics 3, no. 3 (July 2012): 37–49. http://dx.doi.org/10.4018/jte.2012070103.

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Анотація:
Entry into the Information Age provided radically new conditions of the modern anthropogenesis–the formation and the development of human beings, their corporality, consciousness, life world, relations with their social world and other persons. In modern society the space of the virtual sphere is extending and becoming dominant, forming a new kind of culture–a digital one. The development of a digital culture is a new form of creative work. After the creation of the second nature–the world of things–human beings created the third nature–the world of virtual phenomena, which is a peculiar composition of the conscious world and the world of modern high information technologies. In such a case it is still paradoxical, that presently human beings exist within two dimensions: The virtual dimension (game or Internet-communication), being a true value for them. The second physically real dimension is instrumental, accompanying and losing its significance in terms of value. interpersonal communication, education, creative work and leisure move from a real sphere into a virtual one. Virtuality is becoming not merely a mediator between a human and the world but truly the world itself. Virtual things are identified with real things in the younger generation’s consciousness. This changing reality model is modifying human beings.
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19

Wiltshier, Peter, and Alan Clarke. "Virtual cultural tourism: Six pillars of VCT using co-creation, value exchange and exchange value." Tourism and Hospitality Research 17, no. 4 (February 2, 2016): 372–83. http://dx.doi.org/10.1177/1467358415627301.

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Анотація:
This paper examines antecedents to the successful use of Virtual Cultural Tourism and the ways in which virtual realities can add value to Cultural Tourism offers. Success can be seen to derive from the deeper understanding of consumers’ preferences and motivations to engage with Virtual Cultural Tourism. It is also necessary to see these initiatives from the perspective of multiple stakeholders: the armchair traveller, the frequent flyer and the service provider at destinations. The latter include public sector providers such as park site managers, museum curators, interpretation and information services for tourism as well as the private sector developers.
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20

DeWaal, Gary, and Guy Dempsey. "New York BitLicense regulations virtually certain to significantly impact transactions in virtual currencies." Journal of Investment Compliance 16, no. 4 (November 2, 2015): 59–65. http://dx.doi.org/10.1108/joic-08-2015-0047.

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Анотація:
Purpose – To analyze the New York State Department of Financial Services (NYDFS) final BitLicense regulations with respect to Bitcoin and other virtual currencies. Design/methodology/approach – This article discusses the specific requirements outlined in the NYDFS’s regulations. The article goes on to provide background information on Bitcoin and virtual currencies and examines previous regulatory approaches prior to these regulations. Findings – This article examines how the new regulations require all persons engaging in a virtual currency business to apply and obtain a BitLicense, and to maintain certain minimum standards and programs to help ensure customer protection, cyber-security and anti-money laundering compliance. Financial intermediaries that already are regulated by NYDFS under the New York Banking Law are not required to obtain a BitLicense if they are approved by NYDFS under their existing regulation to conduct virtual currency business activity. Originality/value – This article contains insight and analysis into recent NYDFS regulations on a new currency type from attorneys experienced in financial services and regulatory matters.
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21

Olson, Joel, Frank Appunn, Kimberly Walters, Lynn Grinnell, and Chad McAllister. "The Value Of Webcams For Virtual Teams." International Journal of Management & Information Systems (IJMIS) 16, no. 2 (March 26, 2012): 161. http://dx.doi.org/10.19030/ijmis.v16i2.6915.

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Анотація:
The latest low-cost technology solutions provide practical and reliable video options form standard personal computers using the Internet. By adding video to an established and geographically dispersed team process, this exploratory research tries to establish the experience of participants and perceived effectiveness of the team. Building on the literature, this qualitative research performs a content analysis design on a text transcription of weekly audio logs from participants. This approach analyzes the rich content of team members to discover the relevance of differing elements within trust, technology, and effectiveness find support. By understanding the influences of adding video to teams, leaders, and managers should be able to make informed decisions regarding the adoption of video for each participant. The attitude evolution regarding the use of technology over a period of six weeks provides further considerations for deployment.
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22

Little, Bob. "Virtual value soars for sales-related skills." Industrial and Commercial Training 46, no. 5 (July 1, 2014): 265–69. http://dx.doi.org/10.1108/ict-02-2014-0009.

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Анотація:
Purpose – The purpose of this paper is to outline an unusual – and online-based – approach to sales and negotiation training and coaching. Design/methodology/approach – Interviews with organisations involved, augmented with case studies. Findings – The “Learn, Implement, Support” method of developing sales and negotiating skills is effective. It combats, cost effectively, the criticism that 30 per cent of all learning is forgotten within 30 days of receiving training unless it is reinforced in a practical way. Practical implications – Organisations of all sizes – not just global multinationals – can now increase productivity and profitability from the online delivery of relevant learning materials, followed immediately by virtual coaching and support for a period of at least 12 months. Social implications – People can learn how to sell products and services more effectively and efficiently, via online-delivered learning and coaching, which contains a high degree of video. Originality/value – Organisations of all sizes – not just global multinationals – can now experience and benefit from the knowledge, skills and experience of a master-performer in the fields of sales and negotiation, thanks to the advent of a system of online learning delivery followed by virtual coaching.
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23

Breitman, Alexander S., and Anastasia V. Breitman. "VIRTUAL REALITY AS AN EXISTENTIAL PROBLEM (THE EXPERIENCE OF INTERPRETING ANNA MELIKYAN'S FILM "FAIRY")." Humanities And Social Studies In The Far East 18, no. 4 (2021): 189–94. http://dx.doi.org/10.31079/1992-2868-2021-18-4-189-194.

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Анотація:
The article presents the author's view on the problem of the active invasion of the virtual (or virtuality) in the existence of modern man. The development of virtual technologies in the conditions of Internet civilization is another step towards the creation of artificial intelligence. An unprecedented technological breakthrough and the limitless possibilities of the Internet, first of all, actu-alize ethical problems that are not fully realized by the scientific community. In particular, virtual mythological reality supplants the true existence of our contemporary. This is seen as an escape from reality, with all the ensuing consequences: infantilism, the impos-sibility of genuine socialization, the lack of formation of a value (scientific or religious) worldview, unmotivated aggression and, as a result, an irreplaceable deconstruction of the personality. This problem is considered based on the material of Anna Melikyan's film "Fairy", which won all the main prizes of the online festival of Russian cinema "Big Screen" in 2020.
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24

Hamilton, John, and Willem Selen. "Service value encounters in the virtual service value chain: a conceptual framework." International Journal of Value Chain Management 1, no. 2 (2006): 139. http://dx.doi.org/10.1504/ijvcm.2006.011182.

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Threapleton, Kate, Karen Newberry, Greg Sutton, Esme Worthington, and Avril Drummond. "Virtually home: Exploring the potential of virtual reality to support patient discharge after stroke." British Journal of Occupational Therapy 80, no. 2 (July 28, 2016): 99–107. http://dx.doi.org/10.1177/0308022616657111.

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Анотація:
Introduction The level of assessment and intervention received by patients prior to discharge varies widely across stroke services in the United Kingdom. This study aimed to explore the potential value of virtual reality in preparing patients for discharge following stroke. Method Semi-structured interviews were carried out with 13 occupational therapists, eight patients with a stroke and four community stroke survivors. Views were sought of the perceived acceptability, potential utility and limitations of a ‘virtual home’ environment for use in pre-discharge education and assessment. Data were analysed thematically. Findings Interviewees found the virtual home to be an acceptable and visual means of facilitating discussions about discharge. It was perceived as valuable in assessing patient insight into safety risks and exploring the implications of installing assistive equipment at home. Limitations were identified relating to specific software issues and the use of virtual reality with patients with cognitive or perceptual impairments. Conclusion The results demonstrate the potential utility of the virtual home within stroke rehabilitation. Patients and therapists engaged with the virtual home and, moreover, made practical suggestions for future development. Feasibility and pilot testing in a clinical setting is required to compare the use of the virtual home with traditional approaches of pre-discharge assessment.
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Bondareva, Evgeniya Petrovna, and Galina Victorovna Chistyakova. "Universal value worldview: analysis of virtual tourist reviews." Litera, no. 4 (April 2021): 18–32. http://dx.doi.org/10.25136/2409-8698.2021.4.32610.

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Анотація:
All realities of the surrounding human environment have an axiological potential, and it is generally believed that the ethnic worldviews are characterized by various evaluative dominants. This work substantiates the idea of the existence of universal value attitudes of the representatives of different locative worldviews. The object of this research is the evaluative field “Recreation”; the subject is evaluative judgments of the authors of virtual reviews about vacation on the island Hainan (China), which contain an axiological response to a particular object related to the analyzed evaluative field. The virtual tourist reviews from three locative groups (USA, Europe, Russia) served as the material for this research. The analysis was based on the field method of language description. The conducted research demonstrates that the evaluative field “Recreation” has a similar structure in the representations of native speakers of the three locative groups. The nuclear zone is represented by the thematic group “Hotel accommodation”; the near periphery is formed by the thematic groups “Service”, “Food”, “Beach recreation”; the far periphery includes evaluative judgments of the thematic groups “Activities outside the hotel”, “Landscape”, “Overall impression”, “Fauna”. Each group consists of several objects of evaluation, the axiological response to which is verbalized through evaluative predicates. As a result of studying the evaluation field “Recreation”, the author established that nationality and place of residence of a person do not impact the choice of the object of evaluation of recreation sphere; responses of the representatives of the three locations to tourist objects are very similar.
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Suen, Hung-Yue, and Hsin-Lu Chang. "Toward Multi-Stakeholder Value: Virtual Human Resource Management." Sustainability 9, no. 12 (November 25, 2017): 2177. http://dx.doi.org/10.3390/su9122177.

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Midttun, Mons, Rolf Helland, and Erik Finnstrom. "Virtual reality—adding value to exploration and production." Leading Edge 19, no. 5 (May 2000): 538–44. http://dx.doi.org/10.1190/1.1438658.

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Clarke-Wilson, Stephen. "The design of virtual environments—value added entertainment." ACM SIGGRAPH Computer Graphics 28, no. 2 (May 1994): 102–4. http://dx.doi.org/10.1145/178951.178957.

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Spaulding, Trent J. "How can virtual communities create value for business?" Electronic Commerce Research and Applications 9, no. 1 (January 2010): 38–49. http://dx.doi.org/10.1016/j.elerap.2009.07.004.

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Saleh, Naveed. "The Value of Virtual Patients in Medical Education." Annals of Behavioral Science and Medical Education 16, no. 2 (September 2010): 29–31. http://dx.doi.org/10.1007/bf03355129.

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Buthiau, D., E. Antoine, J. C. Piette, D. Nizri, P. Baldeyrou, and D. Khayat. "Virtual tracheo-bronchial endoscopy: educational and diagnostic value." Surgical and Radiologic Anatomy 18, no. 2 (June 1996): 125–31. http://dx.doi.org/10.1007/bf01795231.

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Porter, Constance Elise, and Naveen Donthu. "Cultivating Trust and Harvesting Value in Virtual Communities." Management Science 54, no. 1 (January 2008): 113–28. http://dx.doi.org/10.1287/mnsc.1070.0765.

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Samson, Sue. "Usage of E-resources: Virtual Value of Demographics." Journal of Academic Librarianship 40, no. 6 (November 2014): 620–25. http://dx.doi.org/10.1016/j.acalib.2014.10.005.

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Gabatbat, Ma Emperatriz, and Noel Santander. "Value of Values Education in the Virtual Classroom." Bedan Research Journal 6, no. 1 (April 30, 2021): 31–55. http://dx.doi.org/10.58870/berj.v6i1.21.

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Анотація:
This research endeavored to follow in a way the ideals of Herbert Spencer regarding value- based education. It inquired on the value or importance of values education in online instruction during this time of the pandemic. The researchers had used narrative descriptive method and strategy in analyzing the data that were collected through the digital data approach from several educators of higher and other educational institutions. Primarily, this research presented the various practices observed before, during, and after online learning, to ensure value-laden education aside from identifying the specific values needed to be promoted and intensified during this pandemic by reason of necessity and urgency like sensitivity, self-care, courage, perseverance, discipline, respect, accountability, faith, justice, peace, honesty, humility, and love. This research yielded to the importance and impact of values education to educational excellence while still in pandemic which are classified as personal character development, social and world development, and spiritual development on the account of the good nature of the value-based education, availability of much needed structures, quality of delivery, and dynamic support system. ReferencesAECT. (2001). What is Descriptive Research? The handbook of research for Educational Communications and Technology. http://members.aect.org/edtech/ed1/41/41-01.html.CHED Memorandum Order No.20. (2013). Commission on Higher Education. General Education Curriculum: Holistic Understandings, Intellectual and Civic Competencies. https://ched.gov.ph/wp-content/uploads/ 2017/10/CMO-No.20-s2013.pdfEliot, C. W. (1911). Spencer on Education. Online Library of Liberty. https://oll.libertyfund.org/pages/spencer-on-educationEriksson, P. & Kovalainen, A. (2016). Qualitative Methods in Business Research, 2nd Ed. Sage Publications, Ltd.Hall, B. P. 2006. Values Shift: A Guide to Personal and Organizational Transformation. Resource Publications.Hall, B.P. (2000). The Genesis Effect. Personal and Organizational Transformations. Don Bosco Press.Hall, B.P. & Thompson, H. (1980). Leadership Through Values. Paulist Press.Harari, Y. N. (2018). 21 Lessons for the 21st Century. Jonathan Cape.Harari, Y.N. (2015). Sapiens. HarperCollins Publishers.Holmes, B. and Spencer, H. (2020, November 8) International Bureau of education (1820-1903). http://www.ibe.unesco.org/sites/default/files/spencere.pdf.Liu, et.al. (2017). Scientific Knowledge Education Based on Herbert Spencer “What Knowledge is of Most Worth?” Open Access Eurasia Journal of Mathematics Science and Technology Education. 13(7):4291-4299 https://doi.org/ 10.12973/Eurasia.2017.00836aLlego, M. A.(n.d.) DepEd Values Education Program (VEP) Goal and Objectives. https://www.teacherph.com/deped-values-education-Program Paine, L. S. (2003). Value Shift. Why Companies Must Merged Social and Financial Imperatives to Achieve Superior Performance. McGraw-Hill.Presidential Decree No. 6-A. The Lawphil Project (1972). Authorizing the Undertaking of Educational Development Projects, Providing for the Mechanics of Implementation and Financing Thereof, and for other Purposes. https://lawphil.net/statutes/ presdecs/pd1972/pd_6_a_1972.html.Seidenberger, T. and Weiss, M. (2011). The educational theory of Herbert spencer. https://www.newfoundations.com/GALLERY/Spencer.html.ThoughtCo. Famous education quotations from Philosopher Herbert Spencer. (2020, November 11). https://www.thoughtco.com/famous-education-quotations-herbert-spencer-Values Education in the Basic Education Curriculum. (2003). DO 41, S. 2003. https://www.deped.gov.ph/2003/05/22/do-41-s-2003-values-education-in-the-basic-education-curriculum/ What is Research? (n.d.) https://www.personal.psu.edu/wxh139/research_talk.htm6.
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De Paoli, Donatella, and Arja Ropo. "Open plan offices – the response to leadership challenges of virtual project work?" Journal of Corporate Real Estate 17, no. 1 (April 7, 2015): 63–74. http://dx.doi.org/10.1108/jcre-08-2014-0020.

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Purpose – The purpose of this paper is to explore hybrid work spaces, combining open-plan, team-based offices with virtual work and leadership, in relation to the main leadership and team challenges virtual project environments encounter. Design/methodology/approach – In a review of virtual team literature, virtuality is defined and its main challenges to project leadership are identified. Based on the literature, several semi-structured interviews with project team managers within telecom and IT-consultancy were conducted. Using an exploratory approach, the authors introduce some new leadership concepts and functional benefits of open-plan offices important for virtual project environments. Findings – The findings suggest that project managers encounter several new kinds of challenges while leading virtual projects. Co-location of the project team during certain stages in open-plan, team-based offices may meet some of these challenges. The authors claim that spatial arrangements and their embodied subjective experiences make an impact on the effectiveness of virtual project teams. Research limitations/implications – This paper develops new conceptual thinking of how office facilities may contribute to productive virtual project teams. Further empirical studies in other settings are needed to generate generalizable findings. Practical implications – The paper discusses and provides arguments for real estate and facility managers, as well as project and team leaders, for the importance of open-plan offices for virtual project teams. Originality/value – The paper combines and benefits from different discussions on workspaces, virtual team and leadership. Furthermore, the paper introduces the notion of spatial leadership beyond the mainstream leader-centric approach to point out the importance of physical workspace of virtual teams and how the workspaces can perform leadership functions.
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De Oliveira, Wellington. "A atividade de ensino na formação tecnológica: processo de formação de professores e alunos." Dialogia 8, no. 2 (April 5, 2010): 279–90. http://dx.doi.org/10.5585/dialogia.v8i2.1929.

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Discute-se, por meio deste artigo, o papel desempenhado pelos professores e alunos na formação tecnológica e o seu impacto na constituição de um processo pedagógico virtual. Com base em autores como Oliveira (2009), Freire (2008), Kenski (2003) e Valente (2002), analisa-se a mudança das formas de interação entre quem aprende e quem ensina e a mudança do modo como se reflete sobre a natureza do conhecimento em ambientes virtuais de aprendizagem.
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Meirkhanovna, Baikulova Aigerim, Saule B. Begaliyeva, Assylbek Makhabbat, Yelubayeva Rakhat, Zhanatayev Kazakbay Abdualievich, and Kerimbayeva Rysty Kaldyhanovna. "Views of primary school teachers on value acquisition in virtual museums." World Journal on Educational Technology: Current Issues 14, no. 2 (March 31, 2022): 343–55. http://dx.doi.org/10.18844/wjet.v14i2.6969.

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The purpose of this study is to evaluate primary school teachers’ views on value transfer in virtual museums. In the research, the phenomenological design, one of the qualitative research methods, was chosen as the research method. The study group of the research consisted of 20 teachers who taught in various primary schools in Almaty, Kazakhstan, in the 2020–2021 academic year. Semi-structured interviews were conducted to obtain data. Teachers value the virtual museums’ cultural heritage, scientific benevolence, aesthetics and patriotism. The quality of museums, teacher effect, student effect and the quality of the activity are factors that teachers find effective in transferring value to virtual museums. Teachers attributed the difficulties in transferring value in virtual museums to reasons originating from the museum, the student and the school. Increasing the number and quality of museums and the variety of activities, choosing the right method, enriching the curriculum, organising parent seminars, raising awareness and motivating students have been categorised by teachers as suggestions for value transfer in virtual museums. Keywords; Virtual museums, value education, teacher opinions
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39

Bowman, Doug A., Larry F. Hodges, Don Allison, and Jean Wineman. "The Educational Value of an Information-Rich Virtual Environment." Presence: Teleoperators and Virtual Environments 8, no. 3 (June 1999): 317–31. http://dx.doi.org/10.1162/105474699566251.

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Information-rich virtual environments consist not only of three-dimensional graphics and other spatial data but also information of an abstract or symbolic nature that is related to the space. An environment of this type can stimulate learning and comprehension, because it provides a tight coupling between symbolic and experiential information. In our virtual zoo exhibit, students can explore an accurate model of the gorilla habitat at Zoo Atlanta and access information related to the design of the exhibit. This paper discusses the design of the application and the interaction techniques used to obtain information. We also present the results of a formal evaluation. Although no statistically significant differences were found, results indicate that students who used the virtual environment had higher test scores than those who only attended a lecture on the material. Trends suggest that the virtual experience allowed students to learn information directly and also equipped them to better learn and understand material from a traditional lecture.
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40

Hanping Chou, and Peirchy Lii. "Value received from Participating in Virtual Communities and The Impact on Virtual Community Participation." International Journal of Digital Content Technology and its Applications 7, no. 2 (January 31, 2013): 822–29. http://dx.doi.org/10.4156/jdcta.vol7.issue2.98.

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41

Sughayer, M. A., T. Z. Dabbagh, L. Souan, and A. Alsughayer. "The Value of Virtual Meetings during COVID-19 Pandemic in Healthcare Settings." American Journal of Clinical Pathology 158, Supplement_1 (November 1, 2022): S127. http://dx.doi.org/10.1093/ajcp/aqac126.269.

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Abstract Introduction/Objective The coronavirus pandemic led to an unprecedented rise in using virtual meeting technology in the healthcare sector for conferences, business meetings, and continuous medical education. This study aims to understand the practices and individual preferences and to highlight the benefits and challenges of virtual meetings compared to in-person ones. Methods/Case Report This cross-sectional study was disseminated via email as an online survey, using SurveyMonkey (Momentive Inc. San Mateo, California, USA) and targeted healthcare providers at the King Hussein Cancer Center-Amman, Jordan. Results (if a Case Study enter NA) A total of 342 healthcare providers took part in this questionnaire. 82.5% of respondents reported participating in virtual meetings; of those, only 33.5% preferred virtual over in-person meetings (PrV). Whether virtual meetings were equivalent to in-person ones, 33.2% of all participants (71.4% of the PrV) said virtual meetings were equivalent to in-person meetings in terms of participants’ attention (p<0.001). Additionally 54.8% of all participants believed their gain level was less in virtual meetings compared to the conventional in-person ones; this percentage differs significantly between the participant's group who preferred in-person (PrP) over virtual meetings and the PV group who believed otherwise (75.0% vs 13.2%, p<0.001). Nonetheless, when respondents were asked about their meeting preferences in the event of a pandemic, 49.5% of all healthcare providers preferred virtual over in-person meetings (91.3% of the PrV group p<0.001). Almost half the participants (54.3%) reported that they tend to temporarily leave virtual meetings before it is over, yet, this percentage rockets to 70.0% if the meeting is over 2 hours long. On the other hand 43.3% of respondents admitted to leaving the meeting physically while keeping themselves logged in on their mobile/computer. An interesting result of the survey was that 58.3% of all respondents preferred to attend virtual meetings during working hours (85.7% of the PrV group, p<0.001). Finally, when asked about performing other tasks while in a virtual meeting, the vast majority (82.6%) of respondents confirmed either answering the phone, reading/sending emails, or checking a social media outlet at least once, which contributes to a lack of adequate concentration. Conclusion Healthcare providers still prefer and attach more value and benifit to in-person interactions
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Johnston, Gregory, and Sare Pienaar. "Value-Added Tax On Virtual World Transactions: A South African Perspective." International Business & Economics Research Journal (IBER) 12, no. 1 (December 22, 2012): 71. http://dx.doi.org/10.19030/iber.v12i1.7513.

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The dawn of the internet age has brought about concepts such as electronic commerce, virtual worlds and digitized products. When consumption tax laws such as value-added tax (VAT) or goods and service tax (GST) were legislated, these concepts were not envisaged. The aim of this article is to determine whether the South African value-added tax (VAT) Act is applicable to transactions occurring in virtual worlds. The article critically analyses section 7(1) of the VAT Act to determine its applicability to transactions occurring in virtual worlds. The benefit of this article will be to highlight the deficiency in the South African VAT Act in dealing with electronic commerce transactions as well as transactions arising in virtual worlds. The study reported here concluded that the South African VAT Act in its current format does not appear to deal with transactions occurring in virtual worlds effectively. Consequently, amendments to existing law should be effected in order to deal effectively with the transactions.
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Jaeger, Gregg. "Are Virtual Particles Less Real?" Entropy 21, no. 2 (February 2, 2019): 141. http://dx.doi.org/10.3390/e21020141.

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The question of whether virtual quantum particles exist is considered here in light of previous critical analysis and under the assumption that there are particles in the world as described by quantum field theory. The relationship of the classification of particles to quantum-field-theoretic calculations and the diagrammatic aids that are often used in them is clarified. It is pointed out that the distinction between virtual particles and others and, therefore, judgments regarding their reality have been made on basis of these methods rather than on their physical characteristics. As such, it has obscured the question of their existence. It is here argued that the most influential arguments against the existence of virtual particles but not other particles fail because they either are arguments against the existence of particles in general rather than virtual particles per se, or are dependent on the imposition of classical intuitions on quantum systems, or are simply beside the point. Several reasons are then provided for considering virtual particles real, such as their descriptive, explanatory, and predictive value, and a clearer characterization of virtuality—one in terms of intermediate states—that also applies beyond perturbation theory is provided. It is also pointed out that in the role of force mediators, they serve to preclude action-at-a-distance between interacting particles. For these reasons, it is concluded that virtual particles are as real as other quantum particles.
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Chang, Hsin Hsin, Kit Hong Wong, Cheng Joo Eng, and Shu-Hui Chen. "Consumption Value and Social Capital on Sense of Virtual Community Toward Value of Co-Created Information." Journal of Organizational and End User Computing 30, no. 1 (January 2018): 44–65. http://dx.doi.org/10.4018/joeuc.2018010103.

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The proliferation of virtual community (VC) has considerably and positively influenced the dissemination of information, however, in what sense that VC members will contribute and co-create value to a VC information needs further discussion. Based on the consumption value (social value, emotional value, and epistemic value) and social capital (structural capital, relational capital, and cognitive capital) perspective, this study attempts to discuss the evaluation of related factors that affect generating of members' sense of virtual community (SOVC), in turn, enhance co-created value to the information. Moreover, extrovert/introvert type and virtual community origin are taken to measure the moderating effect of relationships among consumption values, social values, SOVC, and the value of co-created information. A total of 403 valid respondents were collected from Taiwan VC members and analyzed by using SEM technique. The statistical results demonstrated that social value, emotional value, structural capital and cognitive capital positively affect SOVC, and SOVC is positively related to the value of co-created information. Moreover, offline/ online originated VC significantly moderated the relationship between cognitive capital and members' SOVC. The study suggested that webmaster should use suitable incentive to motivate members' contribution and conduct more activities including discussion, leading out some good ideal from members, which to increase information co-created value in practice.
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Meirmanova, G. A., and B. K. Baudiyarova. "VIRTUAL MUSEUM AND ITS PURPOSE." History of the Homeland 93, no. 1 (March 5, 2021): 192–200. http://dx.doi.org/10.51943/1814-6961_2021_1_192.

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In the article, the authors consider issues related to the study of the virtual museum,the definition of the virtual museum is revealed, its varieties and characteristic features are highlighted. Current trends and promising directions for further development are outlined. The classification of virtual museums from the point of view of cultural studies is given.The Virtual Museum of the History of communication has always been relevant in modern society. Worldwide, the demand for a digital museum is growing. The collections of virtual museums are represented by various sources – written, graphic (including 3D), audio and video sources. Most virtual museums display original images of text sources, but not in a machine-readable format. This approach significantly narrows the search capabilities of virtual museum information systems (the source cannot be found by the system itself). Similar problems arise with audio and video sources, because they do not have their own description or it is too small, despite the apparent value in the study. Overcoming these problems will improve the quality of generated resources, increase their information return, and increase the use of CG in classical research and education.The classification of virtual museums from the point of view of cultural studies is given. Virtual museums are products of the computer industry that provide free mass access to cultural heritage. It is noted that virtual museums have a significant potential for the preservation of cultural heritage objects created today. Virtual museums are a new cultural form with its own features and promising functions. Despite the fact that they are developed in Western countries, in Kazakhstan they have not yet really appeared and have not been studied at the academic level.
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Zhao, Yang, Yawen Chen, Ruoxin Zhou, and Yinping Ci. "Factors influencing customers’ willingness to participate in virtual brand community’s value co-creation." Online Information Review 43, no. 3 (June 10, 2019): 440–61. http://dx.doi.org/10.1108/oir-08-2017-0232.

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Purpose The purpose of this paper is to explore the factors influencing customers’ willingness to participate in virtual brand community’s value co-creation and help companies better operating the virtual brand community. Design/methodology/approach Based on social cognitive theory and the features of the virtual brand community, this paper constructed a model of factors influencing customers’ willingness to participate in virtual brand community’s value co-creation. Then this paper quantitatively analyzed the mediating effect and the moderating effect. Findings The empirical analysis came to the following conclusions: first, in virtual brand communities, customers’ willingness to participate in value co-creation would be influenced by subject factors, environment factors, brand factors and perceived value factor. Second, customer involvement is an important moderator. The more involved the customer is, the more he/she will rely on the virtual brand community. Particularly, customer involvement has a positive moderating effect on the influence of subject factors, while it has a negative moderating effect on the influence of community experience and community trust. Third, perceived value plays a significant mediating role between subject factors and customers’ willingness to participate in value co-creation. Practical implications The results of this study can help companies better understand the influence of external factors like environment and brand so that they can better operate the virtual brand community and encourage customers to contribute to the development of the community and the brand. Originality/value Most of the existing studies focused on the formation of virtual brand communities and customers’ participation behaviors, but there is limited research focusing on what contributes to customers’ participation in value co-creation of virtual brand communities. This study, therefore, attempts to bridge the research gap.
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Wu, Boyuan, and Kwan Andrizal. "Perceived value and willingness to consume in online mobile games." Social Behavior and Personality: an international journal 49, no. 5 (May 5, 2021): 1–10. http://dx.doi.org/10.2224/sbp.10193.

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We investigated the relationship between perceived value of virtual goods and willingness to consume virtual goods in online mobile games, and examined the roles of gamers' intention to use virtual goods and extraversion in this relationship. We constructed a moderated mediation model to analyze data from 894 undergraduate students in China. Perceived value was positively correlated with willingness to consume, and intention to use played a mediating role in this relationship; further, the indirect effect of intention to use was moderated by extraversion, with a weaker effect occurring for lower extraversion. Thus, perceived value positively predicted intention to use, which increased willingness to consume, and extraversion enhanced the influence of perceived value on intention to use.
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48

Hosseini, M. Reza, Petra Bosch-Sijtsema, Mehrdad Arashpour, Nicholas Chileshe, and Christoph Merschbrock. "A qualitative investigation of perceived impacts of virtuality on effectiveness of hybrid construction project teams." Construction Innovation 18, no. 1 (January 2, 2018): 109–31. http://dx.doi.org/10.1108/ci-10-2016-0052.

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Purpose The “virtuality” of a team collaborative interaction is the extent to which it is accomplished in the same place, in fully distributed virtual teams, or in a hybrid combination of the two. However, existence, strength and process of potential association between virtuality and effectiveness in construction project teams have remained elusive. This paper aims to address this gap in the literature. Design/methodology/approach In this study, a conceptual model demonstrating the association between virtuality and effectiveness of teams was developed through integrating the input-process-output (IPO) model and the “Big Five” theory. This conceptual model was contextualised for the construction industry drawing upon conducting 17 semi-structured interviews with hybrid team experts. Findings The findings provide the first model mapping the associations between virtuality and dimensions of team effectiveness for the construction context. Practical implications The discovered patterns of associations between virtuality and dimensions of effectiveness for hybrid construction project teams (HCPTs) will assist managers in designing and running more effective teams. In addition, the findings help construction practitioners better understand how virtuality influence the performance and satisfaction of team members in HCPTs. The present study concludes with outlining a set of recommendations based on the findings of the study. Originality/value As the first study in its kind, the present study offers a new insight into the concept and impacts of virtuality for construction teams and provides instructions and guidelines for designing and maintaining the effectiveness of such teams on construction projects.
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Ćwiertniak, Ryszard, Przemysław Stach, Katarzyna Kowalska-Jarnot, Karolina Worytkiewicz-Raś, and Barbara Wachułka-Kościuszko. "Addressing students' perceived value with the virtual university concept." e-mentor 94, no. 2 (July 2022): 65–76. http://dx.doi.org/10.15219/em94.1565.

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Since the beginning of the COVID-19 pandemic, digital transformation has significantly accelerated in many industries, including somewhat slow-changing higher education. The epidemic situation pushed students, faculties, and administrators to experiment to a much greater degree with online classes, digital cooperation, and virtual student services. For the majority of the academic community, this situation created a completely new reality. Indeed, the digital experience in higher education was for some community members quite challenging, if not traumatic. Fairly soon, however, the digital experiment proved successful in many areas. In some cases, even more effective than conservative practices. The Virtual University Concept (VUC) has been a topic of debate for quite some time, but only now has it found a receptive audience in all sectors of the academic community. In the following articles, the authors will attempt to conceptualize the virtual university as an innovative way to address contemporary challenges for Higher Education Institutions (HEI), specifically their ability to identify, create and capture value for students. The concept of the VUC is grounded in a literature review, the professional experience of the authors, as well as the student survey, which was conducted in one of Cracow’s private colleges. The authors have listed fundamental areas of focus that need to be addressed before attempting to model the VUC. They include the technical and technological capacity of a HEI, faculty development, cost management, innovation, and students' and employers' value perceptions. All this must be done with the goal of providing value to key stakeholders at a reasonable cost. All the authors' inquiry streams seem to suggest that if well designed and implemented, the VUC can be a source of significant value to students and therefore should be considered in HEI expansion and turnaround strategies.
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Barnes, Stuart J., and Jan Mattsson. "Segmenting Brand Value Perceptions of Consumers in Virtual Worlds." International Journal of Online Marketing 1, no. 1 (January 2011): 1–11. http://dx.doi.org/10.4018/ijom.2011010101.

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Virtual worlds are emerging as a promising new channel for electronic marketing and brand-related activities. However, like Second Life. This paper examines the spectrum of perceptions of consumers of four major real-life brands (Armani, Dell, Mercedes and Hublot) that have established operations in Second Life. A survey was conducted using an avatar survey bot (n=1,039). Using the FIMIX-PLS procedure (Ringle et al., 2009), an axiological measurement instrument for brand value and formative modeling techniques, the authors identify segments of consumers with different perceptions of value for each brand. The analysis shows a clear difficulty in establishing ‘emotional’ rapport with consumers in Second Life.
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