33 resultados para virtual work

em Deakin Research Online - Australia


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Work integrated learning activities provide students with the opportunity to apply the knowledge and skills they have developed through their tertiary education to authentic work place problems. This paper reports on the outcome of a virtual work integrated learning activity undertaken by third year IT students. Students used a synchronous communication tool to participate in meetings with their virtual teammates. They were required to produce minutes and a report of their meeting. The majority of students completed the exercise successfully with some student groups using the meeting facility for subsequent collaboration during the remainder of the unit.

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Increasingly employers use virtual teams to leverage business knowledge that can solve day to day business problems and create new business opportunities. Consequently, according to Bridgstock, graduates increasingly require virtual teamwork skills such as communication, negotiation and collaboration. The project presented here has researched and trialled the role of a well-designed interactive scenario in developing graduate attributes related to working with others, using virtual business entities across four faculties. One innovative outcome from this has been the scoping and linking of cross-faculty virtual developments into an overarching structure which is easily navigable and engaging for the net generation learner, and capacity building for the university. For clarity, that scaffolding or framework ‘city’ has been called Virtualopolis. This has the potential to link pockets of innovation across the university in the area of experiential learning and virtual work-integrated learning (WIL), the term expolred by Walsh within the context of Briggs' constructive alignment. The prototype workteam scenario has multiple applications, with capacity to be a hurdle requirement, assessment item or training activity depending on the needs of the faculty’s WIL. By developing the online framework or model Virtualopolis, work-integrated teams assessment can be linked across different business entities, and used as skills preparation for experiential learning units such as internships, professional experience and workplace-based projects university-wide. This model has exciting possibilities of transferability across the higher education sector in the linkage of innovative virtual scenarios to reduce developmental costs, assessment tools/resources targeted specifically to graduate attributes, and virtual teamwork capacity building.

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Through an interpretive study of global virtual teams, this research has explored the influences on the requirements engineering processes during global software development. Complex layers of explicit and implicit elements in the project environment, including systems methodology, project steering, management commitment and cultural differences, were found to influence these processes.

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One of the key elements of a quality student experience in higher education, outlined in the 2008 Bradley Report on the review of Australian higher education, is access to well-designed and engaging courses that lead to good vocational outcomes. 1 The Virtualopolis project concerns the development of a virtual city or platform which can encompass a community or vocational context for learning resources, linking these to engaging course delivery across disciplines and faculties. It is a virtual community with great potential to scaffold the imaginative immersion of the modem net generation learner. It was designed to incorporate virtual scenarios which were already in use, such as the country town of Bilby and the Pacific-style island of Newlandia, and has expanded to provide a virtual city of Virtualopolis across faculties and disciplines. One of the key strengths of this form of virtual environment is its capacity to focus on graduate attributes across disciplines. Virtualopolis provides access and a virtual city context to an interactive teamwork scenario, to develop attributes related to working with others, interrelating virtual business entities across all faculties. The teamwork scenario has multiple applications, with capacity to be a hurdle requirement, assessment item or training activity depending on the needs of the faculty's Work-integrated Leaming (WIL) policy. By developing the online virtual framework or platform of Virtualopolis, work-integrated team assessment can be used as skills preparation for experiential learning units such as internships, professional experience and workplace-based projects university-wide. It also provides the opportunity to repeatedly reuse the virtual city context for resources to support other courses. The Virtualopolis city and its interactive team scenario will be transferable for future cross-faculty and interdisciplinary virtual developments. Plans are already made for content areas as diverse as community health, nursing, creative arts, international relations and management.

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This article reports the establishment of a pilot ‘virtual clinic’ in a rural region of Victoria, Australia. Using low-cost videophones that work across ordinary phone lines, together with off-the-shelf (mostly automatic) clinical tools, local volunteers have been trained to mediate a virtual consultation between simulated patients and local GPs. This system has the potential to save long trips into town by such patients since the traditional ‘home visit’ is not feasible, as well as to provide regular home monitoring for those with chronic conditions. This in turn should impact favourably on ambulance deployment, sometimes enabling patients to avoid going to hospital or allowing them to come home sooner than otherwise would be the case, and generally to offer a sense of medical security to those living in isolated regions.

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With today's business environments no longer confined to national borders, much work is undertaken in global virtual teams. Such teams consist of members located in different countries that communicate via technology media to complete a project task. Much of the research in this area has been focused on the technological aspects of such environments; there is, however, a lack of research into the behavioral aspects and the issue of cultural differences in particular. It has been acknowledged that when cultural diversity is neither recognized nor acted upon, significant challenges can arise for the team. Current advice in the literature suggests that team members should adapt their normal working behavior in consideration of cultural differences. However, there is little indication of how team members should do so. This study investigated if and/or how team members adapt their behavior in cross-cultural virtual teams. The results of this study indicate that team members can adapt their behavior in both spoken and written communication as well as allowing for religious beliefs and time zone differences. This paper discusses specifically how behavior can be adapted, including a discussion of behaviors that caused concern. Finally, a framework of behavioral adaptations is presented for ways to improve cross-cultural virtual team interactions.

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In 2005 an existing undergraduate course in project management was converted from face-to-face mode to wholly online mode. Wholly online mode means that there are no face-to-face classes at all, and all teaching and learning is facilitated through an online environment.

The revised project management course was designed with an underlying problem-based learning (PBL) pedagogy and used a simulated, fictitious telecommunications company, United Enterprises (UE), as a case study learning resource. The students worked in virtual teams to complete online learning activities and to solve authentic project management tasks for UE. Employees of UE were available online to provide direction and answer further questions about the tasks.

The overall research study used an action research methodology in which feedback was elicited from two groups of stakeholders involved in the project management course - students and teaching staff. The feedback was used to plan, develop and implement the new Information Technology (IT) Professional Practice course.

This paper reports on the findings of three anonymous student surveys that were conducted after each of the main project management topics and tasks were completed. The surveys sought feedback in a number of areas. However, the feedback reported here relates specifically to student opinions about their experiences of working in virtual teams within the learning environment. Other aspects of the research, including student perceptions of UE and feedback from the teaching staff, are not reported here.

Across the three surveys, most students indicated that they valued the opportunity to discuss various aspects of the course with peers and teaching staff online, and to interact with real-life employees of UE. Although discussion forums were the prescribed method for communication other forms of communication such as email, chat and face-to-face meetings were also used. According to the students, the best things about online group work were that it provides the flexibility of time and place; it allows communication and participation to be recorded; and is an ‘efficient’ way of working. The worst things about online group work were that communication is more difficult and that team members leave participation and submission to
the last minute. While up to 15 percent of students did not like the experience of online group work at all, overall students were generally satisfied with this style of learning and enjoyed the experience of working collaboratively within a virtual team.

The research has highlighted a number of areas where improvements can be made to the student experience of working in virtual teams. These improvements will be adopted in the development and delivery of the new course as part of the action research study.

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In line with the work of feminists ‘post-linguists’ (Threadgold, 1997; Poynton, 1989; Lee, 1994) who seek to produce readings of texts which indicate the ways individuals are positioned to take up positions within discourses and thus come to constitute themselves as subjects of those discourses, this paper reports on how adolescent girls’ hypermedia design works to alter the conceptual repertoire of the individual and in doing so alters the individual’s subjectivity. By examining girls hypermedia design that challenges/resists male domination, I discuss their acts of uploading and hypermedia design in terms of Butler’s theorization of discursive performativity. I believe the adolescent girls employ a form of “linguistic agency” or “discursive agency” (Butler, 1997) that allows them to make use of a wide range of discursive practices that are nonlinguistic or not entirely linguistic. Because the girls were involved in a set of relationships over time, both inside and outside of school in both virtual and real time, within their communities of practice (Lave & Wenger, 1991), they engage with particular areas of curricular knowledge—differently than boys—by showcasing their re-representations online. Consequently, this presents the possibility they may possess a joint enterprise and similar sense of identity. This paper puts forth the idea that within virtual communities of practice, new contexts emerge when disrupting girls/women can work in transgressive modes.

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Information technology (IT), especially as it merges with mobile telephony and the next generation of wireless applications, is often credited with continued development of virtual communities. Like a well house, IT is bringing people together on a global scale, as well as at a community level. New virtual
communities are utilizing email, digital short message service (SMS) and many web-based software applications for fulfilling human needs for socialization and work. This article discusses how virtual communities facilitated by IT have developed and can provide an infrastructure with both opportunities and drawbacks in relation to connection, collaboration, and communication during the growth of knowledge globalization.

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Haptic human-machine interfaces and interaction techniques have been shown to offer advantages over conventional approaches. This work introduces the 3D virtual haptic cone with the aim of improving human remote control of a vehicle's motion. The 3D cone introduces a third dimension to the haptic control surface over existing approaches. This approach improves upon existing methods by providing the human operator with an intuitive method for issuing vehicle motion commands whilst simultaneously receiving real-time haptic information from the remote system. The presented approach offers potential across many applications, and as a case study, this work considers the approach in the context of mobile robot motion control. The performance of the approach in providing the operator with improved motion controllability is evaluated and the performance improvement determined.

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In this paper, an advanced virtual engineering educational program developed at University of South Australia for both on-campus and off-shore students will be studied. This extensive training program is based on a comprehensive online tutorial and comprises both face-to-face and online learning. The program provides a tailored evaluation format to ensure that all postgraduate students, including course work and research students, will have appropriate exposure to updated learning skills and research resources. Although the internet (WWW) is the primary resource being used in this educational program, other resources such as video conference, video taping, and face-to-face lecturing have also played a role in promoting engineering teaching and research excellence. The feedback from students in recent years has been very encouraging, showing increased information literacy skills and improved researching abilities. As off campus class numbers have increased, further development of the program to meet their requirement has been a priority.

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This workshop reports on Learning across Latitude - a trans-national collaborative project that joined teacher education students from Australia, Denmark and Malaysia. The project offered a unique opportunity for students to explore concepts and dialogue with their teacher education peers in three countries. Over a two week period, 116 students in 13 forums posted 365 messages into a forum space hosted by Deakin University. 
During week 1, students introduced themselves to each other and discussed their reasons to become teachers, qualities of a good teacher and the issues facing teaching in their country. Because many students life experiences are local in experience such a project expands notions of being a teacher in a global world. Student’s responses to qualities of a good teacher were analysed to build knowledge of global teacher identities.
During week 2 students discussed what it means to be a good citizen in their country. How is citizenship as a concept explained across three countries? In the virtual discussions for Malaysian and Danish students, English was a second language. These forums opened new awareness for all students of the challenges of conversing with English as second language students.
This project illustrated that the changing contexts of education and globalisation means new opportunities and challenges for teacher education at local and global levels. Implications from Learning across Latitudes suggest possibilities for teacher education to build global citizenship, and teacher identities as technology enables such possibilities.

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This paper describes the work of a group of artists in Australia who used real-time motion capture and 3D stereo projection to create a large-scale performance environment in which dancers seemed to "touch" the volume. This project re-versions Suzanne Langer's 1950s philosophy of dance as "virtual force" to realize the idea of a "virtual haptics" of dance that extends the dancer's physical agency literally across and through the surrounding spatial volume. The project presents a vision of interactive dance performance that "touches" space by visualizing kinematics as intentionality and agency. In doing so, we suggest the possibility of new kinds of human-computer interfaces that emphasize touch as embodied, nuanced agency that is mediated by the subtle qualities of whole-body movement, in addition to more goal-oriented, task-based gestures such as pointing or clicking.