945 resultados para Virtual Organization Creation
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Empresa virtual, celular, modular, orgânica, holográfica, em rede. Este é um novo tipo de estrutura organizacional de crescente importância dentro das empresas que buscam novos modelos que atendam aos requisitos de flexibilidade, agilidade e competitividade. Requisitos estes impostos à empresa do futuro pelos novos tempos de ciclos de mudança cada vez mais rápidos. Neste contexto, os aspectos tecnológicos, culturais, estratégicos e humanos são redimensionados dentro do contexto da chamada Era da Informação. o objetivo do trabalho é pesquisar como as empresas, em especial as brasileiras, estão se preparando para ser organizações do futuro, sob a perspectiva de uma organização virtual, voltada para a flexibilidade, agilidade e baseada no conhecimento. Mais especificamente, a indústria de telecomunicações brasileira, vivenciando a fase pósprivatização, está no processo de reestruturação organizacional, buscando aumentar sua competitividade no mercado globalizado. Por essa razão, a análise recai sobre a TELEMAR, uma das empresas de maior abrangência geográfica e poder de investimento do mercado e com acionistas essencialmente nacionais. Maria
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In this work, we present the GATE, an approach based on middleware for interperceptive applications. Through the services offered by the GATE, we extension we extend the concept of Interperception for integration with several devices, including set-top box, mobile devices (cell phones), among others. Through this extension ensures the implementation of virtual environments in these devices. Thus, users who access the version of the computer environment may interact with those who access the same environment by other devices. This extension is just a part of the services provided by the GATE, that remerges as a new proposal for multi-user virtual environments creation.
Ler, dizer, produzir sentido: jovens e adultos construindo significados diante da leitura de imagens
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Pós-graduação em Artes - IA
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In the agri-food industry, Internet-based applications changed the way companies conduct business mainly by facilitating activities that were already taking place, rather by giving birth to virtual networks creation. Due to the specific characteristics of the sector, Internet's huge potential has not been fully exploited yet, still remaining a new communication tool. This paper aims at giving empirical insights regarding the use of Internet-based applications in the agri-food supply chain, by focusing on the Greek fruit canning sector. In particular, the paper identifies companies' perceptions regarding perceived benefits, constrained factors and motivation factors towards the use of Internet-based applications. Results indicate that companies recognise benefits arising from the use of Internet, however they still use traditional ways when communicating with their partners. Regarding transportation issues, while companies' overall satisfaction is rather moderate and differs significantly from the importance placed on a number of criteria, companies are still sceptical in using Electronic Transportation Marketplace. © 2004 Elsevier Ltd. All rights reserved.
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Este artigo representa uma tentativa ensaística de elencar 21 temas que, porventura, marcarão o interesse e a investigação no seio da disciplina do comportamento organizacional. Sem pretensões de exaustividade e visando descortinar janelas de oportunidade para investigação, os autores fazem um breve retrato de uma grande diversidade de temas (e.g., ética e responsabilidade social, conciliação do trabalho com a vida familiar, teletrabalho e organizações virtuais, contratos psicológicos da «nova geração», organizações baseadas no conhecimento, globalização e transculturalização, organizações autentizóticas, dignidade humana no trabalho), procurando também gizar as pistas dinâmicas que cada um deles poderá tomar. O panorama traçado procura reflectir as mudanças que as envolventes organizacionais têm vindo a concitar, projectando sobre as organizações e os respectivos decisores um vasto catálogo de desafios, questionamentos e oportunidades – factos e possíveis desenvolvimentos a que os investigadores e estudiosos do CO não devem ficar alheios.
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Part 6: Engineering and Implementation of Collaborative Networks
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Esta tesis se presenta como el inicio de una larga reflexión que se pregunta por los espacios de trabajo, sus significados, las relaciones y decisiones que los configuran y a la vez ellos configuran, y la manera como se transforman, transgreden y superan a través de la adopción de las tecnologías. Los resultados que aquí se presentan parten del análisis de once (11) organizaciones ubicadas en Bogotá que acompañé durante el 2014 y 2015 en sus procesos de cambio de oficina.
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eZine and iRadio represent metaphors for multimedia communication on the Internet. Participating students experience a simulated Internet publishing environment in both their classroom and virtual learning environment. This chapter presents an autoethnographic account highlighting the voices of the learning designer and the teacher and provides evidence of the planning and implementation of two tertiary music elective courses over three iterations of each course. A blended learning environment was incorporated within each elective music course and a collaborative approach to development between lecturers, tutors, learning and technological designers using an iterative research design. The research suggests that learning design which provides real world examples and resources integrating authentic task design into their unit can provide meaningful and engaging experiences for students. The dialogue between learning designers and teachers and iterative review of the learning process and student outcomes, we believe, has engaged students meaningfully to achieve transferable learning outcomes.
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This proposal combines ethnographic techniques and discourse studies to investigating a collective of people engaged with audiovisual productions who collaborate in Curta Favela’s workshops in Rio de Janeiro’s favelas. ‘Favela’ is often translated simply as ‘slum’ or ‘shantytown’, but these terms connote negative characteristics such as shortage, poverty, and deprivation referring to favelas which end up stigmatizing these low income suburbs. Curta Favela (Favela Shorts) is an independent project which all participants join to use photography and participatory audiovisual production as a tool for social change and raising consciousness. As cameras are not affordable for favelas dwellers, Curta Favela’s volunteers teach favela residents how they can use their mobile phones and compact cameras to take pictures and make movies, and afterwards, how they can edit the data using free editing video software programs and publish it on the Internet. To record audio, they use their mp3 or mobile phones. The main aim of this study is to shed light not only on how this project operates, but also to highlight how collective intelligence can be used as a way of fighting against the lack of basic resources.
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The Internet and World Wide Web have had, and continue to have, an incredible impact on our civilization. These technologies have radically influenced the way that society is organised and the manner in which people around the world communicate and interact. The structure and function of individual, social, organisational, economic and political life begin to resemble the digital network architectures upon which they are increasingly reliant. It is increasingly difficult to imagine how our ‘offline’ world would look or function without the ‘online’ world; it is becoming less meaningful to distinguish between the ‘actual’ and the ‘virtual’. Thus, the major architectural project of the twenty-first century is to “imagine, build, and enhance an interactive and ever changing cyberspace” (Lévy, 1997, p. 10). Virtual worlds are at the forefront of this evolving digital landscape. Virtual worlds have “critical implications for business, education, social sciences, and our society at large” (Messinger et al., 2009, p. 204). This study focuses on the possibilities of virtual worlds in terms of communication, collaboration, innovation and creativity. The concept of knowledge creation is at the core of this research. The study shows that scholars increasingly recognise that knowledge creation, as a socially enacted process, goes to the very heart of innovation. However, efforts to build upon these insights have struggled to escape the influence of the information processing paradigm of old and have failed to move beyond the persistent but problematic conceptualisation of knowledge creation in terms of tacit and explicit knowledge. Based on these insights, the study leverages extant research to develop the conceptual apparatus necessary to carry out an investigation of innovation and knowledge creation in virtual worlds. The study derives and articulates a set of definitions (of virtual worlds, innovation, knowledge and knowledge creation) to guide research. The study also leverages a number of extant theories in order to develop a preliminary framework to model knowledge creation in virtual worlds. Using a combination of participant observation and six case studies of innovative educational projects in Second Life, the study yields a range of insights into the process of knowledge creation in virtual worlds and into the factors that affect it. The study’s contributions to theory are expressed as a series of propositions and findings and are represented as a revised and empirically grounded theoretical framework of knowledge creation in virtual worlds. These findings highlight the importance of prior related knowledge and intrinsic motivation in terms of shaping and stimulating knowledge creation in virtual worlds. At the same time, they highlight the importance of meta-knowledge (knowledge about knowledge) in terms of guiding the knowledge creation process whilst revealing the diversity of behavioural approaches actually used to create knowledge in virtual worlds and. This theoretical framework is itself one of the chief contributions of the study and the analysis explores how it can be used to guide further research in virtual worlds and on knowledge creation. The study’s contributions to practice are presented as actionable guide to simulate knowledge creation in virtual worlds. This guide utilises a theoretically based classification of four knowledge-creator archetypes (the sage, the lore master, the artisan, and the apprentice) and derives an actionable set of behavioural prescriptions for each archetype. The study concludes with a discussion of the study’s implications in terms of future research.
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Relatório da Prática de Ensino Supervisionada, Mestrado em Ensino de Informática, Universidade de Lisboa, 2014
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Desde el campo de la informática educativa, varios autores exponen el posible efecto positivo de incorporar videojuegos y simulaciones con elementos de juego en los procesos educativos. Esta postura continúa siendo objeto de debate y sus detractores identifican, dos problemas fundamentales, por un lado el excesivo coste de estas iniciativas y, por otro, su carácter limitado que obliga a que formen parte de variados procesos educativos.. En este trabajo se estudia cómo abordar estos dos problemas desde un punto de vista tecnológico. Se propone una plataforma menor que e-adventure, un entorno de desarrollo para juegos educativos. Esta plataforma aborda el primer problema planteando, un modelo de proceso de desarrollo inspirado en la aproximación documental al desarrollo de software. El modelo de proceso incluye la propuesta de un lenguaje de marcado extendido, XML, específico del dominio de las aventuras gráficas educativas. Este lenguaje es sencillo de utilizar y facilita la creación de este tipo de juegos e incluye construcciones específicamente educativas que dan soporte a la evaluación de la actividad del alumno y a patrones de aprendizaje adaptativo. El segundo problema se aborda proponiendo la integración de dichos juegos con plataformas de tele-enseñanza, LMS, que se emplean tanto en la enseñanza a través de internet como en aproximaciones del aprendizaje electrónico, e-learning, combinadas con la enseñanza tradicional.. Se incluye la implementación de un prototipo de la plataforma propuesta y varios juegos educativos desarrollados con ella, en colaboración con investigadores e instructores de otros campos..
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O botequim é um estabelecimento que serve comida caseira, em porções generosas e a baixo custo, também servindo petiscos típicos e bebidas, isto num ambiente informal, com arquitetura e decoração típicas. Durante muito tempo teve sua imagem associada ao ócio e ao vício, ao ponto dos proprietários rejeitarem a associação dos seus estabelecimentos ao termo botequim. Esta visão mudou com a recente valorização do termo botequim, através do lançamento de guias como o “Rio Botequim”, “Guia Veja Comer & Beber”, das colunas “Pé-limpo” e “Pé-sujo”, ambas publicadas no caderno “Rio Show” do jornal O Globo, e do concurso “Comida di Buteco”. Apesar de haver em todo território brasileiro 297.000 estabelecimentos semelhantes que ocupam em torno de 1.600.000, não são facilmente encontrados estudos que abordem o botequim de um ponto de vista empresarial. Objeto deste estudo o concurso “Comida di Buteco” foi criado em 2000 e atualmente acontece em 16 cidades de 8 estados brasileiros e conta com mais de 370 estabelecimentos concorrentes. O presente estudo tem por objetivo apresentar de que maneira os organizadores do concurso incentivam através de sua página no Facebook a formação de uma comunidade virtual de marca em torno do concurso e se esta se estende aos botequins participantes. Para a realização deste objetivo esta pesquisa se apoia em um referencial teórico mapeado dentro da literatura disponível sobre: o botequim; o concurso “Comida di Buteco”; marca e a criação de seus significados; comunidade de marca e comunidade virtual de marca. Optou-se por abordar o fenômeno de forma qualitativa usando-se a etnografia como metodologia para a coleta de dados e no tratamento destes aplicou-se a análise de discurso mediado por computador. O resultado da análise é confrontado com o referencial teórico e conclui-se que a organização do concurso “Comida di Buteco” incentiva a formação de uma comunidade virtual de marca em torno do concurso, através da troca de informações e opiniões, da divulgação do concurso e estabelecimentos, do incentivo a autoconsciência de grupo. Não foi possível comprovar se esta comunidade se estende aos estabelecimentos concorrentes, porém verificou-se que estes tiram proveito da divulgação de suas marcas pelo concurso.
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Objective This study analyzed the internal functioning, organization and political participation of the local food and nutrition security council and possible implications of their participation on the creation of a municipal food and nutrition security policy in the city of Sao Paulo. Methods This qualitative study was done in three stages: document analysis; observation of meetings and semi-structured interviews with board members considered key informants. The axis of analysis was the political participation of the council, considering its internal aspects, like board members, operating dynamics of political participation of its members and the relationship between these topics and the council's actions for the definition and creation of a food and nutrition security policy. Results The intellectual profile of the board members does not represent the majority of the population, thereby facilitating the omission of actual issues in council discussions. Its strict internal dynamics and the asymmetry of its members generally prevent the active participation of board members and, specifically, discussions about a food and nutrition security policy. The so-called "militant members" have a differentiated, more aggressive participation, with greater mastery of the subject and its topics. Conclusion The board member profiles, internal organization of the council, complexity of the subject and its low insertion in the society distance the council from social needs and lead them to act incipiently with regard to the municipal policies of food and nutrition security.