984 resultados para Virtual business


Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper is a study of one of the “unknown” segments of the Internet - non-profit ventures in the Russian language.Based on the understanding of the concept of virtual community we consider the family of free publishing literary websites. We discuss their experience to demonstrate their contribution not only to the national culture, but also to the creation of open and democratic society in the former communist world, and to new forms of literary life. Some of the innovative concepts, principles and practices, adopted on those sites may be of interest to the Internet developers and
communities worldwide.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper develops a conceptual model of a knowledge management system that could be used to develop and implement organizational training strategies for virtual teams. An action research-based case is presented to support and illustrate the contention that action-learning methods can be effectively used to enable and tap into the knowledge generated by virtual teams. Virtual teams are an increasingly common response to changing organizational needs. However, the use of virtual teams has outpaced our understanding of their dynamics and unique characteristics. Practitioners are now offering virtual team training, but few organizations are making the effort to offer in-house training. Moreover, they are missing out on the opportunity to systematically capture the knowledge produced by virtual teams and cycle it back into virtual team training and support systems.

Relevância:

30.00% 30.00%

Publicador:

Relevância:

30.00% 30.00%

Publicador:

Resumo:

In recent times, Virtual Worlds such as Second Life have generated substantial publicity due to the participation of Fortune 500 companies, and other public and private organisations. As practitioners continue to discuss how organisations could derive business value from Virtual Worlds, new security and ethical issues in Virtual Worlds have emerged to challenge Virtual World users and stakeholders. This paper discusses privacy, intellectual property and a host of other security and ethical issues in Virtual Worlds. It contributes to practice and research by (i) providing insight into emerging security and ethical issues in Virtual Worlds, (ii) analysing the implication of these issues, within and beyond Virtual Worlds, and (iii) raising awareness on security and ethics among Virtual World users and stakeholders.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The research examines regionally networked small business practices. A new concept Virtual Communities of Enterprise is proferred to explain the nature of knowledge sharing both interpersonally and online, and its potential for creating value for small businesses and their regions. Social capital emerges as an essential pre-requisite for accessing value.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

What are educators‟ motivations for using virtual worlds with their students? Are they using them to support the teaching of professions and if this is the case, do they introduce virtual worlds into the curriculum to develop and/or expand students' professional learning networks? Are they using virtual worlds to transform their teaching and learning? In  recognition of the exciting opportunities that virtual worlds present for higher education, the DEHub Virtual Worlds Working Group was formed. It is made up of Australian university academics who are investigating the role that virtual worlds will play in the future of education and actively implementing the technology within their own teaching practice and  curricula. This paper presents a typology for teaching and learning in 3D virtual worlds and applies the typology to a series of case studies based on the ways in which academics and their institutions are exploiting the power of virtual worlds for diverse purposes ranging from business scenarios and virtual excursions to role-play, experimentation and language development. The case studies offer insight into the ways in which institutions are transforming their teaching for an unknown future through innovative teaching and learning in virtual worlds. The paper demonstrates how virtual worlds enable low cost alternatives to existing pedagogies as well as creating opportunities for rich, immersive and authentic activities that would otherwise not be feasible or maybe not even be possible. Through the use of virtual worlds, teaching and learning can be transformed to cater for an unknown future.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Our research examines how the organisational structure facilitates knowledge sharing within the group. This case study examines a Victorian regional sustainable group using interviews and social network analysis to identify the group’s organisational structure and its effect on knowledge sharing between the members. Our findings indicate that while the mixed membership, lack of hierarchy and layered structure are complex, these elements work together to provide members with a rich body of knowledge. The diversity and differences in membership are complimentary and combined can provide a more in-depth understanding of the regional sustainable development issues.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed on 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an overview of how they have changed directions through the effective use of virtual worlds for diverse teaching and learning activitiessuch as business scenarios and virtual excursions, role-play simulations, experimentation and language development. The case studies offer insights into the ways in which institutions are continuing to change directions in their teaching to meet changing demands for innovative teaching, learning and research in virtual worlds. This paper highlights the ways in which the authors are using virtual worlds to creat opportunities for rich, immersive and authentic activities that would be difficult or not possible to achieve through traditional approaches

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Purpose - This study aims to present an integrated conceptual model in order to highlight the major aspects of diffusion of innovations in the architecture, engineering and construction (AEC) context. To this end, a critical review of literature is conducted, accompaniedbysynthesising the findings of previous studies. The driving force behind this study is stemmed from the fragmentation of literature on innovation diffusion, and paucity of research on diffusion of Global Virtual Engineering Teams (GVETs) as the platform formany technological innovations in relevant literature. Thus, the present study is intended to facilitate filling the gap in GVETs literature. That is, the proposed model will offer a foundation for academia for grounding studies on any innovation including GVETs in the literature on innovation diffusion in the AEC context. Design/methodology/approach - This paper draws upon the qualitative meta-analysis approach encompassing a critical review of the relevant literature. To this end, the review builds upon studies found within 15 prestigious journals in AEC. The domain of this review was confined to areas described as "innovation", "innovation diffusion" and "innovation adoption", along with keywords used within a broad review of recently published GVETs literature. The rigour of review is augmented by incorporating 35 authoritative works from other disciplines published in 21 well-known journals in the manufacturing, business and management fields. Moreover, the study deploys the peer-debriefing approach through conducting unstructured interviews with five Australian scholars to verify a model presenting an aggregated summary of previous studies. Findings - The key findings of the study include the following items: Synthesising the fragmented studies on innovation diffusion in the AEC context. In doing so, a model capturing the major aspects affecting diffusion of an innovation in AEC projects is presented; providing a foundation to address the drawbacks of previous studies within the sphere of GVETs, based on the developed model. Research limitations/implications - The developed model was only enhanced using a small sample size of academics, as such not empirically validated. Originality/value - As possibly, the first literature review of innovation in the AEC context, this paper contributes to the sphere by sensitising the AEC body of knowledge on innovation diffusion as a concise conceptual model, albeit verified through the peer-debriefing approach. This study will also further establish the research field in AEC on GVETs along with other methods reliant on virtual working such as building information modelling (BIM) through providing an expanded foundation for future inquiries and creation of knowledge.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

A maioria dos analistas de negócios afirma que todas as empresas competirão no ambiente virtual até o final deste século. O desafio atual para as empresas que operam no ambiente físico é o de transferirem suas competências para o novo ambiente, que por sua vez cria novas e não antecipadas oportunidades. Este trabalho visa apresentar as ... dimensões e estruturas de cada ambiente, fornecendo aos administradores subsídios para a implementação de estratégias que permitam a transferência de competências entre os ambientes de forma adequada e eficaz. Para tanto foi realizada uma pesquisa exploratória sobre a estratégia competitiva de empresas norte-americanas do setor de serviços, tanto para caracterizar suas estratégias de atuação em ambos ambientes, como para analisar a forma que a transição do ambiente físico para o virtual foi realizada. Esta pesquisa contribuiu ainda para a formulação de um conjunto de estratégias comuns adotadas pelas empresas estudadas, o que em última análise pode ser caracterizado como "boas práticas" para a gestão da transição.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Pela falta de informação e qualificação, ainda são poucas as organizações que utilizam a Internet para criar um novo valor para os clientes ou estabelecer diferenciais competitivos. O presente estudo, procura identificar e entender quais os principais movimentos das empresas brasileiras, que atuavam exclusivamente no mundo físico, ou seja, foram fundadas e desenhadas para atuarem no ambiente físico, e que agora se reestruturam no sentido de buscar vantagens competitivas e criar valor para o cliente através do mundo virtual. Procura investigar qual o nível de adoção de soluções e-business nestas empresas e se estas soluções possuem alguma correlação com o sucesso destas empresas. As experiências destas organizações constituem uma ótima fonte de subsídios para o desenvolvimento de um modelo para maximizar as oportunidades nesta área emergente.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

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.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The Information Technology (IT) is increasing his applicability to business, both private and public companies. It is necessary the adequate use of the new technologies and get cooperation and technology acceptance of the system. People tend to resist to the changes, contributing so that the technology is rejected or even it is not recognized as promoting of the changes. This study is relevant and aim to evaluate the impacts of new technologies, considering their users as fundamental factors in the change process. The survey analyzed the advantages and the barriers of the system use in three federal special judicial of Rio Grande do Norte, with data collected in May of 2007, through the application of questionnaires to thirty eight users of the virtual system CRETA. The users' perception was evaluated, under the optics of five variables: efficiency, image, agility, ease of use and quality. Starting from the obtained results, it was evidenced that the implementation of the system felt accordingly the expected and it reached the objectives intended that were: the velocity and efficiency in the path of the lawsuits, larger productivity, resulting in a better quality of the final work introduced to the citizen and proportionate an improvement in the organizational image of the judiciary power

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)