924 resultados para Virtual organizations Breeding Environments (VBE)


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Part 3: Product-Service Systems

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Part 16: Performance Measurement Systems

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The paper proposes a Flexibility Requirements Model and a Factory Templates Framework to support the dynamic Virtual Organization decision-makers in order to reach effective response to the emergent business opportunities ensuring profitability. Through the construction and analysis of the flexibility requirements model, the network managers can achieve and conceive better strategies to model and breed new dynamic VOs. This paper also presents the leagility concept as a new paradigm fit to equip the network management with a hybrid approach that better tackle the performance challenges imposed by the new and competitive business environments.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Part 2: Behaviour and Coordination

Relevância:

100.00% 100.00%

Publicador:

Resumo:

We propose a theory of trust in interorganizational virtual organizations that focuses on how trustworthiness can be communicated and trust built in this environment. The theory highlights three issues that must be dealt with if the potential obstacles to the development of trust in the virtual context are to be overcome. These are communication of trustworthiness facilitated by reliable Information and Communication Technology (ICT), establishment of a common business understanding, and strong business ethics. We propose four specific propositions relating to these issues, and suggest topics to be explored in future research. (C) 2001 Elsevier Science Inc. All rights reserved.

Relevância:

100.00% 100.00%

Publicador:

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The pedagogical exercise described here was used to investigate how spatial communication about the manipulation of objects in a virtual and physical space is communicated between remote partners. It continues work done by others. Where it differs from previous research in this area is in its use of a qualitative methodology to study how these types of interactions are structured, communicated and interpreted via text-based media. What emerged from the qualitative analysis are new insights over the previous quantitative investigations. This paper reports on completed research.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Part 6: Engineering and Implementation of Collaborative Networks

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Integrated manufacturing constitutes a complex system made of heterogeneous information and control subsystems. Those subsystems are not designed to the cooperation. Typically each subsystem automates specific processes, and establishes closed application domains, therefore it is very difficult to integrate it with other subsystems in order to respond to the needed process dynamics. Furthermore, to cope with ever growing marketcompetition and demands, it is necessary for manufacturing/enterprise systems to increase their responsiveness based on up-to-date knowledge and in-time data gathered from the diverse information and control systems. These have created new challenges for manufacturing sector, and even bigger challenges for collaborative manufacturing. The growing complexity of the information and communication technologies when coping with innovative business services based on collaborative contributions from multiple stakeholders, requires novel and multidisciplinary approaches. Service orientation is a strategic approach to deal with such complexity, and various stakeholders' information systems. Services or more precisely the autonomous computational agents implementing the services, provide an architectural pattern able to cope with the needs of integrated and distributed collaborative solutions. This paper proposes a service-oriented framework, aiming to support a virtual organizations breeding environment that is the basis for establishing short or long term goal-oriented virtual organizations. The notion of integrated business services, where customers receive some value developed through the contribution from a network of companies is a key element.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Part 12: Collaboration Platforms

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Personalization in e-learning allows the adaptation of contents, learning strategiesand educational resources to the competencies, previous knowledge or preferences of the student. This project takes a multidisciplinary perspective for devising standards-based personalization capabilities into virtual e-learning environments, focusing on the conceptof adaptive learning itinerary, using reusable learning objects as the basis of the system and using ontologies and semantic web technologies.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Tutkimuksessa perehdytään virtuaaliorganisaatioiden ja virtuaalitiimien toimintaan sekä etsitään työkaluja, joilla maantieteellisesti hajallaan olevat ryhmät pystyvät kommunikoimaan ja jakamaan tietoa keskenään. Työssä käsitellään myös ympäristöjä, jotka tukevat virtuaaliyhteistyön syntyä. Lisäksi työssä etsitään keinoja, joilla yhteistyötä tekevät yritykset pystyvät yhdistämään tietojärjestelmiään ja luomaan niistä läpinäkyviä koko yhteistyöverkostossa. Tavoitteena on luoda laaja-alainen johdatuspaketti yhteistyötä aloittaville yrityksille ja esitellä keskeisiä virtuaalityöskentelyyn liittyviä elementtejä, kutenryhmädynamiikkaa, kollektiivista muistia, tiedon läpinäkyvyyttä, yhteistyöohjelmistoja ja yhteistyön syntyyn vaikuttavia tekijöitä. Työ on suurelta osin teoriapohjaista, mutta sen tukemiseksi on liitetty työtä varten hankittua empiiristä aineistoa. Empiria on koottu haastattelemalla yrityksiä ja asiantuntijoita. Työn tuloksena saatiin seuraavanlaisia johtopäätöksiä: virtuaalityöskentely eroaa perinteisestä tiimitoiminnasta siten, että suurin osa kommunikoinnista tapahtuu sähköisesti. Tähän tarvitaan työkaluja, joissa kuitenkin on vielä kehitettävää esimerkiksi standardoinnin suhteen. Yhteistyöohjelmistojen kehityksessä ja tietojärjestelmien yhdistämisessä on keskitytty vain sähköiseen tietoon, eikä olla kiinnitetty huomiota ihmisten osaamisen ja tietämyksen jakamiseen. Tätä varten viimeaikoina onkin alettu kehittämään erilaisia innovaatioympäristöjä, joista yksi on esitelty työssä. Virtuaalisesti toteutettavan yhteistyön keskeisenä elementtinä on luottamus kumppaneiden välillä ja tähän tulee kiinnittää erityistä huomiota. Innovaatioprosessin ja virtuaaliorganisaation tehokkuuden kannalta on tärkeää, että osapuolet ovat halukkaita jakamaan tietoa ja osaamista yhteisen päämäärän saavuttamiseksi. Tutkimus antaa viitteitä siitä, että pienet yritykset ovat halukkaampia jakamaan osaamistaan kuin suuret.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Craving is considered the main variable associated with relapse after smoking cessation. Cue Exposure Therapy (CET) consists of controlled and repeated exposure to drug-related cues with the aim of extinguishing craving responses. Some virtual reality (VR) environments, such as virtual bars or parties, have previously shown their efficacy as tools for eliciting smoking craving. However, in order to adapt this technology to smoking cessation interventions, there is a need for more diverse environments that enhance the probability of generalization of extinction in real life. The main objective of this study was to identify frequent situations that produce smoking craving, as well as detecting specific craving cues in those contexts. Participants were 154 smokers who responded to an ad hoc self-administered inventory for assessing craving level in 12 different situations. Results showed that having a drink in a bar/pub at night, after having lunch/dinner in a restaurant and having a coffee in a cafe or after lunch/dinner at home were reported as the most craving-inducing scenarios. Some differences were found with regard to participants' gender, age, and number of cigarettes smoked per day. Females, younger people, and heavier smokers reported higher levels of craving in most situations. In general, the most widely cited specific cues across the contexts were people smoking, having a coffee, being with friends, and having finished eating. These results are discussed with a view to their consideration in the design of valid and reliable VR environments that could be used in the treatment of nicotine addicts who wish to give up smoking.