50,700 research outputs found

    A Typology of Virtual Teams: Implications for Effective Leadership

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    As the nature of work in today\u27s organizations becomes more complex, dynamic, and global, there has been an increasing emphasis on far-flung, distributed, virtual teams as organizing units of work. Despite their growing prevalence, relatively little is known about this new form of work unit. The purpose of this paper is to present a theoretical framework to focus research toward understanding virtual teams and, in particular, to identify implications for effective leadership. Specifically, we focus on delineating the dimensions of a typology to characterize different types of virtual teams. First, we distinguish virtual teams from conventional teams to identify where current knowledge applies and new research needs to be developed. Second, we distinguish among different types of virtual teams, considering the critical role of task complexity in determining the underlying characteristics of virtual teams and leadership challenges the different types entail. Propositions addressing leadership implications for the effective management of virtual teams are proposed and discussed

    The THUMOS Challenge on Action Recognition for Videos "in the Wild"

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    Automatically recognizing and localizing wide ranges of human actions has crucial importance for video understanding. Towards this goal, the THUMOS challenge was introduced in 2013 to serve as a benchmark for action recognition. Until then, video action recognition, including THUMOS challenge, had focused primarily on the classification of pre-segmented (i.e., trimmed) videos, which is an artificial task. In THUMOS 2014, we elevated action recognition to a more practical level by introducing temporally untrimmed videos. These also include `background videos' which share similar scenes and backgrounds as action videos, but are devoid of the specific actions. The three editions of the challenge organized in 2013--2015 have made THUMOS a common benchmark for action classification and detection and the annual challenge is widely attended by teams from around the world. In this paper we describe the THUMOS benchmark in detail and give an overview of data collection and annotation procedures. We present the evaluation protocols used to quantify results in the two THUMOS tasks of action classification and temporal detection. We also present results of submissions to the THUMOS 2015 challenge and review the participating approaches. Additionally, we include a comprehensive empirical study evaluating the differences in action recognition between trimmed and untrimmed videos, and how well methods trained on trimmed videos generalize to untrimmed videos. We conclude by proposing several directions and improvements for future THUMOS challenges.Comment: Preprint submitted to Computer Vision and Image Understandin

    Work Teams

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    Work teams are composed of two or more individuals; who exist to perform organizationally relevant tasks; share one or more common goals; interact socially; exhibit interdependencies in task workflows, goals, and/or outcomes; maintain and manage boundaries; and are embedded in a broader organizational context that sets boundaries, constrains the team, and influences exchanges with other units in the organization. Work team effectiveness is enabled by team processes that combine individual efforts into a collective product

    Sustainable energy transition: properties and constraints of regenerative energy systems with respect to spatial planning and design

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    Before transforming the built environment, one must understand the characteristic of regenerative systems. The aim of this study was is to compare fossil-fuel energy systems with regenerative systems. It explores key properties and constraints of regenerative energy systems with respect to spatial organization and design of the built environment. The findings of this comparative analysis are illustrated with the help of a regional case-study in South Limburg, the Netherlands

    Effective Virtual Teams through Communities of Practice

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    This paper examines the nature of virtual teams and their place in the networked economy. It presents a framework for categorising virtual teams and argues that fundamental changes have taken place in the business environment which force people and organisations to operate in 'two spaces' simultaneously: the physical space and the electronic space. It highlights some of the issues of trust and identity that exist in virtual teams and argues that, due to certain barriers, only a small proportion of these teams reach a satisfactory level of performance. Using the evidence from two recent sets of studies, it highlights some of the barriers to effective virtual team working and demonstrates the critical importance of trust and social bonding to the functioning of such teams. It reports on the use of a 'Community of Practice' in a virtual team and argues that this may provide one mechanism for overcoming some of the barriers. Finally, it argues that many of the problems stem from a lack of understanding of the new geography of the information economy and that, rather than accepting the notion that 'geography no longer matters', continued efforts must be made to understand the relationship between the physical world in which we live and the electronic world of virtual team working.Virtual Teams, Communities of Practice, Globalisation, Teleworking, Electronic Space, Physical Space

    The case of veterinary interprofessional practice: From one health to a world of its own

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    BACKGROUND: Research regarding the veterinary professions' involvement in interprofessional practice and education (IPE), either with health care professionals as part of One Health, or specifically within the veterinary health care team, is sparse. PURPOSE: To investigate veterinary interprofessional working and learning in veterinary practices; then ultimately to make recommendations for IPE. METHOD: Two case studies in typical but contrasting practices were conducted. The study consisted of three sequential and complementary weeks: 1) observing the whole team, 2) shadowing selected focus individuals from each profession and 3) interviewing focus individuals regarding teamwork. Triangulation was achieved by synthesis of emergent themes from observational field notes and interview transcripts. DISCUSSION: Facilitators to interprofessional practices included hierarchy, trust and value, different perspectives, formal infrastructure and professionalization. Challenges included hierarchy, spatial and temporal work patterns, professional motivations, and error and blame. CONCLUSION: The veterinary and human health care fields face similar interprofessional challenges. Real life observations, as described here, can provide important insight relevant to the design of IPE initiatives

    The game jam movement:disruption, performance and artwork

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    This paper explores the current conventions and intentions of the game jam - contemporary events that encourage the rapid, collaborative creation of game design prototypes. Game jams are often renowned for their capacity to encourage creativity and the development of alternative, innovative game designs. However, there is a growing necessity for game jams to continue to challenge traditional development practices through evolving new formats and perspectives to maintain the game jam as a disruptive, refreshing aspect of game development culture. As in other creative jam style events, a game jam is not only a process but also, an outcome. Through a discussion of the literature this paper establishes a theoretical basis with which to analyse game jams as disruptive, performative processes that result in original creative artefacts. In support of this, case study analysis of Development Cultures: a series of workshops that centred on innovation and new forms of practice through play, chance, and experimentation, is presented. The findings indicate that game jams can be considered as processes that inspire creativity within a community and that the resulting performances can be considered as a form of creative artefact, thus parallels can be drawn between game jams and performative and interactive art
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