5,381 research outputs found

    Reconciling visions and realities of virtual working: findings from the UK chemicals industry

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    The emergence of advanced technologies such as Grid computing will, some suggest, allow the final realisation of visions of virtual organisations. This will, according to its advocates, have entirely positive impacts, creating communities of experts, increasing flexibility, reducing the need for travel and making communications more efficient by crossing boundaries of time and space. Such predictions about future patterns of virtual working are, unfortunately, rarely grounded in real working practices, and often neglect to account for both the rich and varied interpretations that may exist of what constitutes virtual working and the constraints and concerns of those who would do it. This chapter gives attention to the consequences of different views over what virtuality might mean in practice and, in particular, considers virtuality in relation to customer and supplier relationships in a competitive and commercial context. The discussion is based upon a three year study that investigated contrasting visions of what was technically feasible and might be organisationally desirable in the UK Chemicals industry. Through interviews with managers and staff of companies both large and small that research provided insights into the different meanings that organisations attribute to the virtuality of work and to the acceptability of potential implementations of a middleware technology. It was found that interpretations of virtuality amongst the potential users and participants were strongly influenced by established work practices and by previous experiences of relationships-at-a-distance with suppliers and customers. There was a sharp contrast with the enthusiastic visions of virtual working that were already being encapsulated in the middleware by the technical developers; visions of internet-only interaction were perceived as rigid, alienating from well-established ways of working with suppliers and customers and unworkable. In this chapter we shall capture these differences by making a distinction amongst compet

    Virtual public administration: improving public administration procedures through project management

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    The best way to contribute electronic and mobile Government is by creating a public administration network in virtual communities. This is essentially the definition of Virtual Public Administration (VPA). A virtual community (a good example of which would be the well acclaimed virtual reality world Second Life), could potentially provide the platform to offer improved public administration services. Arguably, the quality of these services to citizens and businesses in virtual communities are more competitive than in reality. Therefore, the social, economic and technological impact is more inquiring because we could potentially offer to the end users more motivation to join these communities. Furthermore the success of the VPA is based on the virtual project management application. Our paper examines, theoretically and empirically, how VPA could potentially contribute to better public administration services and how effective project management application could facilitate the proposed transition. The research strategy is based on a combination of qualitative and quantitative methodological approaches. In that respect pertinent data is been collected through both semi structured interviews and questionnaires, with executives and others, in the Greek and UK public administration sector. Preliminary theoretical results demonstrate the improvement achieved by integrating time in virtual and real worlds and by testing impact to the quality of service provided by public sector to citizens/businesses. To that end, our study provides both qualitative (statements of directors, observations) and quantitative (metrics) examples related to these improvements. Three UK based councils have agreed in principle to participate to the study. Furthermore, in Greece the General Inspector of Public Administration, the National University of Athens and others has also agreed to participate. Our paper concludes with the contribution of our work along with some interesting avenues for further research

    Articulation(s) of Culture(s): Mobilizing knowledge, ecological justice, and media convergence

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    This paper draws on articulation(s) as a multi-method countermethodology in the design of educational research. We use this form of critical\ud inquiry to examine ecological literacies and digital epistemologies associated with\ud Dow’s 2006 worldwide advertising campaign, “The Human Element”.\ud Articulation(s) draw from research that continues to evolve reflexively and that\ud openly questions deterministic institutional explanations. Our interpretation of\ud articulation(s) include(s) critical processes for gathering, analyzing, and\ud interpreting data. A critique of Dow‘s “The Human Element” ad is provided as an\ud example of how multimodal forms of information have been mobilized,\ud (re)presented, (re)mixed, and (re)mediated using media convergence, how various\ud points of view intersect formations of everyday digital media networks, and how\ud communication practices entail subtle and complex relationships associated with\ud social and political meanings and values. Our focus is on social justice issues of\ud ecology as mobilized through media convergence. We argue that an integrated and\ud negotiated approach to critical inquiry linking ecological justice through education\ud can help researchers, teachers, and students analyze conditions of culture(s) within\ud the contexts of complex political and social conditions that are prevalent in most\ud societies

    Chaotic worlds: an analysis of World of Warcraft

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    Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups

    Issues in the study of virtual world social movements

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    Virtual worlds are online three-dimensional worlds that are often constructed to look much like the real world. As more people begin to use these virtual worlds, virtual communities are emerging enabling various social activities and social interactions to be conducted online. Based on a literature review of social movements, virtual communities and virtual worlds, this paper suggests a framework to guide IS research into this new and exciting area

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Social movements in world of warcraft

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the world. Using New Social Movement Theory, our paper suggests that there are a number of differences between real world and virtual world social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership

    Virtual teams for new product development: an innovative experience for R&D engineers

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    New interaction tools such as internet allow companies to gain valuable input from research and development (R\&D) engineers via virtual teams. Consequently, engineers also get more expertise in diminutive time frames. Virtual R\&D teams present the key impetus to the technology acquisition process. The present knowledge-economy era is characterized by short product life-cycles. Virtual R&D teams may reduce time-to-market, make available a large pool of new product know-how and provide greater flexibilities, which are the key success factors in a competitive market. This comprehensive review contains almost 100 references and covers the recent literature with emphasis on the topic. The review has focused on authentic and reputed publications and extracts the results. This article presents the type of virtual teams and their main features and explains how virtual R&D team can play a prominent role in developing new products. The article is evolved future study guideline and also illustrates how to apply virtual interaction tools and integrate engineers into the innovation process. Management of virtual R&D teams in new product development (NPD) processes in an innovative, effective and efficient is of a high importance, but the issue has been poorly addressed in the previous studies. Findings show that virtual R&D team provides valuable input for new product development and R&D engineers are able to attain virtual experience

    From Sensor to Observation Web with Environmental Enablers in the Future Internet

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    This paper outlines the grand challenges in global sustainability research and the objectives of the FP7 Future Internet PPP program within the Digital Agenda for Europe. Large user communities are generating significant amounts of valuable environmental observations at local and regional scales using the devices and services of the Future Internet. These communities’ environmental observations represent a wealth of information which is currently hardly used or used only in isolation and therefore in need of integration with other information sources. Indeed, this very integration will lead to a paradigm shift from a mere Sensor Web to an Observation Web with semantically enriched content emanating from sensors, environmental simulations and citizens. The paper also describes the research challenges to realize the Observation Web and the associated environmental enablers for the Future Internet. Such an environmental enabler could for instance be an electronic sensing device, a web-service application, or even a social networking group affording or facilitating the capability of the Future Internet applications to consume, produce, and use environmental observations in cross-domain applications. The term ?envirofied? Future Internet is coined to describe this overall target that forms a cornerstone of work in the Environmental Usage Area within the Future Internet PPP program. Relevant trends described in the paper are the usage of ubiquitous sensors (anywhere), the provision and generation of information by citizens, and the convergence of real and virtual realities to convey understanding of environmental observations. The paper addresses the technical challenges in the Environmental Usage Area and the need for designing multi-style service oriented architecture. Key topics are the mapping of requirements to capabilities, providing scalability and robustness with implementing context aware information retrieval. Another essential research topic is handling data fusion and model based computation, and the related propagation of information uncertainty. Approaches to security, standardization and harmonization, all essential for sustainable solutions, are summarized from the perspective of the Environmental Usage Area. The paper concludes with an overview of emerging, high impact applications in the environmental areas concerning land ecosystems (biodiversity), air quality (atmospheric conditions) and water ecosystems (marine asset management)

    Relationship Quality in the Context of Computer-Mediated Communication - A social constructionist approach

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    This paper contributes to possible answers to the question: What are the effects of computermediated communication on relationship qualities in organizations? To answer this question without oversimplifying the phenomena an adequate research methodology has to be found. First, the interrelationship between computer-mediated communication (CMC) and relationship quality is reviewed. CMC-theory will be described from three main perspectives and the risks and chances for relationship quality will be shown. The review indicates that most studies in the field are founded on a positivistic basis. Relationships are treated as static dyads neglecting contextual factors. Thus, the insight into relational processes in computerized environments remains limited. As an alternative a research methodology based on the epistemological stance of social constructionism is proposed. It will be explained, how the researchers’ view can be broadened by applying the method of the ‘narrative interview’ in practice based studies in computer-mediated contexts. In the concluding part, the contribution of this approach to research and practice will be discussed.Computer-mediated communication, relationship quality, social constructionism
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