- Table View
- List View
The Virtual (Key Ideas)
by Rob ShieldsThis book looks at the origins and the many contemporary meanings of the virtual. Rob Shields shows how the construction of virtual worlds has a long history. He examines the many forms of faith and hysteria that have surrounded computer technologies in recent years. Moving beyond the technologies themselves he shows how the virtual plays a role in our daily lives at every level. The virtual is also an essential concept needed to manage innovation and risk. It is real but not actual, ideal but not abstract. The virtual, he argues, has become one of the key organizing principles of contemporary society in the public realms of politics, business and consumption as well as in our private lives.
Virtual Activism: Sexuality, the Internet, and a Social Movement in Singapore (Anthropological Horizons)
by Robert PhillipsIn Virtual Activism: Sexuality, the Internet, and a Social Movement in Singapore, cultural anthropologist Robert Phillips provides a detailed, yet accessible, ethnographic case study that looks at the changes in LGBT activism in Singapore in the period 1993-2019. Based on extensive fieldwork conducted with activist organizations and individuals, Phillips illustrates key theoretical ideas – including illiberal pragmatics and neoliberal homonormativity – that, in combination with the introduction of the Internet, have shaped the manner by which LGBT Singaporeans are framing and subsequently claiming rights. Phillips argues that the activism engaged in by LGBT Singaporeans for governmental and societal recognition is in many respects virtual. His analysis documents how the actions of activists have resulted in some noteworthy changes in the lives of LGBT Singaporeans, but nothing as grand as some would have hoped, thus indexing the "not quite" aspect of the virtual. Yet, Virtual Activism also demonstrates how these actions have encouraged LGBT Singaporeans to fight even harder for their rights, signalling the "possibilities" that the virtual holds.
Virtual, Augmented and Mixed Reality: 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I (Lecture Notes in Computer Science #14706)
by Gino Fragomeni Jessie Y. C. ChenThis three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development.
Virtual, Augmented and Mixed Reality: 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III (Lecture Notes in Computer Science #14708)
by Gino Fragomeni Jessie Y. C. ChenThis three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development.
Virtual, Augmented and Mixed Reality: 16th International Conference, VAMR 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II (Lecture Notes in Computer Science #14707)
by Gino Fragomeni Jessie Y. C. ChenThis three-volume set LNCS 14706-14708 constitutes the refereed proceedings of the 16th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The VAMR 2024 proceedings were organized in the following topical sections: Part I: : Perception, Interaction and Design; User Experience and Evaluation. Part II: Immersive Collaboration and Environment Design; Sensory, Tangible and Embodied Interaction in VAMR. Part III: Immersive Education and Learning; VAMR Applications and Development.
Virtual Coaching to Improve Group Relationships: Process Consultation Reimagined
by William J. Rothwell and Cho Hyun ParkProcess consultation, invented by Edgar Schein, is both a skill and an organization development change effort. As a skill, process consultation means the ability to observe and provide feedback about small group dynamics to a work group about how well group members interact and how to improve that interaction. Just as facilitators devote their time to (in one word) asking, process consultants devote their time to (in one word) watching—at an expert level. As a change effort, process consultation is a concerted effort to help members of a group work together more effectively. For that reason, the word "process" in this context should be interpreted to mean "interpersonal interaction in small groups." Historically, process consultation has focused attention on face-to-face groups and their group dynamics. But times are changing. More work is done online or in blended (online and onsite) groups than face-to-face alone. A 2017 survey of over 25,000 workers in 12 countries revealed that 62% of global workers are now working flexibly—with some residential work and some virtual work. The same survey found that workers believe that flexible work arrangements make them more productive and that 48% of survey respondents reported that their virtual interactions include representatives of other cultures. It is true that, for workers who can discipline themselves and manage distractions at home, virtual work can be more productive when commuting time is eliminated and workplace distractions are minimized. Virtual work has the advantage of reducing the need for childcare, slashing work wardrobe costs, and cutting unproductive, stressful commuting time. Despite how modes of working together have changed over the years—ranging from face-to-face to some degree of virtual (video conference, audio conference, print-only collaboration, and many blended combinations)—and the growing need for finding ways to help people work together more effectively, there has been no practical guideline of process consultation in a virtual or mixed work setting since Schein’s process consultation initially focused on group dynamics in face-to-face settings. Therefore, this book aims to provide practical approaches to process consultation, helping group members discover more effective ways of working together in blended virtual/residential and cross-cultural settings. Essentially, this book provides a practical, how-to guide for virtual coaching, using step-by-step procedural approaches, cases, and helpful platforms/technologies and tools. It also provides information about how to use technology to support the process of improving virtual or mixed group relationship.
Virtual Collaboration (HBR 20-Minute Manager Series)
by Harvard Business ReviewWorking remotely gives you flexibility and independence. But it can pose challenges when you need to team up with colleagues or coworkers. Virtual Collaboration covers the basics of working productively-and collaboratively-from anywhere. You'll learn to: Communicate clearly over a variety of media Bond with colleagues across the wires Keep others-and yourself-accountable Avoid and mitigate tech glitchesDon't have much time? Get up to speed fast on the most essential business skills with HBR's 20-Minute Manager series. Whether you need a crash course or a brief refresher, each book in the series is a concise, practical primer that will help you brush up on a key management topic. Advice you can quickly read and apply, for ambitious professionals and aspiring executives-from the most trusted source in business. Also available as an ebook.
The Virtual Couch: COVID-19 through a Psychoanalytic Lens
by Sonali JainThis book is one of the first systematic examinations on the looming mental health crisis emerging from the COVID-19 pandemic from a psychoanalytic perspective. Bringing together practising therapists from Asia and Europe, this book: • analyses themes like anxiety, depression, sexuality, loss and death through clinical vignettes • highlights how children, adolescents and adults have been responding to the pandemic • explores how personal and collective trauma are mourned, remembered, repeated and worked through • studies deep-seated prejudices and fears • focuses on how the pandemic has stimulated exceptional manifestations of human solidarity and creativity Comprehensive and practical, this book will be an essential guide for mental health professionals, counsellors, therapists and medical doctors treating psychological trauma.
The Virtual Future
by William Sims BainbridgeThe newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
Virtual Globalization: Virtual Spaces/Tourist Spaces (Routledge Advances in Sociology #1)
by David HolmesThis book examines the interrelationship between telecommunications and tourism in shaping the nature of space, place and the urban at the end of the twentieth century. They discuss how these agents are instrumental in the production of homogenous world-spaces, and how these, in turn, presuppose new kinds of political and cultural identity. This work will be of essential interest to scholars and students in the fields of sociology, geography, cultural studies and media studies.
Virtual Influencers: Identity and Digitality in the Age of Multiple Realities (Routledge Studies in New Media and Cyberculture)
by Esperanza MiyakeThis book identifies the converging socio- cultural, economic, and technological conditions that have shaped, informed, and realised the identity of the contemporary virtual influencer, situating them at the intersection of social media, consumer culture, Artificial Intelligence (AI), and digital technologies.Through a critical analysis of virtual influencers and related media practices and discourses in an international context, each chapter investigates different themes relating to digitality and identity: virtual place and nationhood; virtual emotions and intimacy; im/ materialities of virtual everyday life; the biopolitics of virtual human-production; the necropolitics of pandemic virtuality; transmedial and mimetic virtualities; and the political economy of virtual influencers. The book argues that the virtual influencer represents the various ways in which contemporary identities have increasingly become naturalised with questions of virtuality, mediated by digital technologies across multiple realities.From practices relating to AI- driven, invasive data profiling needed for virtual influencer production to problematic online practices such as buying digital skin colour, the author examines how the virtual influencer’s aesthetic, social, and economic value obfuscates some of the darker aspects of their role as an extractivist technology of virtuality: one which regulates, oppresses, and/ or classifies bodies and datafied bodies that serve the visual, (bio)political, and digital economies of virtual capitalism. In the process, the book simultaneously offers a critique of the virtual influencer as a representational figure existing across multiple digital platforms, spaces, and times, and of how they may challenge, complicate, and reinforce normative ideologies surrounding gender, race, class, sexuality, age, and ableism. As such, the book sheds light on some of the more troubling realities of the virtual influencer’s existence, inasmuch as it celebrates their transformational potential, exploring the implications of both within an increasingly AI- driven, digital culture, society, and economy.Drawing from a wide range of disciplines, this book will appeal to scholars, researchers, and students working in the area(s) of: Popular Culture and Media; Internet, Digital and Social Media Studies; Data justice and Governance; Japanese Media Studies; Celebrity Studies; Fan Studies; Marketing and Consumer Studies; Sociology; Human– Computer Studies; and AI and Technology Studies.
Virtual Leadership: Practical Strategies for Getting the Best Out of Virtual Work and Virtual Teams
by Penny PullanThe future of work is virtual, with dispersed teams, telecommuting, remote working and virtual meetings becoming the norm in many sectors and industries around the world. At its best, virtual working can be productive and creative, tapping into the best people wherever they are and bringing skills and experience together efficiently and at low cost. But it can also lead to isolated and disengaged workers, ineffective communication, and uncoordinated and even counter-productive activity. Virtual Leadership discusses how leading a virtual team in our fast-paced world requires a new set of skills and a facilitative leadership approach.Virtual Leadership provides practical strategies, tools and solutions for the key issues involved in managing at a distance. How can I provide leadership, motivation and vision through virtual channels? How do I make virtual meetings effective, engaging and productive, and ensure actions are followed through? How do I create engaged and cohesive teams across distance, cultures and languages? How do I stop virtual team members silently checking out, distracted by local challenges and offline issues? With diverse case studies and examples, this is the essential guide to making a difference as a leader of virtual work.
Virtual Leadership: Practical Strategies for Success with Remote or Hybrid Work and Teams
by Penny PullanRemote working and virtual business practices are now embedded in companies across all industries. Learn the best practices and skills needed to effectively manage your team with this guide to virtual leadership. Virtual Leadership offers straightforward and proven methods for developing strategies to lead virtual teams. This guide for the modern leader explains how to optimize productivity and drive engagement by addressing common challenges, such as creating cohesive teams, working across time zones and cultures and handling offline distractions. Clear guidance is offered on how to lead in and outside of meetings to ensure that those working remotely are effectively steered.The fully revised second edition provides key information on the latest developments in virtual leadership and how to lead team members adopting a hybrid working approach (partly virtual but not entirely) in detail. New cases studies from education, community, healthcare and government also feature to highlight insights that can be taken from other fields. Leading virtual teams requires a new set of skills and a facilitative leadership approach, Virtual Leadership is here to help.
Virtual Learning (Routledge Revivals)
by John P CuthellThis title was first published in 2001: Since the early 1980s, successive governments have realized the importance of computers and computing and made significant investment in schools. The most recent initiative, the National Grid for Learning, seeks to place online learning facilities at the heart of the curriculum for both teachers and students, and use it as a vehicle for lifelong learning. The impact of ICT in the classroom transforms management, organization and conventional pedagogic approaches. However, many teachers still struggle with ICT in the classroom. Since the mid-1990s, a significant number of students have gained access to a PC at home. They ways in which they have learnt to use machines and the uses to which they are put, are shaped by input from peers and personal experience, other than teachers. The education systems struggle to meet the demands and expectations of these young people and those without technology at home are doubly disadvanted if their schools and teachers cannot compensate. In this research, the author examines patters of computer ownership and use among young people, as well as teacher use and teacher attitudes. The results demonstrate the disparity between student computer ownership and use, and that of their teachers, with profound implications for the education system as a whole.
Virtual Learning: Insights and Perspectives
by Ravi Inder Singh Pooja SikkaThis book brings together the research work conducted by renowned academics and practitioners on critical and immensely important issues of virtual learning. It provides innovative ideas and empirical findings on the subject. The sixteen chapters by established and young scholars from all over the country offer strong theoretical and analytical discussion, and examine a wide range of issues confronting the education sector in India in general and the higher education sector in particular. The book seeks to address pertinent issues relating to virtual learning like emerging scenario with respect to required changes in pedagogy used in higher education learning, perceptions of learners about online mode of learning, problems and challenges in virtual learning, paradigm shifts in higher education, designing of new learning strategies for online mode of learning and about the role virtual learning plays in inclusive growth. The scholarly discussion of the book will serve as an excellent vade mecum for readers who want to understand the various dimensions of virtual learning, specifically those that emerged during the Covid-19 Pandemic period, and will provide opportunities to researchers to use it as reference to pursue research in the field of virtual learning.
Virtual Literacies: Interactive Spaces for Children and Young People (Routledge Research in Education #84)
by Julia Gillen Jackie Marsh Guy Merchant Julia DaviesThe growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia. This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.
The Virtual Manager Collection (3 Books) (HBR 20-Minute Manager Series)
by Harvard Business ReviewToday we have greater control over where and when we work. As our businesses spread across the world and technology makes it easy to do our jobs from anywhere there's Wi-Fi, more of us have the option to go remote. But that doesn't mean we're good at it. Whether you're calling in from a home office every day or one of your team members occasionally logs in from the quiet car on a train, distance can make collaboration more difficult. Remote work gives teams flexibility and options, but when you're not face-to-face with colleagues, it's difficult to set and manage expectations, deal with inevitable tech glitches, keep your people (and yourself) motivated and engaged, and infuse warmth and personality into the blunt communication tools you're using.The Virtual Manager Collection gives you the solutions you need to be productive, whether you're managing a team, a project, or just your own work. This specially priced three-volume set includes Virtual Collaboration, Running Virtual Meetings, and Leading Virtual Teams.Tips and strategies cover: getting your technology up and running-and keeping it there building and maintaining relationships from afar communicating well through a variety of media running productive virtual meetings setting and managing expectations for your work leading geographically dispersed teamsThis set has the practical advice, insights, and tools you need to work well, no matter where you are.Don't have much time? Get up to speed fast on the most essential business skills with HBR's 20-Minute Manager series. Whether you need a crash course or a brief refresher, each book in the series is a concise, practical primer that will help you brush up on a key management topic. Advice you can quickly read and apply, for ambitious professionals and aspiring executives-from the most trusted source in business. Also available as an ebook.
Virtual Reality and Artificial Intelligence: Risks and Opportunities for Your Business
by Matteo ZaralliTechnology is rapidly transforming the way people learn and train, and the integration of virtual reality (VR) and artificial intelligence (AI) could be the next big breakthrough. With the advent of Web 3.0 and the Metaverse, there are endless possibilities for creating immersive and engaging learning environments. However, there is also a need to address the risks and challenges that these technologies present.This book explores the risks and opportunities of VR and AI for coaching and training, with an eye toward the emerging trends of Web 3.0 and the Metaverse. Coaching and training have become increasingly important for companies seeking to develop and retain talent. With the advent of VR and AI technology, there is an opportunity to create immersive and engaging learning environments that could greatly enhance the learning experience. However, there are also risks associated with the use of these technologies, such as data privacy and cybersecurity.This book provides an in-depth analysis of the risks and opportunities of VR and AI for coaching and training, to help startup and business executives understand how to use these technologies responsibly and effectively. We need a new perspective. The book discusses the intersection of various major subjects and topics: business, innovation, technology, and philosophy in terms of critical thinking. The transition we are experiencing through this new Intelligent Revolution is very important, and soon everyone will witness the shift from e-learning to v-learning.
Virtual Reality and Mixed Reality: 21st EuroXR International Conference, EuroXR 2024, Athens, Greece, November 27–29, 2024, Proceedings (Lecture Notes in Computer Science #15445)
by Arcadio Reyes-Lecuona Gabriel Zachmann Monica Bordegoni Jian Chen Giannis Karaseitanidis Alain Pagani Patrick BourdotThis book constitutes the refereed proceedings of the 21st International Conference on Virtual Reality and Mixed Reality, EuroXR 2024, held in Athens, Greece, during November 27–29, 2024. The 14 full papers presented together with 1 short paper were carefully reviewed and selected from 47 submissions. The papers are grouped into the following topics: Designing Experiences, Human Factors, Rendering and Visualization, Interaction Techniques, and Education and Training. EuroXR aims to foster engagement between European industries, academia, and the public sector, to promote the development and deployment of XR tech niques in new and emerging, but also in existing fields.
Virtual Reality and Virtual Environments: A Tool for Improving Occupational Safety and Health (Occupational Safety, Health, and Ergonomics)
by Andrzej GrabowskiVirtual reality (VR) techniques are becoming increasingly popular. The use of computer modeling and visualization is no longer uncommon in the area of ergonomics and occupational health and safety. This book explains how studies conducted in a simulated virtual world are making it possible to test new solutions for designed workstations, offering a high degree of ease for introducing modifications and eliminating risk and work-related accidents. Virtual reality techniques offer a wide range of possibilities including increasing the cognitive abilities of the elderly, adapting workstations for people with disabilities and special needs, and remote control of machines using collaborative robots.Detailed discussions include: Testing protective devices, safety systems, and the numerical reconstruction of work accidents Using computer simulation in generic virtual environments On the one hand, it is a self-study book made so by well-crafted and numerous examples. On the other hand, through a detailed analysis of the virtual reality from a point of view of work safety and ergonomics and health improvement. Ewa Grabska, Jagiellonian University, Kraków, PolandNoteworthy is the broad scope and diversity of the addressed problems, ranging from training employees using VR environments with different degrees of perceived reality; training and rehabilitation of the elderly; to designing, testing, modifying, and adapting workplaces to various needs including those of disabled workers; to simulation and investigation of the cause of accidents at a workplace.Andrzej Krawiecki, Warsaw University of Technology, Warsaw, Poland
Virtual Reality Usability Design
by David Gerhard Wil J. NortonThe development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications. The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.
Virtual Sociocultural Convergence
by William Sims BainbridgeThis book explores the remarkable sociocultural convergencein multiplayer online games and other virtual worlds, through the unificationof computer science, social science, and the humanities. The emergence of online media provides notonly new methods for collecting social science data, but also contexts fordeveloping theory and conducting education in the arts as well astechnology. Notably, role-playing gamesand virtual worlds naturally demonstrate many classical concepts about human behaviour,in ways that encourage innovative thinking. The inspiration derives from the internationally shared values developedin a fifteen-year series of conferences on science and technology convergence. The primary methodology is focused on sending avatars, representingclassical social theorists or schools of thought, into online gameworlds thatharmonize with, or challenge, their fundamental ideas, including technologicaldeterminism, urban sociology, group formation, freedom versus control, classstratification, linguistic variation, functional equivalence across cultures, behaviouralpsychology, civilization collapse, and ethnic pluralism. Researchers and students in the social and behaviouralsciences will benefit from the many diverse examples of how both qualitativeand quantitative science of culture and society can be performed in onlinecommunities of many kinds, even as artists and gamers learn styles and skillsthey may apply in their own work and play.
Virtual Teams: Mastering Communication And Collaboration In The Digital Age
by Terri R. KurtzbergElectronic communication is now embedded in our daily experience, as is work involving off-site collaborators. Virtual communication has become an essential job skill that is critical to individual and group success, yet most people just muddle through it without giving it any thought. Drawing on decades of scientific research in the fields of psychology, organizational behavior, and sociology, this book explains how to master the art and science of communicating virtually. <p><p> The author first analyzes the subtle but significant changes that result when conversations are moved online, providing examples and tips to avoid common pitfalls, then discusses how team behavior and decision making can best be guided in this realm. Readers will fully understand what makes teams "click"--what inspires trust, how to get a team "off on the right foot," and what steps to take in order to make good collaborative decisions--as well as other key topics for virtual teamwork, such as best practices for working in the cross-cultural environment. The book serves as an ideal guide for anyone who participates in or manages a virtual team but is also suitable as a supplemental textbook in a business school course on organizational behavior or business communication.
Virtual Teams Across National Borders (Routledge Frontiers in the Development of International Business, Management and Marketing)
by Marin A. MarinovVirtual teams can be traced back to the 1990s with the debauched development of communication technologies as well as the fast extension of the internet. Virtual teams possess unique features allowing them to combine cultural multiplicity, specific tasks, physical remoteness of team members, continuous distant communication, critical interdependence of tasks, leadership, cohesion, empowerment, confidence, virtuality, special trust creation and trust building. For a successful functioning of present-day organisations, they need to employ geographically dispersed labour force. Creating virtual teams functioning across national borders, organisations secure the most competent talent available world-wide. Employing the best available know-how, virtual teams apply the knowledge of experts from various cultures having diverse capabilities as well as varied perceptions on dealing with multiple organisational challenges from strategic perspectives. Compositions of virtual teams operating across national borders alter depending on types of industry, organisation, and organisational unit. International virtual teams functioning across national borders perform from practically everywhere all over the world if there is a secure and constant internet connection. This book is dedicated to offering a comprehensive outlook and analysis of the theoretical and practical aspects related to the creation of virtual teams across national borders as well as the specifics of their implementation. The research, published as chapters in the book, allow the detection of the key aspects and trends concerning the creation and performance of virtual teams across national borders. The book presents topics, not being investigated in-depth so far or not researched at all. The purpose of the book is to fill in certain gaps in the existing research and subsequent publications, referring to a broad variety of issues concerning theoretical and empirical fundamentals of the creation of virtual teams and their functioning across national borders, the role of virtual intelligence in relation to distance interpretation in international virtual teams, geography of virtual teams in relation to digital nomads, communication in virtual teams, creation of communal identity via implementation of virtual teams, tax implications for virtual work among numerous other issues.
Virtual Trainings: So gestalten Sie mitreissende Online-Schulungen mit nachhaltigen Lerneffekten
by Jeb BlountDie weltweite Pandemie beschleunigte die breite Einführung virtueller Trainings. Diese Trainingsform kombiniert die Struktur, die Verantwortlichkeit und die Vorteile des sozialen Lernens vor Ort im Klassenzimmer mit Geschwindigkeit, Flexibilität und erheblichen Kosteneinsparungen. Virtuelle Schulungen sind auà erdem umweltfreundlich. Die gröà te Herausforderung beim virtuellen Training und der Grund für den groà en Widerstand dagegen ist jedoch, dass die Erfahrung in der Vergangenheit sehr mühsam war. Das liegt nicht an der Qualität des Lehrplans oder des Inhalts. Auch nicht am Talent des Trainers. Es ist die Lernerfahrung. Es gibt nur wenige Menschen, die noch nie das "Vergnügen" hatten, sich durch quälende virtuelle Trainings-Sessions zu schleppen. Der Tod durch Voice-over-PowerPoint, vorgetragen von einem desinteressierten Ausbilder, hat einen besonders bitteren Beigeschmack. Es ist die Art und Weise, wie virtuelle Trainings durchgeführt werden, die am wichtigsten ist. Wenn die virtuelle Lernerfahrung emotional positiv ist, sind die Teilnehmer beispielsweise engagierter, eignen sich neue Kompetenzen an und das Wissen bleibt haften. Auà erdem buchen Führungskräfte mehr virtuelle Trainings und Unternehmen integrieren virtuelle Trainings leichter in ihre Lern- und Entwicklungsinitiativen. Genau darum geht es in diesem Buch. "Virtual Trainings" ist der maà gebliche Leitfaden für die Durchführung virtueller Schulungen, die die Lernenden fesseln und neue Fähigkeiten und Verhaltensänderungen nachhaltig vermitteln. Jeb Blount, einer der bekanntesten Trainer und Autoren unserer Generation, führt Sie Schritt für Schritt durch die sieben Elemente effektiver, ansprechender virtueller Lernerfahrungen: Trainer-Mentalität & emotionale Disziplin, Produktion & Technologie, Medien & Visuelles, virtuelles Curriculum & Lehrplangestaltung, Planung & Vorbereitung, virtuelle Kommunikationsfähigkeiten, dynamische und interaktive Durchführung von Schulungen. Mit jedem neuen Kapitel werden Sie mehr und mehr Vertrauen in Ihre Fähigkeit gewinnen, Trainings in einem virtuellen Klassenzimmer effektiv durchzuführen. Wenn Sie erst einmal die virtuelle Durchführung von Schulungen beherrschen und die Vorteile des Fernunterrichts kennengelernt haben, werden Sie vielleicht nie wieder in ein physisches Klassenzimmer zurückkehren wollen.