Virtual Teams in the Traditional Classroom

Author(s):  
Stephen A. Rains ◽  
Craig R. Scott

This chapter examines the technologies available to virtual teams and issues associated with training virtual teams. We first evaluate the benefits and limitations of technologies to aid communication and collaboration. We consider the merits and limitations of asynchronous and synchronous discussion tools, groupware and collaboration tools, and electronic meeting systems. We then offer three different levels of training possible for virtual teams and discuss some key issues associated with training. Each level of training varies in intensity and is dependent upon the nature of the assignment and team objectives. The chapter concludes with some predictions and recommendations about the future of new technologies and virtual teams in the educational setting. Throughout the chapter, special considerations are made for those virtual teams operating in the traditional classroom.

2008 ◽  
pp. 789-805
Author(s):  
Stephen A. Rains ◽  
Craig R. Scott

This chapter examines the technologies available to virtual teams and issues associated with training virtual teams. We first evaluate the benefits and limitations of technologies to aid communication and collaboration. We consider the merits and limitations of asynchronous and synchronous discussion tools, groupware and collaboration tools, and electronic meeting systems. We then offer three different levels of training possible for virtual teams and discuss some key issues associated with training. Each level of training varies in intensity and is dependent upon the nature of the assignment and team objectives. The chapter concludes with some predictions and recommendations about the future of new technologies and virtual teams in the educational setting. Throughout the chapter, special considerations are made for those virtual teams operating in the traditional classroom.


2021 ◽  
Vol 13 (22) ◽  
pp. 12691
Author(s):  
Sandra Maria Correia Loureiro ◽  
Jorge Nascimento

To date, tourism is the fastest growing industry globally, but one of the least developed in terms of environmentally sustainable practices. However, only a small portion of documents elaborate on how the introduction of new technologies can impact a more sustainable development route for tourism. This study’s objective is to provide an overview on literature state-of-the-art related to sustainable tourism and technological innovations, offering insights for further advancing this domain. We employ a bibliometric analysis and a comprehensive review of 139 articles, collected from Web of Science and Scopus databases, for the purpose of: (i) exploring and discussing the most relevant contributions in the publication network: (ii) highlighting key issues and emerging topics; (iii) uncovering open questions for the future. Our findings reveal contradictory views on the risks and benefits of technology adoption. Artificial intelligence, internet of things, circular economy, big data, augmented and virtual reality emerge as major trends. Five work streams are identified and described, leading to a broader perspective on how technology can shape the future of sustainable tourism. Relevant theoretical and managerial implications are derived. Finally, a research agenda is proposed as guidance for future studies addressing the outcomes of digital disruption on sustainable tourism.


Author(s):  
Steven Haines

This chapter discusses seven key issues. First, it discusses and defines the term ‘weapon’. Secondly, it explores the weapons law element of the law of armed conflict (LOAC), including how it relates to other existing bodies of law dealing with weapons. Thirdly, it gives an account of the development of the conventional law of weapons, because the bulk of current weapons law is contained in treaties that contain important principles underpinning weapons law and define its nature. Fourthly, it identifies these principles and comments on their importance. Fifthly, since conventional law has a vital relationship with customary law, the chapter offers some comment on the current state of the customary law of weapons. Sixthly, it returns to the issue of technology, in particular new technologies that represent significant challenges to existing law. Finally, some attempt is made to assess where the law might go in the future and what issues are likely to be on the agenda in the immediate term.


2011 ◽  
Vol 692 ◽  
pp. 58-64
Author(s):  
N. Ortega ◽  
Ainhoa Celaya ◽  
Soraya Plaza ◽  
Aitzol Lamikiz ◽  
Inigo Pombo ◽  
...  

The adaptation of universities to the European Higher Education Area (EHEA) plays an essential role in society, creating new knowledge, transferring it to students by means of new and more active methodologies aimed at learning that will enable students to put everything they learn into practice. However, such methodologies are not equally applicable in all subjects. Subjects such as Manufacturing Technology, taught at different levels in both undergraduate and graduate levels, are descriptive to a great extent. This descriptive nature must be supported by new technologies if these subjects claim to be more attractive to students. In this paper some examples of successful case studies are presented. They represent the new way of understanding the teaching replacing the old concept of traditional classroom lecture by more interactive ones and, therefore, more attractive to students.


2000 ◽  
Vol 45 (4) ◽  
pp. 437-439
Author(s):  
Michele Knobel
Keyword(s):  

2021 ◽  
Vol 13 (4) ◽  
pp. 92
Author(s):  
Agnese Augello ◽  
Ignazio Infantino ◽  
Giovanni Pilato ◽  
Gianpaolo Vitale

This paper deals with innovative fruition modalities of cultural heritage sites. Based on two ongoing experiments, four pillars are considered, that is, User Localization, Multimodal Interaction, User Understanding and Gamification. A survey of the existing literature regarding one or more issues related to the four pillars is proposed. It aims to put in evidence the exploitation of these contributions to cultural heritage. It is discussed how a cultural site can be enriched, extended and transformed into an intelligent multimodal environment in this perspective. This new augmented environment can focus on the visitor, analyze his activity and behavior, and make his experience more satisfying, fulfilling and unique. After an in-depth overview of the existing technologies and methodologies for the fruition of cultural interest sites, the two experiments are described in detail and the authors’ vision of the future is proposed.


2021 ◽  
pp. 1-27
Author(s):  
Tiberiu Dragu ◽  
Yonatan Lupu

Abstract How will advances in digital technology affect the future of human rights and authoritarian rule? Media figures, public intellectuals, and scholars have debated this relationship for decades, with some arguing that new technologies facilitate mobilization against the state and others countering that the same technologies allow authoritarians to strengthen their grip on power. We address this issue by analyzing the first game-theoretic model that accounts for the dual effects of technology within the strategic context of preventive repression. Our game-theoretical analysis suggests that technological developments may not be detrimental to authoritarian control and may, in fact, strengthen authoritarian control by facilitating a wide range of human rights abuses. We show that technological innovation leads to greater levels of abuses to prevent opposition groups from mobilizing and increases the likelihood that authoritarians will succeed in preventing such mobilization. These results have broad implications for the human rights regime, democratization efforts, and the interpretation of recent declines in violent human rights abuses.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


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