Media Richness, Knowledge Sharing, and Computer Programming by Virtual Software Teams

2022 ◽  
pp. 1721-1736
Author(s):  
Idongesit Williams ◽  
Albert Gyamfi

Software programming is a task with high analyzability. However, knowledge sharing is an intricate part of the software programming process. Today, new media platforms have been adopted to enable knowledge sharing between virtual teams. Taking into consideration the high task analyzability and the task characteristics involved in software development, the question is if the media richness of the current media platform is effective in enabling knowledge sharing among these virtual teams? An exploratory research was conducted on a software company in Denmark. The data was gathered was analyzed qualitatively using narrative analysis. This paper concludes, based on the case being investigated, that rich media does not fit the task characteristics of a software programmer. It further concludes that Media richness does affect knowledge sharing in these virtual teams. This is because the current lean media actually enables knowledge sharing as it fits the core characteristics of the software programming process.

Author(s):  
Idongesit Williams ◽  
Albert Gyamfi

Software programming is a task with high analyzability. However, knowledge sharing is an intricate part of the software programming process. Today, new media platforms have been adopted to enable knowledge sharing between virtual teams. Taking into consideration the high task analyzability and the task characteristics involved in software development, the question is if the media richness of the current media platform is effective in enabling knowledge sharing among these virtual teams? An exploratory research was conducted on a software company in Denmark. The data was gathered was analyzed qualitatively using narrative analysis. This paper concludes, based on the case being investigated, that rich media does not fit the task characteristics of a software programmer. It further concludes that Media richness does affect knowledge sharing in these virtual teams. This is because the current lean media actually enables knowledge sharing as it fits the core characteristics of the software programming process.


2019 ◽  
Vol 5 (02) ◽  
pp. 159
Author(s):  
Jokhanan Kristiyono ◽  
Hernani Sirikit

<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making fantasy feels like reality. Film Ready Player One? directed by Steven Spielberg depicts real and virtual world. This study aims to elaborate how real life and digital life are narrated and described in this film. A new identity created in The OASIS,the digital world that a place where mankind escape from reality. Units to be analysed in eight structures of analysis are story, plot, and character. Concludesis factual reality and digital reality are described well in this film, it even tends to hyper-reality. Moreover, conflict in digital world and in the future (2045) are still the same with problems in the history of mankind.</p><p>Keywords; Film; Digital reality; Identities; Narrative.</p><p>ABSTRAK</p><p>Penelitian ini bertujuan mengetahui bagaimana realitas faktual dan realitas digital digambarkan dalam film. Menggunakan teori new media Castells, subjektivitas dan identitas serta power dan knowledge Foucault. Penelitian film ini menggunakan pendekatan deskriptif kualitatif, dengan metode Analisa Naratif Film (Lacey, 2017). Kemajuan teknologi informasi dan komunikasi membuat manusia memiliki keleluasaan dalam berimajinasi dan merealisasikannya. Teknologi digital dan alam virtual semakin diperkaya dengan munculnya realitas dan identitas semu. Film, sebagai salah satu medium komunikasi massa, merupakan wadah kebebasan berimajinasi. Film Ready Player One?.Film besutan sutradara Steven Spielberg menggambarkan pergesekan antara dunia nyata dan dunia digital. Film ini menunjukkan kehidupan masyarakat moderen pada tahun 2045, dengan adanya perkembangan teknologi yang luar biasa. Suatu piranti yang mengubah manusia menjadi sangat tergantung dengan teknologi. Teknologi informasi dan komunikasi yang menciptakan dunia baru yaitu dunia digital. OASIS, dunia tempat pelarian manusia modern dan menciptakan identitas baru yaitu identitas virtual. Masyarakat informasi yang menciptakan realitas digital. Unit analisis story, plot, dan karakter dianalisis secara naratif dengan delapan struktur. Hasil analisis memberikan jawaban bahwa realitas nyata dan realitas digital digambarkan secara baik dalam film ini, bahkan cenderung berlebihan (hyper-reality). Selain itu, konflik di dunia digital di tahun 2045 tetap sama dengan konflik dalam sejarah manusia.</p><p>Kata Kunci; Film; Digital Reality; Identitas; Naratif.</p>


Author(s):  
Su Jin Son ◽  
Eun Jee Kim

It is crucial to effectively identify and leverage organizational team member knowledge. As virtual teams are becoming increasingly common in global companies, knowledge sharing in virtual teams is gaining attention among practitioners and scholars. In particular, the role of trust in effective knowledge sharing has been emphasized among scholars. However, there have been few attempts to integrate trust and knowledge sharing behaviors in virtual teams. Therefore, the purpose of this chapter is to present the integrative perspective of knowledge sharing and trust in virtual teams. The authors thoroughly explore the existing literature on different approaches to trust and the knowledge sharing process and then introduce an integrative three-stage process model of trust and knowledge sharing in virtual teams.


2009 ◽  
pp. 1905-1914
Author(s):  
Bonnie Wai-yi Cheuk

Prior to the establishment of the Knowledge Management (KM) strategy, the British Council defined knowledge as objects. Knowledge sharing was about sharing documents and information on the intranet or via global databases. Since December 2002, Dervin’s Sense-Making Methodology has been applied to manage knowledge. Knowledge is seen not as a product that can be transferred from one colleague to another but as a communication practice. This means that shared knowledge has to be interpreted and made sense of by its recipients through genuine dialogue. During this phase of KM implementation, the focus shifted to linking up colleagues and providing space for dialogue through building global communities of practice and virtual teams. This article presents an example of how we have used the theory of Social Networking Analysis as a diagnostic tool to promote knowledge sharing among our newly formed 30-people global leadership team. The three steps we have taken to carry out the exercise and its limitations also are discussed.


Author(s):  
Deogratias Harorimana

This chapter introduces the role of the knowledge gatekeeper as a mechanism by which knowledge is created and transferred in a networked environment. Knowledge creation and transfer are essential for building a knowledge-based economy. The chapter considers obstacles that inhibit this process and argues that leading firms create a shared sociocultural context that enables the condivision of tacit meanings and codification of knowledge. Leading firms act as gatekeepers of knowledge through the creation of shared virtual platforms. There will be a leading firm that connects several networks of clients and suppliers who may not interact directly with one another, but are, indeed, connected indirectly though the leading firm that acts as a gatekeeper. The chapter argues that a large firm connecting several clients and suppliers at the multinational level represents a gatekeeper, but even individuals and focal firms in industrial districts can be gatekeepers. The author hopes that, through this discussion, academics, researchers, and doctoral students will have a comprehensive theoretical and practical basis on which to study the role of leading firms in building innovations and virtual teams of knowledge sharing in a highly networked and competitive environment.


2009 ◽  
pp. 2115-2136
Author(s):  
Dhruv Nath ◽  
Varadharajan Sridhar ◽  
Monica Adya ◽  
Amit Malik

The off-shore software development companies in countries such as India use a global delivery model in which initial requirement analysis phase of software projects get executed at client locations to leverage frequent and deep interaction between user and developer teams. Subsequent phases such as design, coding and testing are completed at off-shore locations. Emerging trends indicate an increasing interest in off-shoring even requirements analysis phase using computer mediated communication. We conducted an exploratory research study involving students from Management Development Institute (MDI), India and Marquette University (MU), U.S.A. to determine quality of such off-shored requirements analysis projects. Our findings suggest that project quality of teams engaged in pure off-shore mode is comparable to that of teams engaged in collocated mode. However, the effect of controls such as user project monitoring on the quality of off-shored projects needs to be studied further.


Author(s):  
Nils Brede Moe ◽  
Tor Erlend Faegri ◽  
Daniela S. Cruzes ◽  
Jan Edvard Faugstad

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