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Future advanced technology for fostering creativity in virtual teams.

机译:未来的先进技术可促进虚拟团队的创造力。

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摘要

Purpose. The purpose of this study was to identify the future technologies that best facilitate creativity within virtual teams, the feasibility of the application of the technologies over time, and the barriers impacting the implementation of these technologies.;Methodology. A qualified descriptive study was conducted using a modified version of the conventional Delphi methodology to address the research questions. Purposive sampling was used to identify a representative expert panel. All correspondence between the researcher and panel members was done electronically through a secure web page, e-mail, or the telephone. Three rounds were used to collect data.;Findings. Technologies that had at least nineteen or more panelists express an opinion had implementation feasibility means of 3.0 or higher (feasible and highly feasible) and time-line means of 2.0 or higher (available ten to twenty years from now) were filtered for the final list of future technologies that will facilitate virtual team creativity. These were identified as: (1) General Metacomputing Infrastructures (ID 7.01); (2) Vehicle Infrastructure Integration (ID 10.02); (3) Presence Technologies (ID 13.02); (4) General Enhancements in Holography (ID 5.01); (5) Automated Language Translation (ID 1.01); (6) Interpretive Sketching (ID 6.01); (7) General Nanotechnology (ID 9.01); (8) Simulated Virtual Team Members (ID 5.02).;Conclusions. Among the several conclusions of this study were the following: (1) There will not be one individual technology that will provide an improved environment for virtual teams; it will be the integration of multiple technologies that truly establishes an effective virtual environment. (2) Social presence technology was key for virtual team creativity for the generations that dominated the workforce when the study was conducted (Baby Boomers and Generation Xers). However, it is anticipated that social presence technology will lose its importance when the Net Generation of employees joins the creative virtual team workforce. (3) Creative virtual teams will need to rely on larger consumer-based industries to drive the investment priorities necessary to develop the highest-ranked technologies. They will need to track "dual-use" opportunities for technology development. (4) The dominating barrier to the development and implementation of these virtual team technologies is a lack of trust amongst humankind.
机译:目的。这项研究的目的是确定最能促进虚拟团队内部创造力的未来技术,随着时间的推移应用这些技术的可行性以及影响这些技术实施的障碍。使用常规Delphi方法的改进版本进行了合格的描述性研究,以解决研究问题。目的抽样被用来确定代表性的专家小组。研究人员与小组成员之间的所有通信都是通过安全的网页,电子邮件或电话以电子方式进行的。三轮用于收集数据。至少有19名或以上的专家表示意见的技术的实施可行性方法为3.0或更高(可行且高度可行),时间轴方法为2.0或更高(从现在起十至二十年可用)作为最终列表。促进虚拟团队创造力的未来技术。这些被标识为:(1)通用元计算基础结构(ID 7.01); (2)车辆基础设施集成(ID 10.02); (3)存在技术(ID 13.02); (4)全息术的一般增强(ID 5.01); (5)自动语言翻译(ID 1.01); (6)解释性素描(ID 6.01); (7)通用纳米技术(ID 9.01); (8)模拟虚拟团队成员(ID 5.02)。;结论。这项研究得出以下几个结论:(1)不会有一种单独的技术可以为虚拟团队提供改善的环境;真正建立有效虚拟环境的多种技术的集成。 (2)进行这项研究时,社交支配技术是虚拟团队创造力的关键,这一代人在进行这项研究时占据了员工的主导地位(婴儿潮一代和Xers一代)。但是,可以预见,当Net Generation员工加入富有创造力的虚拟团队时,社交状态技术将失去其重要性。 (3)富有创造力的虚拟团队将需要依靠更大的基于消费者的行业来推动开发最高级技术所需的投资重点。他们将需要跟踪技术开发的“双重用途”机会。 (4)开发和实施这些虚拟团队技术的主要障碍是人类之间缺乏信任。

著录项

  • 作者

    Prince, Jeneane Robertson.;

  • 作者单位

    University of La Verne.;

  • 授予单位 University of La Verne.;
  • 学科 Business Administration Management.;Information Science.;Education Technology of.
  • 学位 Ed.D.
  • 年度 2006
  • 页码 272 p.
  • 总页数 272
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 动物医学(兽医学);
  • 关键词

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