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1.
Virtual teams consist of geographically distributed employees working with a common goal using mostly technology for communication and collaboration. Virtual teams face a number of challenges, discussed in the literature in terms of communication through technology, difficulty in building trust, conveying social cues, and creating awareness, as well as cultural differences. These challenges impact collaboration, but also learning and innovation. This research focuses on how a social medium, the 3D virtual environment, is perceived to enable learning and innovation in virtual teams. We study this through a qualitative study based on interviews of distributed work managers’ perception of VEs. The major findings are that VEs are perceived to create collaborative learning atmospheres for virtual teams in terms of enabling engagement, a shared context awareness, and support in social network building. Another finding is that VEs are perceived to enable team learning, knowledge development, and collaboration through persistence of content, information sharing, learning through role-plays and simulations, and visualization. Furthermore, VEs enable the development of co-created content as well as new ways of working in virtual teams.  相似文献   

2.
Boundaries such as time, distance, organisation and culture have been a useful conceptual tool for researchers to unpack changes in the virtual work environment, moving from a dichotomous perspective that contrasts face‐to‐face and virtual work to a more nuanced hybrid perspective. However, researchers may tacitly assume that all members of a virtual team and virtual teams collectively will respond to a boundary in a similar way. We posit instead that boundaries are a dynamic phenomenon and may have different consequences under different circumstances. We offer organisational discontinuity theory as a tool for more focused investigation of the virtual work environment. Discontinuities and continuities describe the setting in which individuals in a virtual team operate, both actual work practices and the perceptions of the individuals in the virtual work environment. The terms offer a starting point to identify and understand what may otherwise seem to be paradoxical differences in how virtual team members respond to boundaries.  相似文献   

3.
Despite the potential benefits of virtual teams, current literature suggests that virtual teamwork is rife with complex challenges. We frame some of these challenges as paradoxes inherent in the concept of virtual teamwork. Based on interviews with 42 leaders and members of virtual teams, we identify five paradoxes: (1) virtual teams require physical presence; (2) flexibility of virtual teamwork is aided by structure; (3) interdependent work in virtual teams is accomplished by members' independent contributions; (4) task-oriented virtual teamwork succeeds through social interactions; and (5) mistrust is instrumental to establishing trust among virtual team members. In addition, we identify strategies that respondents used to cope with, or 'survive' the paradoxes of virtual teamwork.  相似文献   

4.
Although previous research has established that interpersonal trust and system trust are critical in shaping individual behaviour in virtual settings, the two perspectives have not been examined by IS researchers in virtual communities (VCs) simultaneously. Drawing from prior literature on trust and VCs, a research model for understanding the importance of trust in members and trust in system and their antecedents in VCs is presented. Six trust-building factors were identified using three trust-building bases (calculative base, relationship base and technology base). Data were collected from 324 members of a technical VC to test the model. The study shows that trust in members and trust in system have significant influences on knowledge sharing intention. The study also indicates that knowledge growth, perceived responsiveness and shared vision affect trust in members positively, while knowledge quality influences trust in system significantly. The study discusses the theoretical and managerial implications of this study and proposes several future research directions.  相似文献   

5.
Virtual teams are gaining increasing momentum in contemporary organizations. Although it is becoming clear that virtual teams will play a major role in shaping the future of work, we still know relatively little about their creative performance. Because of the disproportionate focus on conventional, face-to-face working practices, much of the literature remains centred around co-located teams. In this review, we integrate existing research on team creativity and virtual work to identify the relevant factors, processes and contextual conditions that have been shown to influence creativity in virtual teams. We highlight the major challenges that are likely to impede team creativity and assess their relevance to contemporary virtual work practices. We conclude by presenting promising avenues for future research in this area.  相似文献   

6.
Virtual team members do not have complete understanding of other team members’ preferences, which makes team coordination somewhat difficult and time consuming. Traditional approaches for team coordination require a lot of inter-agent electronic communication and often result in wasted effort. Methods that reduce inter-agent communication and conflicts are likely to increase productivity of virtual teams. In this research, we propose an evolutionary genetic algorithm (GA) based intelligent agent that learns a team member preferences from past actions, and develops a team-coordination schedule by minimizing schedule conflicts between different members serving on a virtual team. Using a discrete event simulation methodology, we test the proposed intelligent agent on different virtual teams of sizes two, four, six and eight members. The results of our experiments indicate that the GA-based intelligent agent learns individual team member preferences and generates a team-coordination schedule at a lower inter-agent communication cost.  相似文献   

7.
As teamwork becomes common in computer software learning, there is an increasing need to study factors contributing to team performance. To this pursuit, the concept of collective efficacy offers great potential to researchers of information systems (IS). Drawing upon social cognitive theory (SCT), this study examines the relationships among computer collective efficacy (CCE), outcome expectations and team performance in the context of collaborative learning. Computer collective efficacy is further divided into two constructs, general CCE and specific CCE. Their causal relationships with two other constructs, performance and outcome expectations, are then investigated using longitudinal data collected from 188 groups of students of an 18-week computer software course. The results indicate that a team’s software learning performance is strongly influenced by specific CCE and outcome expectations, which in turn are influenced by prior performance and general CCE. Finally, prior performance of a group has no direct impact on its subsequent performance.  相似文献   

8.
9.
Training to improve virtual team communication   总被引:1,自引:0,他引:1  
Abstract. Organizations are utilizing virtual teams, comprising workgroup members who communicate and collaborate with technology, to accomplish tasks. These teams are geographically distributed and communicate via computer-mediated communication systems (CMCS), and may never or rarely meet face-to-face. Relational links among team members have been found to be a significant contributor to the effectiveness of information exchange in the use of CMCS. In most cases, team members receive little or no training to improve the effectiveness of this form of communication. When training is used, it often focuses on software utilization skills, not on interpersonal communication dynamics. This paper discusses the effect of virtual team communication training on group interactions, especially for enhancing these relational links and thereby improving communication and information exchange in virtual teams. It was found that teams that were given appropriate training exhibited improved perceptions of the interaction process over time, specifically with regard to trust, commitment and frank expression between members. Discussion of the role of training on virtual team processes and outcomes is discussed and future research implications are presented.  相似文献   

10.
Abstract.  Employees in global corporations are increasingly involved in 'virtual teams' on a regular basis. Conflicting definitions of virtuality make it hard to measure such things as how much virtual teaming occurs and how virtual teaming affects performance. As a consequence, it is hard to allocate funding and to design infrastructures and software to support this specific mode of working. Using the concept of discontinuities, or changes in expected conditions, we propose a virtuality index to assess how 'virtual' a given setting is. The discontinuities used include geography, time zone, organization, national culture, work practices, and technology. The index separately measures these aspects of virtuality and their effect on perceived team performance. Data collected at a large multinational corporation clustered into three overarching discontinuities: team distribution, workplace mobility, and variety of work practices. The study revealed that being distributed in and of itself had no impact on self-assessed team performance. Work practice predictability and sociability mitigated effects of working in discontinuous environments, while variety of practices (cultural and work process diversity) and employee mobility negatively impacted performance.  相似文献   

11.
Virtual teams (VTs) are teams whose members do not share a common workspace all of the time, and must therefore collaborate using communication and collaboration tools such as email, videoconferencing, etc. Although the body of research on VTs is quickly expanding, to date, the field has yet to produce a comprehensive and coherent foundation upon which future research can be based, and empirical findings based on a substantive sample of real VTs remain limited at this time. This study fills a void in the VT literature with respect to defining and operationalizing the construct of degree of virtuality, and responds to calls for research that studies ongoing VTs, under real conditions. Data were collected from 30 VTs working in a Canadian technology‐based organization. Degree of virtuality was defined to include three dimensions: the proportion of work time that the VT members spend working apart (team time worked virtually), the proportion of the team's members who work virtually (member virtuality) and the degree of separation of the team's members (distance virtuality). The VTs in this study were found to have varying degrees of virtuality, and although the three dimensions were not highly intercorrelated, all were found to be significantly correlated to variables that have been previously linked to VT effectiveness. The correlations were all in the expected direction (negative), indicating that higher degrees of virtuality are associated with perceived decreases in the quality of team interactions and performance. The results of this research would suggest that the more that teams move away from the proximate form, the more the traditional measures of team effectiveness are negatively impacted.  相似文献   

12.

Context

The globalisation of activities associated with software development and use has introduced many challenges in practice, and also (therefore) many for research. While the predominant approach to research in software engineering has followed a positivist science model, this approach may be sub-optimal when addressing problems with a dominant social or cultural dimension, such as those frequently encountered when studying work practices in a globally distributed team setting.The investigation of such a team reported in this paper provides one example of an alternative approach to research in a global context, through a longitudinal interpretive field study seeking to understand how global virtual teams mediated the use of technology. The study involved a large collective of faculty and support staff plus student members based in the geographically and temporally distant locations of New Zealand, the United States of America and Sweden.

Objective

Our focus in this paper is on the conduct of research in the context of global software activities, and in particular, as applied to the actions and interactions of global virtual teams. We consider the appropriateness of various methodologies and methods in enabling such issues to be addressed.

Method

We describe how we undertook a substantial field study of global virtual teams, and highlight how the adopted structuration theory, action research and grounded theory methodologies applied to the analysis of email data, enabled us to deliver effectively against our goals.

Results

We believe that the approach taken suited a research context in which situated practices were occurring over time in a highly complex domain, ensuring that our results were both strongly grounded and relevant to practice. It has resulted in the generation of substantive theory and techniques that have been adapted and applied on a pilot basis in further field settings.

Conclusion

We conclude that globally distributed teamwork presents a complex context which demands new research approaches, beyond the limited set customarily applied by software engineering researchers. We advocate experimenting with different research methodologies and methods so that we have a more rounded repertoire to address the most important and relevant issues in global software development research, with the forms of rigour that suit the chosen approach.  相似文献   

13.
Decision-making in virtual teams creates challenges for leaders to structure team processes and provide task support. To help advance our knowledge of leadership in virtual teams, we explore the interaction effects between leadership styles and media richness on task cohesion and cooperative climate, which in turn influence team performance in decision-making tasks. Results from a laboratory study suggest that transactional leadership behaviors improve task cohesion of the team, whereas transformational leadership behaviors improve cooperative climate within the team which, in turn, improves task cohesion. However, these effects of leadership depend on media richness. Specifically, they occur only when media richness is low. Our results also suggest that task cohesion leads to group consensus and members’ satisfaction with the discussion, whereas cooperative climate improves discussion satisfaction and reduces time spent on the task.  相似文献   

14.
Economic forces, competitive pressures and technological advances have created an environment within which firms have developed new ways of organizing (e.g. virtual work settings) and managing their resources (e.g. knowledge management) in order to maintain and improve firm performance. Extant research has highlighted the challenges associated with managing knowledge in virtual settings. However, researchers are still struggling to provide effective guidance to practitioners in this field. We believe that a better understanding of individual virtual competency is a potential avenue for managing the complexity of knowledge transfer in virtual settings. In particular, we suggest that optimal knowledge transfers can be achieved by individuals armed with the right personal capabilities and skills for virtual work, particularly when those knowledge transfers are emergent, bottom-up and cannot be specified a priori. The virtual competency exhibited by individuals can be the key to overcoming the constraints of knowledge transfers with such characteristics because underlying competency can facilitate effective action in unfamiliar and novel situations. In this conceptual research, we develop a theoretical model of individual virtual competence and describe its role in the communication process, which underpins effective knowledge transfer in virtual settings. Additionally, we consider the antecedent role that prior experience in virtual activity plays in aiding workers to develop virtual competence, which in turn engenders effective knowledge transfer. We conclude with implications for future research and for practicing managers.  相似文献   

15.
The term virtual team denotes an organizational team whose members rarely meet face to face but who nevertheless perform interdependent tasks in pursuit of collective goals. This article identifies the unique aspects of virtual teams that generate major barriers to their effectiveness, and suggests ways in which these may be either overcome or mitigated. A process‐oriented model of virtual team effectiveness is presented, identifying issues associated with the development of transactive memory systems, work engagement, and collective efficacy as major challenges to virtual team effectiveness. These issues are illustrated with reference to the experience of virtual teams within a minerals processing firm. Finally, the authors discuss aspects of virtual team leadership and team climate that may help overcome some of the potential process losses associated with virtual teamwork. © 2008 Wiley Periodicals, Inc.  相似文献   

16.
Active management of team adaptation of collaboration technologies offers an important lever for influencing success rates in distributed project work, particularly in settings characterized by high task interdependence, such as information systems development (ISD). Substantial uncertainty exists as to how a leader might influence such technology adaptation during project work. Prior research indicates that a major leader resource to accomplish technology adaptation in these settings would be team technology knowledge (TTK). This empirical field study develops a five-factor model of strategies regarding awareness of TTK that team leaders take in intervening to affect technology adaptation in distributed ISD projects. The analysis indicates insights into when and why these strategies are effective and how they relate to each other as well as the leader's awareness of TTK. The study provides a way for ISD team leaders to approach improving team collaboration from a socio-technical perspective as well as insights into potential levers for improving team technology adaptation and the efficacy of ISD projects.  相似文献   

17.
Global virtual teams (GVTs) allow organizations to improve productivity, procure global knowledge, and transfer best practice information instantaneously among team members. GVTs rely heavily on IT and have little face-to-face interaction, thereby increasing problems resulting from geographic barriers, time language, and cultural differences, and inter-personal relationships. The purpose of our study was to design a normative framework that would assist organizations in understanding the relationship between diversity, mutual trust, and knowledge sharing among GVTs, with additional focus on understanding the moderating impact of collaborative technology and task characteristics. Empirical data was collected from 58 GVTs and analyzed using a Hierarchical Multiple Regression technique. Results showed that in GVTs, deep level diversity has a more significant relationship with team processes of mutual trust and knowledge sharing than visible functional level diversity. This relationship is moderated by the collaborative capabilities of available technology and levels of interdependence of the task. Furthermore, knowledge sharing and mutual trust mediate the relationship between diversity levels and team effectiveness.  相似文献   

18.
计算机和信息技术对世界各地农业和农村发展发挥着重要的作用.虚拟农业技术将农业科学和信息技术、虚拟现实技术相结合,开辟了农业信息技术研究和应用的新途径.在给出了虚拟农业概念的基础上,分析了虚拟农业的组成、应用范围和发展方向.针对虚拟农业的一个典型应用--虚拟农作物,研究了虚拟农作物系统的结构,并采用植物三维重建法建立了虚拟农作物模型.  相似文献   

19.
IS project team performance is a topic of increasing importance to practicing managers as well as researchers. This paper discusses the development and testing of a theoretical model of IS project team performance. Empirical analysis suggests that team members' perceptions of their ability to represent users' views during a project is a significant predictor of the team's perception of their overall performance. Another significant predictor is team members' belief in their personal involvement in the development process. However, findings on the influence of cohesion on performance differ from those in other studies: apparently cohesion was not a significant factor in this study.  相似文献   

20.
In IS research, social presence is generally defined as the perceived capacity of a communication medium to convey contextual cues normally available in face‐to‐face settings. However, theorizing social presence as a property of the technology has been challenged for decades. The objective of this paper is to develop a more contemporary, interactional view of social presence. To this end, this paper develops a new conceptualization of how participants form the sense that each other is present. We characterize the development of this sense as a skilful accomplishment that entails interactants' joint construction of each other as “real.” Viewing social presence as contingent on social practice, we seek to answer the following research question: “How is social presence accomplished in virtual environments?” To explicate how virtual others are perceived as becoming socially present, that is, emotionally and psychologically “real” to someone interacting with them, we draw from Goffman's work, particularly his concepts of involvement and involvement obligation. Detailing two examples of social interaction in the virtual world Second Life, our analysis highlights the key role that this moral obligation, intrinsic to everyday social interaction, plays in virtual others becoming perceived as psychoemotionally “there.” By outlining a model of how the sense of a virtual other as “real” is produced in and through social interaction, our work contributes a sociological perspective to the construct of social presence and underscores some of the material and social conditions necessary for users to perceive virtual others as present.  相似文献   

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