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Carbon's 3rd Birthday

Three years ago I blogged about WSO2 Carbon for the first time. I enthused about a composable server architecture and why it was important for a SOA platform.

At that point there were just 4 Carbon products. Today there are 13 products, the core framework, Stratos, and Carbon Studio all based around the Carbon Architecture.

There are two really important things I think have worked really well:

  • The composability is obviously important and we now have a set of customers doing exactly that - using p2 to combine the correct components and effectively "build your own server" with the right function for their specific needs and requirements.

    But even more interesting for those customers has been the consistency and completeness of the platform that has arisen out of Carbon. The fact that there is a "menu" or palette of low-level components (features) and high level components (products) that all interoperate, behave the same, use the same identity, clustering, registry, key management, etc has really offered customers the opportunity to build out compelling architectures.
  • The kernelization is almost just a corollary of componentization: as you build the components and identify which ones to re-use, we found a common core across those 13 products. The result is that when we came to address cloud - starting later in 2009 - we very quickly realized that there were just a few core places in which to address multi-tenancy, elasticity and metering. I have to admit this was something I for one hadn't thought of, but has been probably the most powerful driver behind the success of StratosLive and Stratos. 
There were certainly people then who doubted that OSGi was a stable basis for an ESB or Server and I hope that the 1bn+ transactions a day that eBay are doing through WSO2 ESB are enough to disprove that.

All in all, it is amazing to see how far Carbon has come and what it has enabled in 3 years.





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A Petri Nets based Approach to Specify Individual and Collaborative Interaction in 3D Virtual Environments

This work describes a methodology that supports the design and implementation of software modules, which represent the individual and collaborative three-dimensional interaction process phases. The presented methodology integrates three modeling approaches: Petri Nets, a collaborative manipulation model based on the combination of single user interaction techniques taxonomy, and object-oriented programming concepts. The combination of these elements allows for the description of interaction tasks, the sequence of interaction processes being controlled by Petri Nets with the codes generated automatically. By the integration of these approaches, the present work addresses not only the entire development cycle of both individual and collaborative three-dimensional interaction, but also the reuse of developed interaction blocks in new virtual environment projects.




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Factors affecting the intention to continue to visit the virtual world metaverse

A metaverse is a virtual shared space connected to the real world, an alternative reality that enables economic activities, exchanges, and transactions as well as formation of relationships between user avatars and non-player characters (NPCs). Initial experiences of the metaverse were not very satisfactory; new virtual world metaverses may or may not survive as information services or platforms. The purpose of this empirical study is to identify the characteristics of a virtual world metaverse and their effects on intention to continue usage of the platform. Considering the metaverse as a new type of user experience and a powerful mode of communication, we examine the mediating role of these characteristics according to Pine and Gilmore's (1998) experience economy theory, which enriches our understanding of the factors affecting the success of a metaverse. In addition, since social interaction is important in metaverses, we extend Pine and Gilmore's experience economy model by including Schmitt's (2011) relate experience for better understanding.




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Educational countermeasures of different learners in virtual learning community based on artificial intelligence

In order to reduce the challenges encountered by learners and educators in engaging in educational activities, this paper classifies learners' roles in virtual learning communities, and explores the role of behaviour characteristics and their positions in collaborative knowledge construction networks in promoting the process of knowledge construction. This study begins with an analysis of the relationship structure among learners in the virtual learning community and then applies the FCM algorithm to arrange learners into various dimensional combinations and create distinct learning communities. The test results demonstrate that the FCM method performs consistently during the clustering process, with less performance oscillations, and good node aggregation, the ARI value of the model is up to 0.90. It is found that they play an important role in the social interaction of learners' virtual learning community, which plays a certain role in promoting the development of artificial intelligence.




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Application of digital twin virtual design and BIM technology in intelligent building image processing

Intelligent digital virtual technology has become an indispensable part of modern construction, but there are also some problems in its practical application. Therefore, it is necessary to strengthen the design of intelligent building image processing systems from many aspects. Starting from image digital processing methods, this paper studies the digital twin virtual design scene construction method and related algorithms, converts the original image into a colour digital image through a greyscale algorithm, and then combines morphological knowledge and feature point extraction methods to complete the construction of a three-dimensional virtual environment. Finally, through the comparison of traditional image processing effects with smart building images based on digital twins and BIM technology, the results show that the optimised image processing results have higher clarity, sharper contrast, and a sensitivity increased by 5.84%, presenting better visual effects and solving the risk of misjudgement caused by inaccurate image recognition.




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Virtual Computing Laboratories: A Case Study with Comparisons to Physical Computing Laboratories




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Academic Library Services in Virtual Worlds: An Examination of the Potential for Library Services in Immersive Environments




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Virtual University: A Peer to Peer Open Education Network




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A Virtual Education: Guidelines for Using Games Technology




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Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




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Emerging Research on Virtual Reality Applications in Vocational Education: A Bibliometric Analysis

Aim/Purpose: This study explores the subject structure, social networks, research trends, and issues in the domain that have the potential to derive an overview of the development of virtual reality-based learning media in vocational education. Background: Notwithstanding the increasingly growing interest in the application of virtual reality in vocational learning, the existing research literature may still leave out some issues necessary for a comprehensive understanding. This study will point out such areas that need more exploration and a more comprehensive synthesis of the literature by conducting a bibliometric analysis. It will be interesting to keep track of the changing concepts and methodologies applied in the development of VR-based learning media in vocational education research. Methodology: This review was carried out using bibliometric methodology, which can highlight patterns of publication and research activity in this hitherto little studied area. The results of the study have the potential to lead to evidence-based priority in VR development, which will tailor work for vocational contexts and set the compass against the growing worldwide interest in this area. The study provides a descriptive analysis of publications, citations, and keyword data for 100 documents published between the years 2013 and 2022 from the Scopus database, which is conducted to illustrate the trends in the field. Contribution: This study also counts as a contribution to understanding the research hotspots of VR-based learning media in vocational education. Through bibliometric analysis, this study thoroughly summarized the relevant research and literature laying a knowledge foundation for researchers and policy makers. Additionally, this analysis identified knowledge gaps, recent trends, and directions for future research. Findings: The bibliometric analysis revealed the following key findings: 1. A growing publication trajectory, with output increasing from 7 articles in 2013 to 25 articles in 2022. 2. The United States led the contributions, followed by China, and Germany. 3. The most prominent authors are affiliated with American medical institutions. 4. Lecture proceedings include familiar sources that reflect this nascent domain. 5. Citation analysis identified highly influential work and researchers. 6. Keyword analysis exposed technology-oriented topics rather than learning-oriented terms. These findings present an emerging landscape with opportunities to address geographic and pedagogical research gaps. Recommendations for Practitioners: This study will be beneficial for designers and developers of VR-based learning programs because it aligns with the most discussed and influential VR technologies within the literature. Such an alignment of an approach with relevant research trends and focus can indeed be very useful for the effective application and use of VR-based learning media for quality improvements in vocational students' learning. Recommendation for Researchers: In fact, in this bibliometric review of VR integration within vocational classrooms, a future call for focused research is presented, especially on teaching methods, course design, and learning impact. This is a framework that seeks to establish its full potential with effective and integrated use of VR in the various vocational curricula and settings of learners. Impact on Society: From the findings of the bibliometric analysis, it is evident that virtual reality technologies (VR) have significantly led to transformation within educational media. There is no denying that the growing interest and investment in the integration of virtual reality into vocational education has been well manifested in the substantive increase in publications in the last decade. This shows what the innovation driving factor is in the United States. At the same time the rapid contributions from China signal worldwide recognition of the potential of VR to improve technical skills training. This study points the way for more research to bridge critical gaps, specifically how VR tools can be used in vocational high school classrooms. Furthermore, research should be aligned to meet specific needs of vocational learners and even promote international cross-border partnerships, pointing out the potential of virtual reality to be a universally beneficial tool in vocational education. The examination of highly cited articles provides evidence of the potential of VR to be an impactful pedagogical tool in vocational education. The findings suggest that researchers need to move forward looking at the trajectory of VR in vocational education and how promising it is in defining the future for innovative and effective learning methodologies. Future Research: This study is an exceptionally valuable contribution, a true landmark in the field of dynamic development, and one that denotes very meaningful implications for the future course of research in the dynamically developing field of bibliometric analysis of VR-based learning media for vocational education. The increase in the number of publications emanates from growing interests in the application of virtual reality (VR) technologies in vocational education. The high concentration of authorship from the USA, along with the ever increasing contributions from China, spotlights the increasing worldwide recognition of the impact of immersive technologies in the enhancement of training in technical skills. These are emerging trends that call for research to exemplify the diverse views and global teamwork opportunities presented by VR technologies. The study also highlights critical areas that need focused attention in future research endeavors. The fact that the embedding of VR tools into classrooms in vocational high schools has been poorly researched points to the major gap in pedagogical research within authentic educational settings. Therefore, further investigations should evaluate teaching methods in VR, lesson designs, and the impacts of VR in specific vocational trades. This supports the need for learner-centered frameworks that are tailor-made to the needs of vocational learners. This calls for more direct and focused investigations into identified research gaps noting a growing dominance in the field of health-related research with the most cited articles in this field, to integrate virtual reality into additional vocational education contexts. In this way, the gaps present an opportunity for researchers to make significant contributions to the development of interventions responsive to the unique needs of vocational learners; this will contribute to strengthening the evidence base for the worldwide implementation of VR within vocational education systems. This was recommended as the intention of such a bibliometric analysis: supporting the potential of VR as a pedagogical tool in vocational contexts and providing grounding for a strong and focused future research agenda within this burgeoning area of educational technology.




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Intellectual property protection for virtual assets and brands in the Metaverse: issues and challenges

Intellectual property rights face new obstacles and possibilities as a result of the emergence of the Metaverse, a simulation of the actual world. This paper explores the current status of intellectual property rights in the Metaverse and examines the challenges and opportunities for enforcement. The article describes virtual assets and investigates their copyright and trademark protection. It also examines the protection of user-generated content in the Metaverse and the potential liability for copyright infringement. The article concludes with a consideration of the technological and jurisdictional obstacles to enforcing intellectual property rights in the Metaverse, as well as possible solutions for stakeholders. This paper will appeal to lawyers, policymakers, developers of virtual assets, platform owners, and anyone interested in the convergence of technology and intellectual property rights.




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International Journal of Networking and Virtual Organisations




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Location-Oriented Knowledge Management in a Tourism Context: Connecting Virtual Communities to Physical Locations




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Creation of Anticipatory Information Support for Virtual Organizations between System(S) Theory and System Thinking




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Share, Collaborate, Create Virtual Conferences




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What Can You Do To Virtually Teach Hands-on Skills?




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Virtual Medical Campus (VMC) Graz: Innovative Curriculum meets Innovative Learning Objects Technology




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Navigating the Virtual Forest: How Networked Digital Technologies Can Foster Transgeographic Learning




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A Virtual Learning Environment for Mobile IP




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Teaching in Virtual Worlds: Opportunities and Challenges




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Technology Enhanced Learning: Utilizing a Virtual Learning Environment to Facilitate Blended Learning




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Virtual Campuses, Groupware and University Evolution




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Virtual Pathology Learning Resource: A Promising Strategy in Teaching Pathology to Allied Health Science Students

Aim/Purpose: The objective of this study was to concept test a new instructional aid called Virtual Pathology Learning Resource (VPLR), which was used as a vehicle to communicate information and enhance teaching and learning of basic sciences (Anatomy, Physiology, and Pathology) to allied health science students at a South Australian university. Background: Pathology was traditionally taught using potted specimens to review disease manifestations independently. However, this approach was found inadequate and ineffective. VPLR is a new teaching platform comprising of digitised human normal and human pathology specimens (histology, histopathology), patient case studies, short answer and critical thinking questions, and self-assessment quizzes. Using authentic learning theory as an educational pedagogy, this learning resource was developed to enhance the teaching and learning of Pathology. Methodology: Cross-sectional study design was used. A survey, given at the end of the course, gathered qualitative and quantitative data concerning the perceptions and experiences of the students about VPLR and its components. The online tool SurveyMonkey was utilised so that students could respond anonymously to a web link that displayed the questionnaire. The perceived impact on students was assessed using an 18-item questionnaire seeking agreement or disagreement with statements about VPLR, multiple choice and open-ended questions querying the best things about VPLR, benefits to be derived, and areas for improvement. Descriptive and frequency analyses were performed. Contribution: The VPLR approach involved rich learning situations, contextualised content, and facilitated greater understanding of disease concepts and problems. Findings: In a sample of 103 Medical Radiation students, 42% of students (N=43) responded to the post-intervention survey. The majority of students reported highly positive effects for each component of the VPLR. The overall results indicated that this tool was a promising strategy in teaching Pathology as it assisted students’ gaining knowledge of the science, facilitated connections between sciences, and allowed students to make better links with professional practice and skills. Recommendations for Practitioners: As students found VPLR to be beneficial, it is recommended that the same approach is applied for the teaching of Pathology to other health science students, such as Nursing. Other universities might consider adopting the innovation for their courses. Recommendation for Researchers: Applying VPLR to teaching other allied health science students will be undertaken next. The innovation will be appropriate for other health science students with particular emphasis on case-based or problem-based learning and combined with clinical experiences. Impact on Society: In reshaping the way of teaching a science course, students are benefited with greater depth of understanding of content and increase motivation to study. These are important to keep students engaged and ready for practice. VPLR may impact on education and technology trends so that exploration and possibilities of initiatives are ongoing to help students become successful learners. Other impacts are the new forms of learning discovered, the renewed focus on group work and collaboration, and maximising the use of technology in innovation. Future Research: Future directions of this research would be to conduct a follow-up of this cohort of students to determine whether the impacts of the innovation were durable, meaning the change in perceptions and behaviour is sustained over time.




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Learning Entrepreneurship through Virtual Multicultural Teamwork

Aim/Purpose: This paper explores the benefits and challenges of experiencing virtual multi-cultural teamwork in order to learn entrepreneurship. Background: Entrepreneurial eco-system usually requires working in international, virtual multi-cultural diverse teams. Higher education institutes are trying to educate future generation of entrepreneurs, coping with challenges derived from the virtual work and cultural diversity. Prior research shows that traditional learning is not effective for entrepreneurial education. Methodology: An explorative study was conducted based on the BIPA project, a Bavarian (German)-Israeli Partnership Accelerator, which was held four times between 2015 and 2017. The project aims to experience entrepreneurial virtual multicul-tural teamwork via co-creation of tailored-solutions for challenges of German or Israeli corporates. Retrospective interviews with participants were held after finishing their mission, and analyzed. Contribution: This research contributes to the body of knowledge about multicultural diverse participants in virtual entrepreneurial environments, in order to work together. This situation raises new challenges, due to the combination of multicultural teamwork and the use of virtual communication. Findings: The multicultural teamwork was a trigger to participate, specifically in the con-text of entrepreneurship studies with those two cultures, German and Israeli, which were found by participants as complementary, stimulating and fruitful, although challenging. Through experience, participants improved their entrepreneurial skills and mindset. The major teamwork challenges that were found included conflicts concerning free-riding, as well as communication challenges, due to virtual, language and cultural communication competencies. Recommendations for Practitioners: At a practical level, results can be useful for global companies, showing the benefits of virtual teamwork of employees in different locations, both in terms of reducing expenses and improving innovation. Moreover, managers can motivate employees by highlighting personal benefits, such as cultural awareness and improving their entrepreneurial skills and mindset. In addition, faculty may use this kind of experience to enhance entrepreneurial learning skills and mindset. Recommendations for Researchers : At the theoretical level, this research advances the body of knowledge of entrepreneurial multicultural teamwork in a virtual environment. In this research, the teams worked for a short time together (14 weeks) and had a week of face-to-face interaction with their team members. It is recommended to examine long-term teamwork, and how it affects teamwork challenges, as well as entrepreneurial learning. This research found the combination of German-Israeli cultures as stimulating entrepreneurial teamwork. It is recommended to examine other cultural combinations in teams, in order to be able to generalize findings. Impact on Society: Understanding the needs, benefits, and challenges of entrepreneurial multicul-tural teams working in a virtual environment can be useful to current global entrepreneurial eco-system, which is commonly using this kind of teamwork. Future Research: ‎This study included teams from two cultures: German and Israeli. Research must be expanded to different cultures and to groups compounded from more than two cultures. Moreover, the combination of virtual communication and face-to-face meetings in different milestones during the timeline of the teamwork must be further examined, especially in longer projects.




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Virtually There: The Potential, Process and Problems of Using 360° Video in the Classroom

Aim/Purpose: This paper presents an exploratory case study into using 360° videos to present small segments of lecture content for IT students in an Australian University. The aim of this study was to understand; what is the impact of incorporating 360° videos into class content for students and teaching staff? In this study the 360° videos are described as “learning atoms”. Learning atoms are short duration videos (1 to 5 minutes) captured in 360°. Background: Within this paper we conducted experiments in the classroom using 360° videos to determine if they have an impact on student's feeling of presence with class content. Additionally, to follow up, how does the inclusion of 360° impact on the teaching experience. Methodology: The methodology used in this study focused on both quantitative and qualita-tive aspects. Data was captured at the same time during the teaching period to address the research questions. In order to gauge the feeling of presence within the classroom a short survey was administered to students in the undergraduate IT class at the start (pre) and end (post) of the semester using the same questions to measure any change. Contribution: The main contributions from this study were that we demonstrated there is a potential for providing an alternative ‘immersive’ content presentation for students. This alternative content took the form of 360° learning atoms, whereas further showed our nuance process for creating and publishing of these atoms. Findings: The results show that for students, learning atoms can help improve the sense of presence, particularly for remote students, however the interactive experience can take student’s attention away from the lecturer. The results present potential for providing an alternative ‘immersive’ content presentation for students, however problems for uptake are present for both students and teachers, such as image capture quality and file size Impact on Society: We foresee this approach as being a new approach to teaching students in higher education within online spaces to increase engagement and move towards having a richer virtual experience no matter the location. Future Research: Future research will be conducted to resolve whether presence and engagement is supported by the inclusion of 360° videos in the classroom.




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Self-efficacy, Challenge, Threat and Motivation in Virtual and Blended Courses on Multicultural Campuses

Aim/Purpose: The aim of this study was to examine the sense of challenge and threat, negative feelings, self-efficacy, and motivation among students in a virtual and a blended course on multicultural campuses and to see how to afford every student an equal opportunity to succeed in academic studies. Background: Most academic campuses in Israel are multicultural, with a diverse student body. The campuses strive to provide students from all sectors, regardless of nationality, religion, etc., the possibility of enjoying academic studies and completing them successfully. Methodology: This is a mixed-method study with a sample of 484 students belonging to three sectors: general Jewish, ultra-orthodox Jewish, and Arab. Contribution: This study’s findings might help faculty on multicultural campuses to advance all students and enable them equal opportunity to succeed in academic studies. Findings: Significant sectorial differences were found for the sense of challenge and threat, negative feelings, and motivation. We found that the sense of challenge and level of motivation among Arab students was higher than among the ultra-orthodox Jewish students, which, in turn, was higher than among the general Jewish student population. On the other hand, we found that the perception of threat and negative feelings among Arab students were higher than for the other two sectors for both the virtual and the blended course. Recommendations for Practitioners: Significant feedback might lessen the sense of threat and the negative feelings and be a meaningful factor for the students to persevere in the course. Intellectual, emotional, and differential feedback is recommended. Not relating to students’ difficulties might lead to a sense of alienation, a lack of belonging, or inability to cope with the tasks at hand and dropout from the course, or even from studies altogether. A good interaction between lecturer and student can change any sense of incompetence or helplessness to one of self-efficacy and the ability to interact with one’s surroundings. Recommendations for Researchers: Lecturers can reduce the sense of threat and negative feelings and increase a student’s motivation by making their presence felt on the course website, using the forums to manage discussions with students, and enabling and encouraging discussion among the students. Impact on Society: The integration of virtual learning environments into the learning process might lead to the fulfilment of an educational vision in which autonomous learners realize their personal potential. Hence they must be given tasks requiring the application of high learning skills without compromise, but rather with differential treatment of students in order to reduce negative feelings and the sense of threat, and to reduce the transactional distance. Future Research: Further studies should examine the causes of negative feelings among students participating in virtual and blended courses on multicultural campuses and how these feelings can be handled.




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Virtual Instruction Support for Faculty

Aim/Purpose: This research study explores the challenges, successes, and supports de-sired in implementing virtual learning following a survey of faculty for their experiences and interests. Faculty in higher education need quick, practical tools and strategies to enhance teaching and learning in a virtual classroom. Background The sudden and ongoing COVID-19 pandemic had created an urgency to transition to a virtual learning environment, yet expectations for faculty to teach virtually may not have matched best practice and current research. Methodology: This qualitative research begins with an anonymous, emailed survey of higher education faculty designed to explore participant thoughts and experiences related to their virtual teaching in Fall 2020. The survey included a series of demographic questions related to what type of faculty they were (full-time or adjunct), which discipline they taught, which format they were teaching in, as well as 5 open-ended questions to elicit feedback to teaching in this format of their challenges, some positives, strategies used, how they assessed learning, and which workshops they would like offered to better support them. A full year after the pandemic began, we sent out a follow-up survey to check in with faculty and find out specifically new skills/mindsets they developed, new tools they may have tried, their level of stress as well as how they perceived their students’ stress and their students’ level of learning. We decided to broaden our population by sharing the follow-up survey via social media to capture a diverse audience, which included international participants. Contribution: Despite the different stress levels for most faculty and students during the pandemic of 2020-2021, our research highlights that it was also a time of growth and learning. Learning from past experiences can help us be pre-pared for future challenges related to virtual learning. Findings: We found that the emergency remote teaching caused faculty to explore new ways of teaching and learning and helped them to develop a mindset that embraced a variety of skills such as flexibility, creativity, and innovation. We also learned that being aware of the stress levels of both faculty and students is of great value to institutions and with a good infrastructure and support, virtual learning can be successful. Recommendations for Practitioners: Through our research, we have found faculty are lacking the tools necessary to engage their learners in a virtual setting. As such, best practices need to be shared and then embedded into the instructional approach. However, given the pandemic, faculty were forced to transition face to face classes to a virtual format without having been provided these best practices. Recommendations for Researchers: We recommend researchers explore the habits of minds of faculty and how they have developed and continue to develop due to challenges they experienced related to virtual learning and continue to experience. Impact on Society: Many of the skills that faculty developed due to this emergency shift to virtual teaching during 2020 and beyond are skills faculty will have for life. With support and ideas faculty can implement quickly, faculty will be better prepared to provide instruction and create settings that enhance teaching and learning in a virtual setting. Future Research: Future research could include providing a voice for students by distributing a survey to the student body for their views and perceptions on virtual learning during the pandemic and moving forward.




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Retail Quest: Student Perceptions of a Virtual Field Trip App

Aim/Purpose: Two popular methods for encouraging active learning are Augmented Reality (AR) and Virtual Field Trips (VFTs). This exploratory case study examines college students’ perceptions of a prototype AR and VFT app as an active learning strategy. Background: AR allows students to learn as they physically explore a destination, while VFTs give students the opportunity to visit exciting destinations without leaving their homes. AR and VFTs promote active learning, which has been shown to increase college student success in Science, Technology, Engineering, and Math (STEM) courses. The aim of the VFT app in this study is to provide college students in a STEM course with an interactive lesson on modeling information systems using diagrams. Methodology: This exploratory case study is intended to serve as a condensed case study performed with the prototype version of a VFT app before implementing a large-scale investigation of students’ perceptions of a more refined version of the app. The study employed a qualitative approach involving a survey with open-ended questions to gather college students’ perceptions of learning with a VFT. The data were analyzed using inductive coding. The participants are students at a mid-sized, urban, public university. Contribution: This exploratory case study serves as a proof-of-concept and starting point for other faculty who may be interested in developing their own AR and VFT apps to engage students in active learning. Releasing the app to a common Open Educational Resources (OER) repository will give other faculty easy access to re-use the app and build upon it to create their own virtual field trips. OER are learning materials that are freely available for students and faculty to download and use in their coursework. Findings: Students overwhelmingly perceived the VFT app helped them learn about the subject that was presented, citing the visual nature of the app, the real-life scenarios presented in the app, and the app’s ease of use as reasons why. The majority (over 89%) also agreed that the app motivated them to learn more about the subject, mainly due to the app’s real-life scenarios, and over 83% of students cited at least one benefit to learning with the app, such as the navigation/location features, the easy-to-use interface, and the real-world scenarios. Recommendations for Practitioners: The pedagogical implications of this study are that faculty should adopt VFTs as an active learning strategy, particularly in STEM college courses, based on the students’ positive perceptions of learning, motivation, and benefits of VFTs. Recommendations for Researchers: Researchers can expand on this exploratory case study by conducting a larger-scale study of the VFT app employed in the case study, or by developing their own VFT app based on the one in this study, to capture a broader group of students’ perceptions of VFTs as an active learning strategy. Impact on Society: The broad impact of this research on society is encouraging the adoption of VFTs as an active learning strategy since active learning strategies are shown to increase college students’ success and engagement. Future Research: Future research will be conducted in subsequent terms to gather additional data on students’ perceptions of the VFT app, as well as their perceptions of the relationship between learning and the VFT technology. Further research is also needed to survey faculty on their perceptions of how engaging with the app impacts student learning, particularly in regards to the VFT technology within the app.




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Towards a Typology of Virtual Communities of Practice




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(GbL #3) Innovative Teaching Using Simulation and Virtual Environments




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External Variables as Antecedents of Users Perception in Virtual Library Usage

Several studies extended the Technology Acceptance Model (TAM) by examining the antecedents of perceived usefulness and perceived ease of use; the present study looks at demographic aspect of external variables in virtual library use among undergraduate students. The purpose of this study is to identify the demographic factors sex, level of study, cumulative grade point average, and computer knowledge that act as external factors that are antecedents of perceived usefulness and perceived ease of use. The university management makes a large investment in the provision of a virtual library; investigation of the virtual library acceptance by students is important. TAM and theory of reasoned action (TRA) are utilised to theoretically test a model for the extension and to predict virtual library acceptance and usage. In a survey study, data was collected by using a structured questionnaire given to 394 randomly selected participants in a private university. Data were analysed by Pearson product moment correlation, multiple and hierarchical regression. The result of the study is consistent with TAM factors examined for explaining virtual library usage. The extension model accounts for 2.5% variance in perceived usefulness, 2.1% in perceived ease of use, 11.7% - 15.2% on intention to use and 7.2% on actual use of virtual library. Implications of the findings of the study on user’s virtual library training are discussed.




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Typology on Leadership toward Creativity in Virtual Work

Aim/Purpose: This study aims to develop a descriptive typology to better identify leadership toward creativity in virtual work in different types of companies. Background: The study empirically explores how leadership toward creativity occurs in virtual work and uses the theoretical lenses of creativity-conducive leadership and heterarchy to generate a typology. Methodology : A multiple qualitative case study design, interpretivist approach, and abductive analysis are applied. Data is collected by interviewing 21 leaders and employees face-to-face in four companies in the ICT sector and one business advisor company. Contribution: The empirical evidence of this study enriches the understanding of leadership toward creativity in virtual work and contributes to the limited empirical knowledge on leadership that stimulates a virtual workforce to achieve creativity. Findings: The four different types of companies in the typology utilize various transitions toward leadership creativity in virtual work. The trend in leadership in the existing virtually networked business environment is toward the “collective mind” company, which is characterized by shared values, meaningful work, collective intelligence, conscious reflection, transparency, coaching, empowering leadership by example, effective multichannel interaction, and assertiveness. The findings empirically support applying a heterarchy perspective to lead a virtual workforce toward creativity and promote leaders who are genuinely interested in people, their development, collaboration, and technology. Recommendations for Practitioners: The typology helps professionals realize the need to develop leadership, communication, interaction, learning, and growth to foster creative interaction and improve productivity and competitiveness. Recommendation for Researchers: This study enables researchers to more rigorously and creatively conceptualize the conditions and relationships in leadership that facilitate creativity in virtual work. Impact on Society : The findings highlight humanistic values for developing leadership. The study strengthens the view that collective creativity in virtual work cannot emerge without virtual and physical interaction in appropriate spaces and caring for each other. Future Research: Future studies may focus on other fields, industries, networks, roles of materialities, and employees in fostering creativity and on theory development. Longitudinal studies are advisable.




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Factors Affecting Re-usage Intentions of Virtual Communities Supporting Cosmetic Products

Aim/Purpose: This study uses a cosmetic virtual community (VC) as the research context and the UTAUT model as the theoretical structure aim to explore factors affecting the re-usage intentions of VC members. Background: The Internet use rate of VC was up to 50%, thereby implying that VC gained the attention of Internet users. Therefore, operating a VC will be an effective way to communicate with customers. However, to maintain an existing member is more efficient than creating a new one. As such, understanding determinants of VC members’ re-use intentions becomes important for firms. Methodology: Through an online survey, 276 valid responses were gathered. The collected data were examined by performing confirmatory factor analysis, structural equation modelling procedures, as well as the moderator analysis. Contribution: This study shows the importance in the context of online cosmetics-related VC, which was rarely explored before. We provide issues for future research, despite the accumulated academic literature related to UTAUT and VC. Findings: Results show that only performance expectancy and social influence significantly affecting re-usage intentions and only gender has moderating effects on the path from performance expectancy to VC re-use intention and from trust to VC re-use intention. Recommendations for Practitioners : This study found that users emphasized performance expectancy most of all. A cosmetic product-related VC should introduce products abundantly, offer useful information, and help people accomplish tasks quickly and productively. Recommendation for Researchers: Future researchers may use our findings to conduct further positivist research in the area of social influence using different subjects and research contexts.




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Exploring Perceptions of Bitcoin Adoption: The South African Virtual Community Perspective

Aim/Purpose: This paper explored the factors (enablers and barriers) that affect Bitcoin adoption in South Africa, a Sub-Saharan country with the high potential for Bitcoin adoption. Background: In recent years, Bitcoin has seen a rapid growth as a virtual cryptocurrency throughout the world. Bitcoin is a protocol which allows value to be exchanged over the internet without a central bank or intermediary. Cryptocurrencies such as Bitcoin are technological tools that arguably can contribute to reducing transactions costs. This paper explored the factors that affect Bitcoin adoption in South Africa, a Sub-Saharan country with the high potential for Bitcoin adoption, as little is known about the factors that affect Bitcoin adoption and the barriers to adoption. Methodology: A quantitative questionnaire was distributed to South African virtual communities where Bitcoin is a topic of interest, and 237 quantitative responses were received, along with 212 open-ended comments. Contribution: This research contributes to the body of knowledge in information systems by providing insights into factors that affect Bitcoin adoption in South Africa. It raises awareness of incentives and barriers to Bitcoin adoption at a time when financial literacy is a crucial issue both in South Africa and worldwide. Findings: The results indicate that perceived benefit, attitude towards Bitcoin, subjective norm, and perceived behavioral control directly affected the participants’ intentions to use Bitcoin. Perceived benefit, usefulness, ease of use, and trust-related risk were found to indirectly affect intention to use Bitcoin. Further, it emerges that the barriers to Bitcoin adoption in South Africa consist of the complex nature of Bitcoin and its high degree of volatility. Recommendations for Practitioners: Bitcoin can contribute to reducing transactions costs, but factors that affect adoption and the barriers to adoption should be taken into consideration. These findings can inform systems and software developers to develop applications that make managing Bitcoin keys and transacting using Bitcoin less complex and more intuitive for end users. Recommendation for Researchers: Bitcoin adoption in South Africa is a topic that has not been previously researched. Researchers could research similarities or differences in the various constructs that were used in this research model. Impact on Society: South African Bitcoin users consider it as a universal currency that makes cross-border payments cheaper. A large number of refugees and workers in South Africa make regular payments across borders. Bitcoin could reduce the costs of these transfers. Future Research: Future research could explore Bitcoin (and other cryptocurrencies) adoption in other developing countries. Researchers could look at factors that influence cryptocurrency adoption in general. The factors affecting adoption of other cryptocurrencies can be compared to the results of this study, and similarities and differences can thus be identified.




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The Challenge of Evaluating Virtual Communities of Practice: A Systematic Mapping Study

Aim/Purpose: This paper presents a study of Virtual Communities of Practice (VCoP) evaluation methods that aims to identify their current status and impact on knowledge sharing. The purposes of the study are as follows: (i) to identify trends and research gaps in VCoP evaluation methods; and, (ii) to assist researchers to position new research activities in this domain. Background: VCoP have become a popular knowledge sharing mechanism for both individuals and organizations. Their evaluation process is complex; however, it is recognized as an essential means to provide evidences of community effectiveness. Moreover, VCoP have introduced additional features to face to face Communities of Practice (CoP) that need to be taken into account in evaluation processes, such as geographical dispersion. The fact that VCoP rely on Information and Communication Technologies (ICT) to execute their practices as well as storing artifacts virtually makes more consistent data analysis possible; thus, the evaluation process can apply automatic data gathering and analysis. Methodology: A systematic mapping study, based on five research questions, was carried out in order to analyze existing studies about VCoP evaluation methods and frameworks. The mapping included searching five research databases resulting in the selection of 1,417 papers over which a formal analysis process was applied. This process led to the preliminary selection of 39 primary studies for complete reading. After reading them, we select 28 relevant primary studies from which data was extracted and synthesized to answer the proposed research questions. Contribution: The authors of the primary studies analyzed along this systematic mapping propose a set of methods and strategies for evaluating VCoP, such as frameworks, processes and maturity models. Our main contribution is the identification of some research gaps present in the body of studies, in order to stimulate projects that can improve VCoP evaluation methods and support its important role in social learning. Findings: The systematic mapping led to the conclusion that most of the approaches for VCoP evaluation do not consider the combination of data structured and unstructured metrics. In addition, there is a lack of guidelines to support community operators’ actions based on evaluation metrics.




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Learning to (Co)Evolve: A Conceptual Review and Typology of Network Design in Global Health Virtual Communities of Practice

Aim/Purpose: This conceptual review analyzes the designs of global health virtual communities of practice (VCoPs) programming reported in the empirical literature and proposes a new typology of their functioning. The purpose of this review is to provide clarity on VCoP learning stages of (co)evolution and insight into VCoP (re)development efforts to best meet member, organization, and network needs against an ever-evolving landscape of complexity in global health. Background: Since the COVID-19 pandemic, the field of global health has seen an uptick in the use of VCoPs to support continuous learning and improve health outcomes. However, evidence of how different combinations of programmatic designs impact opportunities for learning and development is lacking, and how VCoPs evolve as learning networks has yet to be explored. Methodology: Following an extensive search for literature in six databases, thematic analysis was conducted on 13 articles meeting the inclusion criteria. This led to the development and discussion of a new typology of VCoP phases of learning (co)evolution. Contribution: Knowledge gained from this review and the new categorization of VCoPs can support the functioning and evaluation of global health training programs. It can also provide a foundation for future research on how VCoPs influence the culture of learning organizations and networks. Findings: Synthesis of findings resulted in the categorization of global health VCoPs into five stages (slightly evolving, somewhat revolving, moderately revolving, highly revolving, and coevolving) across four design domains (network development, general member engagement before/after sessions, general member engagement during sessions, and session leadership). All global health VCoPs reviewed showed signs of adaptation and recommended future evolution. Recommendations for Practitioners: VCoP practitioners should pay close attention to how the structured flexibility of partnerships, design, and relationship development/accountability may promote or hinder VcoP’s continued evolution. Practitioners should shift perspective from short to mid- and long-term VCoP planning. Recommendation for Researchers: The new typology can stimulate further research to strengthen the clarity of language and findings related to VCoP functioning. Impact on Society: VCoPs are utilized by academic institutions, the private sector, non-profit organizations, the government, and other entities to fill gaps in adult learning at scale. The contextual implementation of findings from this study may impact VCoP design and drive improvements in opportunities for learning, global health, and well-being. Future Research: Moving forward, future research could explore how VCoP evaluations relate to different stages of learning, consider evaluation stages across the totality of VCoP programming design, and explore how best to capture VCoP (long-term) impact attributed to health outcomes and the culture of learning organizations and networks.




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Continuous Use of Mobile Banking Applications: The Role of Process Virtualizability, Anthropomorphism and Virtual Process Failure Risk

Aim/Purpose: The research aims to investigate the factors that influence the continuous use of mobile banking applications to complete banking monetary transactions. Background: Despite a significant increase in the use of mobile banking applications, particularly during the COVID-19 pandemic, new evidence indicates that the use rate of mobile banking applications for operating banking monetary transactions has declined. Methodology: The study proposed an integrated model based mainly on the process virtualization theory (PVT) with other novel factors such as mobile banking application anthropomorphism and virtual process failure risk. The study model was empirically validated using structural equation modeling analysis on quantitative data from 484 mobile banking application users from Jordan. Contribution: The study focuses on continuing use or post-adoption behavior rather than pre-adoption behavior. This is important since the maximum and long-term viability, as well as the financial investment in mobile banking applications, depend on regular usage rather than first-time use or initial experience. Findings: The results indicate that process virtualizable and anthropomorphism have a strong positive impact on bank customers’ decisions to continue using mobile banking applications to complete banking monetary transactions. Meanwhile, the negative impact of virtualization process failure risk on continuous use has been discovered. The found factors explain 67.5% of the variance in continuous use. Recommendations for Practitioners: The study identified novel, significant factors that affect bank customers’ decisions to use mobile banking applications frequently, and these factors should be examined, matched, satisfied, or addressed when redesigning or upgrading mobile applications. Banks should provide users with clear directions, processes, or tutorials on how to complete monetary transactions effectively. They should also embrace Artificial Intelligence (AI) technology to improve their applications and products with anthropomorphic features like speech synthesizers, Chatbots, and AI-powered virtual bank assistants. This is expected to help bank customers conduct various banking services conveniently and securely, just as if interacting with real people. The study further recommends that banks create and publish clear norms and procedures, as well as promote tolerance and protect consumers’ rights when the process fails or mistakes occur. Recommendation for Researchers: The study provides measurement items that were specifically built for the context of mobile banking applications based on PVT notions. Researchers are invited to reuse, test, and modify existing measurement items, as well as submit new ones if necessary. The study model does not consider psychological aspects like trust and satisfaction, which would provide additional insight into factors affecting continuing use. Researchers could potentially take a different approach by focusing on user resistance and non-adoption. Impact on Society: Financial inclusion is problematic, particularly in underdeveloped nations. According to financial inclusion research, Jordanians rarely utilize mobile banking apps. Continuous usage of mobile banking applications will be extremely beneficial in closing the financial inclusion gap, particularly among women. Furthermore, it could help the country’s efforts to transition to a digital society. Future Research: The majority of study participants are from urban areas. Future studies should focus on consumers who live in rural areas. It was also suggested that the elderly be targeted because they may have different views/perspectives on the continued use of mobile banking applications.




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Virtual Representations in 3D Learning Environments




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Developing a Conceptual Framework for Evaluation of E-Content of Virtual Courses: E-Learning Center of an Iranian University Case Study




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Yours Virtually: Advanced Mathematics and Physics in the Israeli Virtual High School

Aim/Purpose: The increasingly growing number of virtual high schools around the world has engendered new modes for teaching and learning and a promising area of re-search. While research in this emerging field has mostly taken a comparative lens that highlights differences between traditional modes of teaching and online teaching, research on high school students’ and teachers’ perspectives has remained dearth. Background: This study identifies students’ and teachers’ perceptions of their learning and teaching advanced level mathematics and/or physics in the first Israeli virtual high school (VHS), which was launched five years ago. Methodology: A survey of 41 questions was disseminated to the first graduating cohort of 86 Grade-12 students as well as to 22 VHS teachers. Additional data sources include students’ essays on what it means to be a student in a VHS and field notes from a pedagogical development day. Contribution: The purpose of this study is to highlight the workings of the Israeli VHS and in particular its important building blocks that include a teacher-tutor model, an ongoing gauging of students’ work through a Learning Management System (LMS), and a continual teacher-developer interaction for the purpose of developing cutting-edge, technology-based course content. Findings: Given the unique features of the Israeli VHS, both teachers and students report on feelings of unit pride, motivation, and investment in teaching and learning in the VHS. Recommendations for Practitioners: The Israeli VHS uses a combination of a teacher-tutor format, together with tools for gauging students’ work and ongoing interaction between the teachers and the course content designers. Such a context creates new, fertile ground for technology-based, fully online teaching and learning of school mathematics and physics that may contribute to alleviating the problem of decreasing numbers of learners who are interested in taking advanced-level courses. Recommendation for Researchers: Further exploration of aspects for improvement in the teaching model of the VHS, its design, and its support system and for finding out factors that impact attrition lay down important research trajectories that have not yet been trodden. Impact on Society: Issues of equity and the democratization of learning of advanced STEM subjects are now possible to be seriously considered in a principled manner within the context of the VHS. Future Research: Future research may focus on the affordances, possibilities, and limitations of learning within a VHS to ensure a more robust process that will allow more students to learn advanced mathematics and physics.




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Fourier Analysis: Creating A “Virtual Laboratory” Using Computer Simulation




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Using a Virtual Room Platform To Build a Multimedia Distance Learning Environment For The Internet




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An I-Based Taxonomy of Virtual Organisations and the Implications for Effective Management




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Navigation Assistance in Virtual Worlds




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Towards the Automatic Generation of Virtual Presenter Agents




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Informing Students Using Virtual Microscopes and Their Impact on Students’ Approach to Learning




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Informing Systems as the Transformers of Information Wave into Virtual Civilization and Their Ethics Question

The purpose of this investigation is to define the central contents and issues of the impact of informing systems on the rise and development of Virtual Civilization. The methodology is based on an interdisciplinary big-picture view of the Virtual Civilization’s elements of development and their interdependency. Among the findings are: Virtual Civilization has infrastructural characteristics, a world-wide unlimited, socially constructed work and leisure space in cyberspace, and it can last centuries/millennia - as long as informing systems are operational. Practical implications: The mission of Virtual Civilization is to control the public policy of real civilizations in order to secure the common good in real societies. Social implication: The quest for the common good by virtual society may limit or even replace representative democracy by direct democracy which, while positively solving some problems, may eventually trigger permanent political chaos in real civilizations. Originality: This investigation, by providing an interdisciplinary and civilizational approach at the big-picture level defined the ethics question of the role of informing systems in the development of Virtual Civilization.




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Leadership in Face-to-Face and Virtual Teams: A Systematic Literature Review on Hybrid Teams Management

Aim/Purpose: The rise of virtual communication technologies and hybrid work contexts has brought significant changes to leadership dynamics, highlighting the need for effective management of teams operating in both face-to-face and virtual settings, known as hybrid teams. Background: This systematic review examines leadership models utilized in face-to-face and virtual teams, factors contributing to leadership emergence in these contexts, and effective strategies for leading hybrid teams. Methodology: In this study, three scientific databases were searched, resulting in the retrieval of 1,707 studies. These studies were then subjected to a review process following the PRISMA guidelines, ultimately leading to the inclusion of 15 research contributions in the final review. Contribution: Given the results, key strategies for practitioners include the development of strong communication skills, providing constructive feedback, and implementing efficient remote management techniques. Findings: The findings emphasize three prominent leadership models – transformational leadership, leader-member exchange (LMX), and shared leadership – all of which play crucial roles in hybrid team settings. Personality factors drive leadership emergence in face-to-face settings, while virtual settings benefit more from task-related behaviors. Recommendation for Researchers: This review informs researchers seeking to enhance leadership efficacy in modern group settings, aiding leaders in navigating the complexities of hybrid team environments.




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At-home virtual workouts: embracing exercise during the COVID-19 pandemic

The objective of this study was to explore through the Model of Theory of Planned Behaviour the most important variables that influence the practice of physical and sports activity at home supported by virtual training in the context of the COVID-19 pandemic. A cross-study was proposed between countries from three continents, distributing the questionnaire in Spain (Europe), Pakistan (Asia), and Colombia (South America) to ensure a comprehensive study. The methodology of structural equations using partial least squares was used. The empirical exploratory study supported the hypotheses proposed, with the most important result that confinement due to the COVID-19 pandemic has been a factor causing the practice of physical and sports activity at home. This is one of the first studies to examine sports practice at home and the new context of sports practice that has generated disruptive technologies and the global crisis of the COVID-19 pandemic.