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"How do you lead a team scattered across the globe? How do you keep members you can't see organized, communicative, and productive? In this book, you'll find valuable advice on forming virtual teams, assessing their communication and technology needs, and ensuring that they produce high-quality work. You'll learn how to: (1) Understand the benefits and challenges of virtual teams, (2) Build a virtual community that promotes collaboration and ongoing communication, (3) Utilize technology to enhance your virtual team's focus, motivation, and output. Meet Your Mentors: Jessica Lipnack and Jeffrey Stamps are CEO and Chief Scientist, respectively, of the Boston-based consulting firm NetAge and authors of many books and articles on networked organizations, including Virtual Teams."--Publisher's website.
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The book presents a comprehensive study on the construction, validation, and application of a virtual reality simulator for the training of transurethral resection of the prostate (TURP). It discusses the history of surgical training and highlights the need for simulation technology in contemporary surgical education. The book further explores the construction and evaluation of a TURP simulator and identifies the specific abilities required to become a proficient surgeon. It concludes with supporting the use of validated simulation technology in a criterion-based training curriculum for residents and provides preliminary data on personality traits and visuospatial abilities that are important for learning a complex surgical procedure.
Prostatectomy, transurethral. --- Virtual reality. --- Prostatectomy, Transurethral --- Virtual reality
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Deploy and manage a cost-effective virtual environment using VirtualBox
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Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds, this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading "The Law of Virtual Worlds and Internet Social Networks", you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? "The Law of Virtual Worlds and Internet Social Networks" is an essential reference for advertising and media agencies; television broadcast producers; and, academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.
Internet --- Shared virtual environments --- Online social networks
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This book leverages robust research studies and provides a practical resource for virtual team members and leaders. Based on a research study which is one of the most comprehensive studies ever conducted on virtual teams, this book offers a wealth of solid recommendations. To help organizations and leaders enhance virtual team performance, the book includes information on: key challenges, factors for success, characteristics of effective virtual teams, a model for success, effective practices, enhancing performance of low performing teams. The book also includes sections on future challenges a
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Human-computer interaction --- Virtual reality --- User-Computer Interface --- Virtual Reality --- Information Technology
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Virtual reality --- Shared virtual environments --- Three-dimensional imaging --- Creation (Literary, artistic, etc.) --- Shared virtual environments. --- Three-dimensional imaging. --- Virtual reality. --- Art and design --- Environments, Virtual --- Virtual environments --- Virtual worlds --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Creative ability in art --- Creative ability in literature --- Computer simulation --- Reality --- Imaging systems --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- Computer. Automation --- creativiteit --- Arts & Entertainment (General) --- Réalité virtuelle --- Environnements virtuels partagés --- Imagerie tridimensionnelle
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