• 제목/요약/키워드: Virtual Team Performance

검색결과 37건 처리시간 0.035초

Cohesiveness of Internet Based Virtual Teams in the e-business: Roles of Various Types of Leadership

  • 함상우
    • 인터넷정보학회논문지
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    • 제19권5호
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    • pp.123-131
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    • 2018
  • A virtual team consists of various members with a range of professional skills. An IT virtual team can confer such advantages as improving creativity and solving problems in e-business. However, virtual teams are less cohesive than off-line based teams, at least partly because they do not meet face-to-face to solve problems. If the cohesion of the members in a team is weak, overall performance can decrease. Therefore, this study seeks to understand the specific types of leadership needed to increase the cohesiveness of the members in a virtual team. Leadership is the most important factor for the successful operation of a virtual team. Leaders engage members with goals, and motivate them by creating positive relationships. This study describes the idealized influence of transformational leadership in which a leader directly engages members in a goal, and the role of participative goal setting in which members set their own goals. In addition, this research demonstrates the benefits of a positive attitude of a leader towards their team members and the influence of leader-member exchanges. If the cohesion of virtual teams is improved through specific leadership, the team members will be more committed to their teams and work, and the team's performance will improve. Furthermore, the successful operation of virtual teams will provide an opportunity for companies in e-business to gain a competitive advantage in the contemporary environment, where creativity is important.

The role of positive affect in virtual collaboration: a transactive memory system perspective

  • Chae, Seong Wook
    • 한국컴퓨터정보학회논문지
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    • 제21권5호
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    • pp.99-109
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    • 2016
  • Creative performance has been regarded as the key to the success of an organization in recent years, and is considered essential for the survival of an organization. Organizations must find and develop creative solutions to deal with a variety of business issues. How can organizations become more creative? To develop creativity, organizations must make it easier to connect the knowledge and perspectives of its various members, who may be scattered around the world, by developing a virtual team. Drawing from the transactive memory systems (TMS), which include expertise location, credibility, and coordination, this study investigates how the positive affect of team members influences the development of creative performance during virtual collaboration where face-to-face team activities are limited. The proposed structured model was empirically tested with cross-sectional data from 322 individuals. Results indicated that the positive affect of team members was found to moderate the relationship between TMS and creativity. Through this study, we expect to provide an understanding of the mechanisms involved in developing creativity among team members in a virtual work environment.

가상 팀의 교류활성기억 시스템과 팀 성과의 관계 : 가상 팀 속성을 선행요인으로 (Transactive Memory System of a Virtual Team : Theoretical Exploration and Empirical Examination)

  • 신경식;서아영
    • 한국전자거래학회지
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    • 제15권2호
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    • pp.137-166
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    • 2010
  • 가상 팀은 구성원들이 지리적으로 떨어져 있고 기술로 매개된 환경하에서 주로 협업하기 때문에 대면접촉을 위주로 하는 전통적인 팀에 비하여 팀의 교류활성기억 시스템 (Transactive Memory System:TMS) 구축이 더욱 중요한 것으로 간주되고 있다. 본 연구의 목적은 TMS 이론을 중심으로 이론적 고찰 및 선행 변수를 탐색함으로써, 가상 팀의 효과적인운영을 위한 학문적 실무적 시사점을 제공하는 것이다. 이를 위하여 문헌조사를 통하여 가상 팀의 성과를 예측하는 이론적 모형을 개발하였다. 먼저 TMS를 구성하는 세가지 요인, 즉 (1) 전문성 파악, (2) 업무조정, (3) 인지기반 신뢰를 도출하였다. 그리고 TMS의 선행변인으로는 (1) 지각된 매체 풍부성, (2) 네트워크 연결강도, (3) 공유된 규범, (4) 지리적 거리등을 도출하였다. 제시된 이론적 모형을 검증하기 위하여 179개의 가상 팀을 대상으로 경로분석을 실시하였다. 분석결과, 가상 팀의 TMS를 구성하는 세가지 요인, 전문성 파악, 업무조정, 인지기반 신뢰는 가상 팀의 성과를 예측하는 결정적인 요인인 것으로 나타났다. 또한 TMS의 선행변인으로 제시된 지각된 매체 풍부성은 인지기반 신뢰에 유의한 정의 영향을 미치며, 네트워크 연결강도는 업무조정과 인지기반 신뢰에 유의한 정의 영향을 미치는 것으로 나타났다. 반면, 공유된 규범은 가상 팀의 교류활성기억시스템 구성 요인 세 가지 모두에 유의한 정의 영향을 미치는 것으로 나타났다. 예상과 달리, 구성원들 간의 지리적 거리는 TMS 세 가지 구성 요소 모두에 유의한 영향을 미치지 않았다.

문화적 다양성이 가상조직의 성과에 미치는 영향 (Impact of Culture on Virtual Teams' Performance)

  • 박기우
    • 경영정보학연구
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    • 제11권1호
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    • pp.1-17
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    • 2009
  • 국경을 넘어선 가상조직이 증가함에 따라 가상조직의 성과향상에 문화적 다양성이 미치는 영향도 점점 중요해지고 있다. 문화적 다양성은 조직 내 창의성을 향상시키기도 하지만, 조직원간의 상호간에 문제를 발생시켜 성과에 부정적 영향을 주기도 한다. 따라서 본 연구는 문화적 다양성이 가상조직의 성과에 미치는 영향을 실증적으로 분석하고자 했다. 실험과 설문을 통해 검증한 본 연구의 결과에 따르면, 문화적 다양성은 조직 내 갈등과 혼돈을 초래해 결과적으로 조직의 성과에 부정적인 영향을 끼치는 것으로 나타났다. 본 연구는 문화적 다양성과 갈등, 혼돈, 그리고 성과간의 관계를 실증적으로 분석한 최초의 연구라는 점에서 그 의의를 찾을 수 있겠다.

How Group Dynamics Affect Team Achievements in Virtual Environments

  • Lee, Ji-Eun;Shin, Minsoo
    • International Journal of Contents
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    • 제10권3호
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    • pp.64-72
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    • 2014
  • This study explored the elements that affect team achievements in virtual environments. In this study, consideration was given to the role of group dynamics in facilitating productive interaction. We aspired to reveal the mechanisms of group dynamics and examined how group dynamics affected team achievements in virtual environments. The empirical study was performed with undergraduate students enrolled in an e-learning course. In collaboration with other majors, students executed team projects and managed project issues in forums or chat rooms. The results of the empirical study indicated that leadership, creative friction, and group cohesion (components of group dynamics) had positive relationships with team achievements. The findings confirmed that addressing creative conflict is a method to improve team performance and that leadership is a key factor in project teams.

팀 혁신활동을 위한 지식공유 활동 영향요인에 관한 연구 (Exploring Antecedents of Knowledge Sharing in Team-based Innovation Activities)

  • 박준기;이혜정;이정우
    • 한국IT서비스학회지
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    • 제12권3호
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    • pp.253-271
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    • 2013
  • Innovation becomes norm rather than exception in today's business, and accordingly firms are working on how to make their employees to work smarter using information systems and technologies. Smart work demands virtual collaboration and cooperation among team members in different places and different time. Sharing of knowledge among team members in these innovative activities are critical in every sense for the successful performance. This study explores the antecedents of knowledge sharing among team members in team-based innovation activities. Five factors (pleasure of knowledge sharing, self-efficacy, management support, rewards, and system usage) are identified through extant review of literature and an instrument is adopted and validated from previous studies. The instrument is adminitered against 138 individuals in and across 54 teams in a telecommunication firm. Except self efficacy, all the paths in the proposed research model is confirmed with different levels of relational coefficients towards the levels of knowledge sharing and innovation activities in teams. Surprisingly, findings indicate that intrinsic pleasure of sharing is most critical than management support, organizational rewards or system usage. This study fills the research gap in team management. Findings provide important implications for managing teams in coming virtual and smart environment.

The Impacts of Media Symbol Variety on Performance in Virtual Teams

  • Shim, Sang-Min;Suh, Kil-Soo;Im, Kun-Shin
    • Journal of Information Technology Applications and Management
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    • 제17권3호
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    • pp.83-97
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    • 2010
  • The purpose of this study is to examine the impacts of media symbol variety on group performance in virtual teams. Symbol variety is defined as the number of ways in which information can be communicated and includes Daft and Lengel [1986]'s multiplicity of cues and language variety. According to media richness theory and media synchronicity theory, the use of media with high symbol variety is assumed to facilitate and promote communications among virtual team members. Therefore, it is expected that the media symbol variety is positively associated with group performance in virtual teams. Furthermore, online relationship building is expected to mediate the impacts of symbol variety on the performance. To confirm the suppositions, a controlled lab experiment was conducted with 60 undergraduate students as subjects. In the experimental virtual teams, subjects were allowed to communicate with other members using text-based messenger with emoticons. Subjects in the control virtual teams were allowed to communicate using only text-based messenger. The direct impact of symbol variety on group performance in virtual teams was found insignificant. However, the online relationship was found to completely mediate the positive impact of symbol variety on group performance. The implications and limitations of this study are also discussed for future research.

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가상 근신(近身) 공간에서의 작업 성능과 사용자 존재감 향상을 위한 상호작용 신체 모델과 인터페이스 (Interaction Human Model and Interface for Increasing User's Presence and Task Performance in Near-body Virtual Space)

  • 양웅연;김용완;손욱호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2004년도 추계학술발표논문집(상)
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    • pp.975-978
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    • 2004
  • 본 논문에서 우리는 가상현실 시스템의 구축에 있어서, 사용자의 직접 상호작용 (direct interaction)을 기본으로 하는 근신 공간(near-body space) 작업에서 사용자의 존재감 (Presence) 향상과 작업 성능 향상을 위하여, 사용자와 공간적 및 감각적으로 일치된 가상 인체 모델의 구현을 중심으로 현재의 기술 현황 및 연구 개발 방향에 대하여 기술한다. 이상적인 가상현실 시스템을 구현하기 위해서 고려되어야 할 요소를 멀티모달 상호작용과 실감 일치형 인터페이스 개발 방법론의 관점에서 보면, 사용자가 접하는 가상 공간의 시각적 모델(visual perception)과 자기 동작 감각적(proprioceptive) 모델의 일치가 중요하다. 그러므로, 시각적으로 사용자의 움직임과 일치된 자신의 신체가 가시화 되어야 하고, 자연스러운 근신 공간 직접 상호작용을 지원하기 위해서는 사실적인 햅틱 피드백 요소가 중요하며, 공간적 정보를 표현 함에 있어서 동기화 된 사실적 청각 피드백 요소의 지원이 중요하다. 앞의 주요 3 가지 감각 인터페이스 방법(sensory channel, modality)는 현재의 불완전한 인터페이스 기술의 한계를 고려하여 상호 보완적인 관계로 응용 환경에 최적화된 적용 방법이 연구되어야 한다.

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Performance Benefits of Virtual Path Tunneling for Control and Management Flows in the Broadband ATM Network

  • Choi, Jun-Kyun;Kim, Soo-Hyung;Kim, Nam;Sohn, Sung-Won;Choi, Mun-Kee
    • ETRI Journal
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    • 제21권4호
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    • pp.23-28
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    • 1999
  • In this paper, we analyze the performance benefits of broadband ATM networks when the call control and management flows are separated from user data flows. The virtual path tunneling concept for control and management flows are applied to the same physical ATM networks. The behaviors of channel throughput and transfer delay are analyzed. It results that the proposed virtual short-cut paths can maintain the network being stable with acceptable bandwidth. They are very useful to provide the stable control and management capabilities for Internet and mobile applications in the broadband ATM networks. In our numerical results, the effective throughputs of the proposed virtual shout-ut channel are about three times than those of end-to-end user data channels with hop distances of 10, and about two times than those with hop distance of 5 when the link blocking probability increases to 0.1. It concludes that the effective channel bandwidth are greatly reduced down while physical links are not stable and user traffic flows are occasionally overflowed.

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A High Performance Co-design of 26 nm 64 Gb MLC NAND Flash Memory using the Dedicated NAND Flash Controller

  • You, Byoung-Sung;Park, Jin-Su;Lee, Sang-Don;Baek, Gwang-Ho;Lee, Jae-Ho;Kim, Min-Su;Kim, Jong-Woo;Chung, Hyun;Jang, Eun-Seong;Kim, Tae-Yoon
    • JSTS:Journal of Semiconductor Technology and Science
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    • 제11권2호
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    • pp.121-129
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    • 2011
  • It is progressing as new advents and remarkable developments of mobile device every year. On the upper line reason, NAND FLASH large density memory demands which can be stored into portable devices have been dramatically increasing. Therefore, the cell size of the NAND Flash memory has been scaled down by merely 50% and has been doubling density each per year. [1] However, side effects have arisen the cell distribution and reliability characteristics related to coupling interference, channel disturbance, floating gate electron retention, write-erase cycling owing to shrinking around 20nm technology. Also, FLASH controller to manage shrink effect leads to speed and current issues. In this paper, It will be introduced to solve cycling, retention and fail bit problems of sub-deep micron shrink such as Virtual negative read used in moving read, randomization. The characteristics of retention, cycling and program performance have 3 K per 1 year and 12.7 MB/s respectively. And device size is 179.32 $mm^2$ (16.79 mm ${\times}$ 10.68 mm) in 3 metal 26 nm CMOS.