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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Applications of Agent-Based Modeling and Simulation in Organization Management / 組織管理におけるエージェント・ベース・モデル・シミュレーションの応用

WU, JIUN YAN 23 September 2020 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(経済学) / 甲第22717号 / 経博第620号 / 新制||経||294(附属図書館) / 京都大学大学院経済学研究科経済学専攻 / (主査)教授 関口 倫紀, 教授 若林 直樹, 教授 椙山 泰生 / 学位規則第4条第1項該当 / Doctor of Economics / Kyoto University / DGAM
12

The Behavioral Effects of Outsourcing in Film Project Management : A study of outsourcing to foreign productions in the film industry.

Jankowski, Kelly, Miller, Lillian January 2022 (has links)
The aim of this research is to explore the behavioral aspects that are affected among mid-level and lower-level team members when outsourcing to foreign countries in the film industry in a project management context. More specifically, we delve into how team dynamics, communication, and trust are affected within project teams. Previous research and theory are employed throughout the research process, including Hofstede's Six Cultural Dimensions, Stuart Hall’s Model of Encoding and Decoding, the Riley & Riley Model of Communication, the FIRO model, and Adler’s Optimal Levels of Trust. This research is inductive and qualitative, consisting of five semi-structured interviews with various professionals in the film industry. The analysis is triangulated amongst the interviewees and previous research to give further insight into the behavioral aspects affected by outsourcing in the film industry. Our findings emphasized improvement in team dynamics when open-mindedness and willingness to learn is present amongst team members. Guided by the leadership of mid-level management, the work environment became more desirable when adapting to thelocal crew’s industry standards, leading to quicker team bonds and higher levels of trust. This was also accomplished through allocating time for socialization between team members. Conflict may be avoided through successful knowledge transfer between original and native teams. Language barriers may require a translator or fixer to be hiredto bridge those gaps. Overall, outsourcing to foreign crews was found to be an extremely valuable experience, provided all aforementioned behavioral aspects were successfully met by team members. This research serves to add to the understanding of how foreign outsourcing has an effect on the work environment of a project team, as past literature has not explored these behavioral aspects within the film industry. Therefore, we found it necessary to provide further insight into this field.
13

Supporting Interdisciplinary Healthcare Team Dynamics with Business Process Management

Catal, Nihan January 2016 (has links)
[Context] Interdisciplinary healthcare teams (IHTs) include practitioners from different disciplines who collaborate for providing care to patients. IHTs often follow clinical workflows composed of tasks that must be executed by practitioners with specific capabilities. The membership in an IHT can however evolve over time for a given patient. [Problem] Existing Business Process Management (BPM) suites and their workflow execution engines are designed for supporting and monitoring general workflows, but they are insufficient in supporting the allocation of tasks to the most suitable practitioners during the execution of healthcare workflows in a dynamic context. [Methodology] Using Design Science Research, this thesis builds on top of an existing semantic layer, which includes an ontology defining IHT team concepts and relationships that are used to reason automatically about team dynamics, in order to add dynamic team management to BPM suites. It does so by proposing and designing middleware (including a generic interface) that enables the semantic layer to command the BPM suite to allocate suitable practitioners to tasks during the execution of clinical workflows. The design and implementation of this middleware are discussed, and the latter is tested on a commercial BPM suite for two realistic clinical processes. [Results] The proof-of-concept implementation demonstrates the feasibility of using middleware with a generic interface to add support for IHT executing BPM suite when managing a patient. In addition, the thesis also demonstrates that the ontology used in the semantic layer is minimal, that is, all of its concepts and relationships are necessary for the required team functionalities (usually absent from BPM tools) to work properly.
14

Exploring the Hypothetical as an intervention tool for organisation communication, using the case study of Centrelink as the basis for the exploration

Berry, Michael James January 2003 (has links)
This study is an exploration of a change management intervention tool described here as the Hypothetical'. This tool is not described in organisation literature, but many of its functions and features can be found in theories relating to, for example, organisational communication, change management, leadership and team dynamics. The Hypothetical does, however, appear as a discussion forum in the popular media. In the 1980s and 1990s, the high profile television program, Hypotheticals, hosted by Geoffrey Robertson QC, dramatised decision making processes, and teased out some of the moral dilemmas inherent in social and political problems, utilising high profile panelists from the social, political and business elites. In the 1990s, the Hypothetical made a transition from the television screen to the management meeting room and the executive suite. The researcher of this study has similarly used the Hypothetical in his capacity as a communications consultant for a number of public and private client organisations. With this background, this study was undertaken to explore the Hypothetical and to identify those functions and features that define its appropriateness as an intervention for organisational communication and change. The findings from this study are founded on two aspects a review of relevant organisation literature, and data from the presentation of a specific Hypothetical intervention to the public organisation Centrelink Queensland. The Hypothetical tool, as identified in this study, is a one-off, 90 minute performance involving a facilitator, audience, and members of a panel who represent the organisation in which semi-fictitious storylines are meant to symbolise elements in the cultural life of the organisation. The study also identifies a Hypothetical process in which research methods that are applied, before and after the intervention performance, help to identify the functions and features of the intervention. The features of the Hypothetical, as an intervention are viewed through the lens of Goffman's 1959) classic theoretical framework of symbolic interactionism, where the organisation is conceptualised as 'theatre', and the motivations and actions of its members are interpreted through the symbolism of theatrical performance and interaction. The study also draws on symbolic convergence theory to explain what happens inside an organisation through the language, conflicts and shared cultural experiences of its members. The Centrelink Hypothetical in this study reflects aspects of the shared organisational culture, and presents its fictitious storylines in the context of dialogues between its panelists. The panelists are representatives of their organisation and are heard reflecting the values of that organisation's culture. Consequently, the analysis of text through the Hypothetical transcript the deciphering of shared narratives, mindsets, motivations and visions of the future, and so forth forms a significant aspect of the study for conceptualising Centrelink organisational culture, and for identifying how problems of communication and change have become embedded in that culture. More specifically, it is through the Centrelink Hypothetical that this study seeks to identify the functions of the Hypothetical and to determine how they may contribute solutions to Centrelink's management problems. The literature consulted for this study reveals that the Hypothetical is closely allied, as an intervention process, with the relatively new management practice of scenario planning. It scenario planning that attempts to build a generative learning capability within organisations a continuously looping process of deep learning that takes place within each organisation's unique strategic conversation. This study draws on scenario planing to identify similar performance features within the Hypothetical process stimulating the organisation to be responsive to, and to embrace, change; finding appropriate methods of communication; identifying and modifying mental models. This study also highlights a significant difference between the scenario planning process and the Hypothetical. Emerging literature in management psychology asserts the importance of the emotionally intelligent team, which demonstrates its social skills and empathy. However, the driving force behind scenario planning is 'the business idea', or the organisation's mental model and what drives it, and there is little or no attention paid to the importance of emotional capabilities in the scenario planning literature. Findings from the Centrelink case demonstrate that a significant dimension of the Hypothetical experience is the impact of symbolically convergent scripted roles and the related capacity to utilise emotional intelligence. Consequently, this study recommends that suitable emotional frameworks be employed throughout the Hypothetical process to help discern appropriate members' behaviours and suggest how the combination of such behaviours may be used to enhance the organisation's future generative learning process.
15

The Effects of Team Dynamics Training on Conceptual Data Modeling Task Performance

Menking, Ricky Arnold 12 1900 (has links)
Database modeling is a complex conceptual topic often taught through the use of project-based teams. One of the problems with the use of project-based teams in university courses is the determination of whether this is the most effective use of instructor and student time involvement and effort level. Therefore, this study investigated the impact of providing team dynamics training prior to the commencement of short-duration project-based team conceptual data modeling projects on individual data modeling task performance (DMTP) outcomes and team cohesiveness. The literature review encompassed conceptual data design modeling, the use of a project-based team approach, team dynamics and cohesion, self-efficacy, gender, and diversity. The research population consisted of 75 university students at a North American University (Canadian) pursuing a business program requiring an information systems course in which database design components are taught. Analysis of the collected data revealed that there was a statistically significant inverse relationship found between the provision of team dynamics training and individual DMTP. However, no statistically significant relationship was found between team dynamics training and team cohesion. Therefore, this study calls into question the value of team dynamics training on learning outcomes in the case of very short duration project-based teams involved in conceptual data modeling tasks. Additional research in this area would need to clarify what about this particular experiment might have contributed to these results.
16

Vývoj psychosociální dynamiky týmů v izolaci / Development of psychosocial dynamics of teams in isolation

Davidová, Lucie January 2019 (has links)
The thesis focuses on psychosocial dynamics of teams in isolation and its development over time. Literature review summarises various psychosocial and psychological aspects of human coexistence in extreme environments. It includes the risks and psychological countermeasures, description of stressors and other challenges, the intragroup issues and their development over time. It puts emphasis on defining the most challenging parts of missions and tries to identify patterns. Additionally, the relationship between the crew and MCC is addressed. The literature review is followed by a study focused on the development of intragroup relations and the crew-MCC relations in two analogue missions, Lunar Expedition-0 and Lunar Expedition-1. The research design consisted of a questionnaire, an interview with the whole crew, and the individual interviews with all respective astronauts. Additionally, a new visualization method, Dotty Overview of Team Interactions (DOTI), has been created as a part of this research. DOTI was described and used to visualize the data relating mutual interactions among the crewmembers. All of the results are presented, described and discussed. Keywords: team dynamics, crew, analogue space missions, interactions, relationship between crew and mission control
17

UNDERSTANDING THE RELATIONSHIP BETWEEN TEAM DYNAMICS ON PEER EVALUATIONS AND TEAM EFFECTIVENESS

Behzad Beigpourian (9234419) 12 August 2020 (has links)
<p>Engineering students are expected to develop professional skills in addition to their technical knowledge as outcomes of accredited engineering programs. Among the most critical professional skills is the ability to work effectively in a team. Working effectively in teams has learning benefits and also provides an environment for developing other professional skills such as communication, leadership skills, and time management. However, students will develop those skills only if their teams function effectively.</p> <p>This dissertation includes three studies that together inform team formation and management practices to improve team dynamics. The first study investigates mixed-gender team dynamics to determine whether those teams are realizing their potential. The second study explores the relationship of individual psychological safety and students’ team member effectiveness and the moderating effects of team-level psychological safety. The third study explores self-rating bias among first-year engineering students and its relationship to student characteristics and dimensions of team-member effectiveness. </p> <p>Although mixed-gender teams had equal team dynamics with all-male teams, more team facilitation and training are needed to improve the experience of mixed-gender teams. Asian, Black, and Hispanic/Latino students, as well as students with lower GPA, report lower psychological safety, which is associated with lower team-member effectiveness. Team-level psychological safety moderated this effect for Asian and Hispanic/Latino students. Students’ effort in teams was associated with lower self-rating bias, likely an indication of greater self-awareness. Together, these studies and their findings contribute to a broader understanding that there are interrelationships among team composition, team dynamics, and team-member effectiveness, and that these relationships differ based on student characteristics such as race/ethnicity, gender, and prior knowledge. This work adds to the body of research demonstrating the importance of teaching students about effective teamwork, conducting regular peer evaluations of team functioning, and interpreting those peer evaluations carefully to avoid perpetuating any biases. This work also demonstrates the usefulness of psychological safety as an important indicator of marginalization.</p>
18

Do Differences Make a Difference? : A Single Case Study on How Cultural Diversity Affects the Innovation Process

Chlaen, Evelyn, Suliman, Aya January 2022 (has links)
Background:  The increment of global population flows has challenged businesses to harness the potential of a culturally diverse environment. Nonetheless, previous studies on the effect of cultural diversity on teams has been equivocal, specifically when it is related to a firm’s innovation process. Mostly, these said studies have been focusing on cultural diversity as an input and innovation performance as an output. This means, understanding the mechanisms under which cultural diversity affects team performance has yet to be established. There is however a consensus among scholars that cultural diversity can act as a “double-edged sword” as it can be a source of friction and conflict, but also synergy and learning.  Purpose:  The purpose of this study is to explore multicultural team dynamics involved in the new product development process and determine if and how cultural diversity affects the innovation process, particularly, in a global knowledge-intensive firm. Our study aims to contribute to a deeper understanding of how cultural differences drive specific team processes, and thereby, offer both practitioners and scholars important insights.  Method:  We made use of a qualitative research approach with an exploratory design and a single holistic case study of a Swedish-based global, knowledge-intensive company. By conducting semi-structured interviews with members of multicultural NPD teams and one HR representative, we gained an understanding of different views and experiences that shape the team dynamics, which ultimately influences the innovation process.  Conclusion:  The results of this study suggest that cultural diversity does not directly impact the innovation process, but rather the effect is influenced by certain contextual factors and materializes through specific team outcomes. These outcomes could positively or negatively impact the innovation process.
19

線上遊戲領導力形塑歷程研究-以魔獸世界公會為例 / A process analysis of how the leadership skills honed in multiplayer online games: A case study of a world of warcraft's raiding guild.

劉瑋 Unknown Date (has links)
多人角色扮演線上遊戲內是否有領導力?若有,這種能力如何培養、展現與有效實踐?本研究期待藉由探索魔獸世界公會團隊隊長(Raid Leader,簡稱RL)的遊戲歷程,探究線上遊戲如何可能成為形塑領導能力的場域,並分析此領導力應用於現實世界的機會與限制。 / 以線上遊戲「魔獸世界」為觀察環境,從RL在遊戲裡的日常工作、與他人相處、副本經歷到追求集體目標的過程,了解RL如何帶領玩家獲得成就感及形成影響力。擁有深遠故事背景、明確角色定位、任務導向及短中長期目標的「魔獸世界」正好提供良好的虛擬試煉空間,讓玩家組隊挑戰副本空間,讓玩家在自由組隊及各種征戰練習中,以團隊的力量尋找解答與達成擊敗魔王的目標。投入條件不斷變化的副本環境獲得利益與經驗等級,此過程所產生的情感與經濟的交換,使玩家間的關係變得複雜,也增加玩家對遊戲的黏著度,線上遊戲不但塑造出新的交友管道,更可能追引出新的管理模式與領袖培養機制。 / 本研究透過不同年齡與社會歷練之RL深度訪談,加上公會論壇的內容分析,察知在管理公會事務與副本征戰過程中的RL,將會於實踐遊戲目標之際建立自信與玩家間的信賴關係,並逐步形塑其領導力。此歷程中發現之策略運用、資源交換等遊戲技能;風險承擔與情緒管理等服務態度與合作分享等人格特質,與Drucker與Senge提出的領導力特質不謀而合,玩家將遊戲裡所獲得的心得分析、重組、整合,並把遊戲中與朋友相處的法則與解決問題的方式轉化及複製為現實社會裡的應用知識,線上遊戲除了可形塑創造願景、審時度勢、協調利益、嘗試創新、激勵賦能等領導者能力,可轉換至現實社會或不適宜轉換但可引以為戒的反向思考與限制也將一併於本研究中呈現。 / Is leadership really existent amongst on-line games? If so, how can those players develop, display or effectively practice their leadership when playing games? Then what will this capability affect or contribute to the virtual environment and our physical social context after players possess it? In order to answer these questions, this research has examined the character Raid leader or RL in on-line game, the World of Warcraft, investigated the forming process of his leadership and explored the ways in which an on-line game has become an arena to train leadership. Based on the World of Warcraft, we have observed RL’s daily routines in the game, the interaction with other players and the process from the dungeon (also called instance) experience to achieve team’s goal pursuit in attempts in order to realize the model of interaction in on-line game as well as the ways in which RL has led all the team member to attain achievements and form their influence. MMORPG with a long storyline, clear role position, mission orientation and different term goals offers an on-line gaming world where designed a series of quizzes and a dungeon for different player communities to challenge. Player can team up with the others, match with one another and conquer difference practices to find the resolution and defeat the monsters (also called Boss) in the dungeon. After campaigning with team members in different personalities and joining continuously changing dungeon environments to gain different bonus and experience levels, players may form a close bond with one another and exchange treasures or information on hand in terms of their economic profit during the game. Furthermore, after having some intensive interviews with RLs who are at different ages and having their own social experience in the real society as well as the analysis of the context in the guild forum, this research has discovered that RLs who manage guild affairs and conquer dungeon will establish their self-confidence and dependence with the other players when achieving the goals in games, and extend his leadership to those players. Those findings from this forming procedure not only agree with the rules to hone leadership asserted by Drucker and Senge in recent years and the characteristics but also drew forth a team dynamics force to on-line player communities and a new mass movement that may influence the social impression or educational direction in the future. By means of daily play of on-line games, players analyzed, re-organized and integrated their own feedback from the games, and involuntarily transferred the ways to get along with friends in games and to solve questions to tacit knowledge to manage the real society. In addition to the search for the vision formed in on-line games and the characteristics of leadership as consideration of the situation, co-ordination of the profits on hand, attempt to innovate and ability to stimulate talents, some changeable key points, mechanism or limitation to the real society or unchangeable but referring points will also be presented in this research.
20

Describing and understanding team integration in new product development : a case study

Lamirande, Maxim 04 1900 (has links)
Mémoire en recherche par le design / Étant donné que les problèmes en développement de produits sont de plus en plus complexes et difficiles à résoudre, le rôle des designers est en changement continu. Ils sont de plus en plus impliqués dans les équipes multi-disciplinaires dès le début d’un projet. Des compagnies adoptent une approche de travail d’équipe qui réunit plusieurs bases de connaissances (disciplines, expertises) différentes dans un seul groupe. Tandis que ces groupes donnent accès à plusieurs bases de connaissances différentes, les membres de l’équipe doivent surmonter le défi de communiquer, négocier et développer une compréhension partagée des objectifs à travers leurs raisonnements différents et parfois opposés. En tant que designer junior, ces dynamiques peuvent intimider, puis faire le pont entre les points de vue différents peut paraître difficile. Afin d’améliorer l’intégration dans une équipe, une réflexion sur les dynamiques mêmes est nécessaire, mais il semble y avoir peu de moyens pour bien expliquer les interactions. Cette recherche se penche donc sur la question de comment décrire et mieux comprendre l’intégration dans une équipe en tant que designer nouvellement impliqué dans un projet et une équipe multi-disciplinaire. Afin d’y répondre, cette recherche créé d’abord un cadre théorique centré sur l’implication d’un designer dans le processus, la gestion de la complexité, le travail en équipe, puis l’intégration efficace à travers le développement d’une compréhension partagée. Une étude de cas qualitative est menée par une approche nommée Research-through-Design (recherche par le design dans le contexte d’un projet) qui permet de jouer le double rôle de chercheur et designer. La collecte de données se fait surtout par journal de bord et observations participantes afin de documenter les actions et réflexions d’un designer qui s’implique dans une équipe multi-disciplinaire menant des projets de développement de nouveaux produits. D’après les données recueillies, cette recherche tente décrire et mieux comprendre le cas en utilisant les catégorisations empiriques des facteurs qui influencent le développement d’une compréhension partagée proposées par Kleinsmann, Valkenburg et Buijs (2007). Grâce à ce cadre d’analyse, la description et réflexion sur l’intégration dans l’équipe furent un succès. Toutefois, cette recherche propose quelques précisions au cadre d’analyse ayant pour but d’y améliorer et faciliter l’observation, la description et la réflexion sur les dynamiques d’équipe pour des futurs designers juniors. Cette recherche espère donc proposer un appui aux designers pour développer leurs compétences à mieux travailler en équipes multi- disciplinaires. / As new product development continues to change, designers appear increasingly involved in multi- disciplinary teams from the outset of project inception. This is due to the progressively challenging, multifaceted, and complex problems design must resolve. After all, no single individual possesses the knowledge to create most new products. Companies depend on the teamwork of individuals with different knowledge bases who come together as a single design group. In breaking down silos and creating these integrated teams, overall effectiveness is threatened by their ability to communicate, negotiate, and develop a shared understanding of their goals and means of achieving them. As a junior designer, team dynamics can be intimidating. Bridging different and sometimes conflicting individual views is challenging. Tougher still is reflecting on and describing dynamics as they happen in practice. Without the ability to explain dynamics, identifying and improving team integration seems nearly impossible. As such, this research aims to address these constraints by finding a way to describe and better understand team integration in action. To accomplish this, a theoretical framework is developed to explore designer involvement, managing complexity, teamwork, and effective team integration. From this, a qualitative case study is conducted to reflect on teamwork in action using a Research-through-Design approach. This places design practice in the centre of research and allows the researcher to also play the role of a newly integrated designer. It relies extensively on journal entries and participative observations in order to create a story of designer involvement in new product development. In interpreting the data through an empirical categorisation of factors that are said to influence the development of a shared understanding (Kleinsmann, Valkenburg, & Buijs, 2007), a working description and reflection of team integration was achieved. In addition, this research proposes some amendments that aim to improve the framework and enable other junior designers to better observe, describe, and reflect on team dynamics in the future. This research therefore hopes to contribute by supporting designers in improving their ability to work effectively within multi-disciplinary new product development teams.

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