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    On issues of data warehouse architectures - managing Australian resources data

    Access Status
    Fulltext not available
    Authors
    Nimmagadda, Shastri
    Dreher, Heinz
    Date
    2009
    Type
    Conference Paper
    
    Metadata
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    Citation
    Nimmagadda, Shastri and Dreher, Heinz. 2009. On issues of data warehouse architectures - managing Australian resources data, in Chang, E. and Damiani, E. and Hussain, F.K. (ed), Third IEEE International Conference on Digital Ecosystems and Technologies, June 1 2009, pp. 103-108. Istanbul, Turkey: Institute of Electrical and Electronics Engineers (IEEE) Industrial Electronics Society.
    Source Title
    Proceedings of Third IEEE International Conference on Digital Ecosystems and Technologies (IEEE DEST-2009)
    Source Conference
    Third IEEE International Conference on Digital Ecosystems and Technologies (IEEE DEST-2009)
    ISBN
    9781424423460
    Faculty
    Curtin Business School
    School of Information Systems
    Remarks

    Copyright © 2009 IEEE. This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.

    URI
    http://hdl.handle.net/20.500.11937/29968
    Collection
    • Curtin Research Publications
    Abstract

    3D Virtual Worlds are potent Digital Ecosystems because the 3D interface simulates real-world environments and the community of users creates a dynamic, real-to-life economy and in-world culture. Some Virtual Worlds such as Second Life empower users to generate in-world content through object building tools and programming languages; indeed the content in Second Life is entirely user-generated.This promotes a rich culture of innovation surrounding this emerging technology that continually develops the capabilities of the 3D Digital Ecosystem. The collaborative culture spans both the 3D in-world environment and 2D ecosystems: for example, Web 2.0 applications such as wikis and blogs facilitate support, discussion, and documentation for user-generated innovations. Innovation in 3D Digital Ecosystems such as Second Life are applied to all domains of human endeavour thatexist in the real-world, including recreation, socialisation, commerce, and education. This paper shares the authors? professional experience using Second Life in tertiary Information Systems/Science education. Case studies describe the specific applications. They are followed by discussion of the benefits of 3D Digital Ecosystems for education and suggestions for future research, development, and practice.

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