3D virtual worlds enriching innovation and collaboration in information systems research, development, and commercialisation
MetadataShow full item record
© 2009 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
The increasing rate of technological development is changing how we interact socially, commercially, and politically, making this an exciting yet challenging time in which to live. As the pace of development is destabilising the status quo, it is increasingly important for individuals and organisations alike to adapt. Research, development, and commercialisation are important tools in facilitating innovation for organisations engaging in the modern knowledge/networked economy. As an emergent player in the networked economy, Digital Ecosystems have great potential for innovation. In particular 3D Virtual Worlds offer exciting opportunities for Information Systems research, development, and commercialisation. By their very structure, 3D Virtual Worlds such as Second Life provide a powerful context for innovation and collaboration: Second Life users are immersed in a 3D environment and empowered by a menu-based object-builder and a programming language; in-built text, voice, and body-language communication tools enrich communication, collaboration, and help provide a rich contextual presence. The community of users apply themselves to all realms of human endeavour, from recreational socialisation to systems development and entrepreneurial ventures. The current paper describes a university research commercialisation systems development project (of an Automated Essay Grading system called MarkIT), that utilises a 3D Digital Ecosystem for both promotion and implementation. Subsequently, this paper discusses the benefits, limitations, and suggestions for future innovation in research, development, and commercialisation of Information Systems incorporating 3D Virtual Worlds.
Showing items related by title, author, creator and subject.
3D Virtual Worlds Enriching Innovation and Collaboration in Information Systems Research, Development, and CommercialisationDreher, Carl; Reiners, Torsten; Dreher, Naomi; Dreher, Heinz (2009)The increasing rate of technological developmentis changing how we interact socially, commercially, and politically,making this an exciting yet challenging time in which tolive. As the pace of development is destabilising ...
Dreher, Carl; Reiners, Torsten; Dreher, Heinz (2013)We live in exciting and challenging times—the rapid pace of technological development is wind in the sails of social, commercial, and political change. When presented with changing circumstances, adaptation is important ...
Virtual worlds as a context suited for information systems education: discussion of pedagogical experience and curriculum design with reference to second lifeDreher, Carl; Reiners, Torsten; Dreher, Heinz; Dreher, Naomi (2009)The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and Virtual Worlds are becoming ...