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dc.contributor.authorDreher, Carl
dc.contributor.authorReiners, Torsten
dc.contributor.authorDreher, Naomi
dc.contributor.authorDreher, Heinz
dc.contributor.editorChang, E
dc.contributor.editorDamiani, E
dc.contributor.editorHussain, F.K.
dc.identifier.citationDreher, Carl and Reiners, Torsten and Dreher, Naomi and Dreher, Heinz. 2009. 3D virtual worlds enriching innovation and collaboration in information systems research, development, and commercialisation, in Chang, E. and Damiani, E. and Hussain, F.K. (ed), Third IEEE International Conference on Digital Ecosystems and Technologies, Jun 1-3 2009, pp. 155-160. Istanbul, Turkey: Institute of Electrical and Electronics Engineers (IEEE) Industrial Electronics Society.

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.

dc.publisherInstitute of Electrical and Electronics Engineers (IEEE) Industrial Electronic Society
dc.subjectInformation systems research
dc.subjectresearch commercialisation - and knowledge transfer
dc.subject3D Digital Ecosystems
dc.subject3D Virtual Worlds
dc.title3D virtual worlds enriching innovation and collaboration in information systems research, development, and commercialisation
dc.typeConference Paper
dcterms.source.titleProceedings of Third IEEE international conference on digital ecosystems and technologies (IEEE DEST 2009)
dcterms.source.seriesProceedings of Third IEEE International Conference on Digital Ecosystems and Technologies (DEST-2009)
dcterms.source.conferenceThird IEEE International Conference on Digital Ecosystems and Technologies (IEEE DEST-2009)
dcterms.source.conference-start-date1 June 2009
dcterms.source.conferencelocationIstanbul, Turkey
dcterms.source.placeFH Worms - Uni of Applied Sciences Fachbereich, Germany, Bogazici Uni, Turkey & CUT Australia

© 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.

curtin.departmentSchool of Information Systems
curtin.accessStatusOpen access
curtin.facultyCurtin Business School
curtin.facultySchool of Information System

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