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Full-Text Articles in Physical Sciences and Mathematics

Moving First Life Into Secondlife: Real World Opportunities For Virtual Teams And Virtual World Project Management, Dawn Owens, Alanah Davis, John D. Murphy, Deepak Khazanchi, Ilze Zigurs Mar 2009

Moving First Life Into Secondlife: Real World Opportunities For Virtual Teams And Virtual World Project Management, Dawn Owens, Alanah Davis, John D. Murphy, Deepak Khazanchi, Ilze Zigurs

Information Systems and Quantitative Analysis Faculty Publications

Consider a world where you can: conduct training sessions and bring together experts from around the globe in a single, common environment where learning is possible; hold effective meetings in a shared space where distant resources and people can come together to communicate, laugh, and create artifacts quickly and easily; and, coordinate a project with ease and overcome cultural barriers to team effectiveness. These scenarios can be realized with virtual world (VW) technology.


Information Technology (It) Investment Decisions Under Asymmetric Information: A Modified Rational Expectation Model, Jinlan Ni, Deepak Khazanchi Mar 2009

Information Technology (It) Investment Decisions Under Asymmetric Information: A Modified Rational Expectation Model, Jinlan Ni, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Publications

In this paper, we propose that information technology (IT) managers make investment decisions about new IT initiatives based on a modified rational expectation model. Unlike traditional rational expectation models, we emphasize the relevance of market uncertainty and its impact on the return of new IT investment. This results in information acquisition decisions by managers that can cause information asymmetry. This information asymmetry is endogenous and so the IT manager can become well informed if and only if it is beneficial to do so. We also capture different levels of IT investment across managers by introducing heterogeneity across managers in terms …


Avatars, People, And Virtual Worlds: Foundations For Research In Metaverses, Alanah Davis, John D. Murphy, Dawn Owens, Deepak Khazanchi, Ilze Zigurs Feb 2009

Avatars, People, And Virtual Worlds: Foundations For Research In Metaverses, Alanah Davis, John D. Murphy, Dawn Owens, Deepak Khazanchi, Ilze Zigurs

Information Systems and Quantitative Analysis Faculty Publications

Metaverses are immersive three-dimensional virtual worlds in which people interact as avatars with each other and with software agents, using the metaphor of the real world but without its physical limitations. The ubiquitous availability of high speed Internet access has spurred enormous interest in virtual worlds like Second Life and World of Warcraft, both in terms of user gaming and as a new technological platform for global virtual collaboration. These environments have potential for richer, more engaging collaboration, but their capabilities have yet to be examined in depth. Of particular interest in this paper is the use of metaverses for …


The Influence Of Affect, Attitude And Usefulness In The Acceptance Of Telemedicine Systems, Soussan Djamasbi,, Ann L. Fruhling, Eleanor T. Loiacono Jan 2009

The Influence Of Affect, Attitude And Usefulness In The Acceptance Of Telemedicine Systems, Soussan Djamasbi,, Ann L. Fruhling, Eleanor T. Loiacono

Information Systems and Quantitative Analysis Faculty Publications

Grounded in current theories of affect this study examines the role positive and negative moods play on the acceptance of a specialized telemedicine system for microbiology consultation and diagnostics, referred to as telepathology. From a laboratory experiment using microbiology laboratory assistants, the notion that healthcare users’ attitude is an important factor in the acceptance behavior of a healthcare information system is supported. A regression analysis of the data revealed the need to tailor the IS Technology Acceptance Model for the healthcare field. Specifically, our results show that ease of use which is thought to be a main antecedent of end-user …