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Marktplatz Zur Koordinierung Und Finanzierung Von Open Source Software, Georg J.P. Link, Malvika Rao, Don Marti, Andy Leak, Rich Bodo Dec 2018

Marktplatz Zur Koordinierung Und Finanzierung Von Open Source Software, Georg J.P. Link, Malvika Rao, Don Marti, Andy Leak, Rich Bodo

Information Systems and Quantitative Analysis Faculty Publications

Open Source ist ein zunehmend beliebter Kollaborationsmechanismus für die Entwicklung von Software, auch in Unternehmen. Unsere Arbeit schafft die fehlende Verbindung zwischen Open Source Projekten, Unternehmen und Märkten. Ohne diese Verbindung wurden Koordinations- und Finanzierungsprobleme sichtbar, die zu schwerwiegenden Sicherheitslücken führen. In diesem Paper entwickeln wir acht Design Features, die ein Marktplatz für Open Source haben sollte, um diese Probleme zu beseitigen. Wir begründen jedes Design Feature mit den bestehenden Praktiken von Open Source und stellen einen Prototypen vor. Abschließend diskutieren wir, welche Auswirkungen die Einführung eines solchen Marktplatzes haben könnte.

Translation: Marketplace to Coordinate and Finance Open Source Software …


Exploring The Impact Of Technology Capabilities On Trust In Virtual Teams, Deepak Khazanchi Jan 2018

Exploring The Impact Of Technology Capabilities On Trust In Virtual Teams, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Publications

Purpose – In an environment of constant technological change, the use of virtual teams has become commonplace for many organizations. Virtual teams (VTs) bring together dispersed individuals with varying knowledge and skill sets to accomplish tasks. VTs rely heavily on information technology as the medium for communication and coordination of work. The issue of establishing and maintaining trust in VTs poses challenges for these dispersed workers. Previous research has established that higher trusting teams have better cooperation and experience improved outcomes. We hope to contribute to the literature on trust in VTs by exploring how technology can facilitate high trusting …


Creation Of A Conceptual Model For Adoption Of Mobile Apps For Shopping From E-Commerce Sites–An Indian Context, Vandana Ahuja, Deepak Khazanchi Aug 2016

Creation Of A Conceptual Model For Adoption Of Mobile Apps For Shopping From E-Commerce Sites–An Indian Context, Vandana Ahuja, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Publications

The changing marketing landscape has seen the advent and adoption of new tools like shopping apps for consumers. The conventional models which have studied Information Technology (IT) acceptance and adoption by consumers have found that adoption is a function of perceived usefulness and ease of usage. Other models have emphasised Quality, Enjoyment and Trust as significant determinants of the adoption of IT by consumers. Evolution in IT, changing consumer habits, changing demographics and consumer traits make it imperative to rethink pre-existing theories of acceptance and adoption of IT in the context of e-marketing. This paper focuses on the growth of …


Ethical Considerations For Virtual Worlds, Alanah Mitchell, Deepak Khazanchi Aug 2012

Ethical Considerations For Virtual Worlds, Alanah Mitchell, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

Metaverses, like Second Life and Teleplace, and the inherent technology capabilities that they offer continue to be of interest for researchers, practitioners, and educators. Due to this trend, and the uncertainty regarding immersive virtual experiences as contrasted with face-to-face experiences, there is a need to further understand the ethical challenges associated with this virtual context. This paper presents a starting point for discussing ethics in virtual worlds. Specifically, we review virtual worlds and their unique technology capabilities as well as the ethical considerations that arise due to these unique capabilities.


An Empirical Investigation Of Virtual World Projects And Metaverse Technology Capabilities, Dawn Owens, Alanah Davis, Deepak Khazanchi, Ilze Zigurs Feb 2011

An Empirical Investigation Of Virtual World Projects And Metaverse Technology Capabilities, Dawn Owens, Alanah Davis, Deepak Khazanchi, Ilze Zigurs

Information Systems and Quantitative Analysis Faculty Publications

Metaverses are immersive three-dimensional virtual worlds (VWs) where people interact with each other and their environment, using the metaphor of the real world but without its physical limitations. Unique technology capabilities of metaverses have the potential to enhance the conduct of virtual projects, but little is known about virtual worlds in this context. Virtual project teams struggle in meeting stated project outcomes due to challenges related to communication, shared understanding, and coordination. One way to address these challenges is to consider the use of emerging technologies, such as metaverses, to minimize the impact on virtual project teams. Applying a theoretical …


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.


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 …