Open Access. Powered by Scholars. Published by Universities.®

Physical Sciences and Mathematics Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 8 of 8

Full-Text Articles in Physical Sciences and Mathematics

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 …


My Guild, My Team: Applying The Technology Capabilities Of Massively Multiplayer Online Games To Virtual Project Teams, Dawn Owens, Deepak Khazanchi May 2009

My Guild, My Team: Applying The Technology Capabilities Of Massively Multiplayer Online Games To Virtual Project Teams, Dawn Owens, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

Millions of people are playing Massively Multiplayer Online Games (MMOGs), a computer game genre where thousands of players interact daily in highly complex virtual world environments. These players self-organize, develop skills, and acquire various roles. MMOGs appear to mirror the complexity of the business context while offering unique technology capabilities that appear to encourage group participation and emergent leadership. Managing a remote workforce across different time zones, geography and culture requires effective virtual collaboration and management of communication, coordination challenges and control issues. Therefore, the purpose of this paper is to explore the unique technology capabilities of MMOGs and propose …


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 …


Does Mutual Knowledge Affect Virtual Team Performance? Theoretical Analysis And Anecdotal Evidence, Alanah Davis, Deepak Khazanchi Oct 2007

Does Mutual Knowledge Affect Virtual Team Performance? Theoretical Analysis And Anecdotal Evidence, Alanah Davis, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Publications

This paper describes the concept of mutual knowledge and its potential impact on virtual team performance. Based on an analysis of extant literature, we argue that there is a gap in our understanding of what is known about mutual knowledge as it impacts team dynamics and virtual team performance. Supporting literature, anecdotes, and case studies are used to discuss the importance of mutual knowledge for virtual team performance and the research issues that need to be addressed in the future.


The Influence Of Transactive Memory On Mutual Knowledge In Virtual Teams: A Theoretical Proposal, Alanah Davis, Deepak Khazanchi May 2007

The Influence Of Transactive Memory On Mutual Knowledge In Virtual Teams: A Theoretical Proposal, Alanah Davis, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

Advancements in information technologies (IT) have enabled the ability to exchange knowledge within and across organizations through virtual teams. However, the ability to effectively communicate and share knowledge in virtual settings can become a difficult task due to the complex nature of both the virtual context and the technology used to support them. This paper argues that transactive memory theory can explain how mutual knowledge enhances virtual team performance. We present a conceptual model and theoretical propositions for the study of the relationship between transactive memory and mutual knowledge in virtual teams.


Mutual Knowledge And Its Impact On Virtual Team Performance, Alanah Davis, Deepak Khazanchi May 2006

Mutual Knowledge And Its Impact On Virtual Team Performance, Alanah Davis, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

This paper describes the notion of mutual knowledge and its potential impact on virtual team performance. Based on a review of the literature, including proponents and opponents for the concept of mutual knowledge in group interaction, we suggest that there is a gap in our understanding of what is known about mutual knowledge as it impacts team dynamics and ultimately virtual team performance. We conclude the paper by discussing the importance of mutual knowledge for virtual team performance and the research issues that need to be addressed in this domain.