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Full-Text Articles in Physical Sciences and Mathematics

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 …


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 …


Sense Of Place In Virtual World Learning Environments: A Conceptual Exploration, Vipin Arora, Deepak Khazanchi May 2010

Sense Of Place In Virtual World Learning Environments: A Conceptual Exploration, Vipin Arora, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

In this paper we conceptually explore the notion of sense of place and its potential use in the design of a ‗place for learning‘ in 3D immersive environments such as virtual worlds. We draw from earlier research in the fields of environmental psychology, social psychology and Human Computer Interaction. Our goal in this paper is to summarize the conceptual foundations that will form the basis for further empirical research aimed to inform institutions aspiring to create learning spaces in 3D virtual worlds.


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 …