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

Physical Sciences and Mathematics Commons

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

Databases and Information Systems

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

Virtual worlds

Publication Year

Articles 1 - 3 of 3

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.


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 …