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VIRTUAL WORLDS ARE THEY STILL ‘IN’ OR ‘OUT’ FOR BUSINESS APPLICATIONS? Greenwich Team 4 Alexandra Bayet Christina Alvarado Atman Bhesdadiya Anastasia Toumazou Daniel Marczinek Jargalan Amarsaikhan

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1. VIRTUAL WORLDSARE THEY STILL IN OR OUT FOR BUSINESS APPLICATIONS? Greenwich Team 4 Alexandra Bayet Christina Alvarado Atman Bhesdadiya Anastasia Toumazou Daniel Marczinek Jargalan Amarsaikhan 2. Collaboration Sessions T-Systems MMS 3. Sales Miss Sixty 4. Recruitment- German Military(Bundeswehr) in Habbo 5. Education Edinburgh University 6. Corporate Training - IBM 7. Service and Product Development StarwoodHotel 8. Medical Training 9. Brand development, Advertising &Customer Feedback 10. Training & Learning IBM Academy Of Technology 11. Hybrid Virtual and Real World Events -CEBIT 12. Recruitment T Systems 13. New employee orientation 14. Facilities Management- Palomar Hospital 15. Simulation 16. IBM Testimonials on Virtual WorldsAthina Chimaridou - IBM Employee CyprusYou can hear live the teacher speaking, you can raise your hand to ask a question or you can text your question . You cannot see the pictures of the participants, but there is a list with the names of the participants. I found the environment very interesting.George Georgiou IBM Director Cyprus" In the future due to the economic crisis we might use it to manage teams"" IBMs motivation/innovation for second life started during the Olympics in Beijing " Sky is the limit 17. One Company 6 Virtual Worlds - IBMPlatform Selection considerations Use in IBM EnterpriseActive Worlds Scalable EventsForterra OLIVE Quick on-boarding Pilot deployment for early adopters includes team meetings and small events Pre-built spaces and presentation facilities Voice integrationOpenSim Familiar interface for Second Life users Meetings and small events Team brainstorming Wide scope for IBM community involvement and Community building contribution Language translation 2D-3D integration BSD licensing means anyone can get involved in development Interoperability between regions Data center modeling and managementSecond Life Publicly accessible and familiar to some users Events and meetings Employee orientation Scalable Learning Business rehearsals Voice integration Serious games Systems management Interoperability with OpenSimTorque Simple interface Remote mentoring Quick on-boarding Small events High fidelity Brainstorming Low workstation requirements 2D-3D integration Control for 2D integration Data center modelingUnity3D Web browser based deployment Proof-of-concepts to demonstrate 2D-3D integration and Light weight and customizable interoperability between worlds 18. ISSUES Technological unreliable systems incompatible networks Slow broadband slow computers traffic congestions redesign of entire information system may be necessary IT security Legal Confidentiality Ethics Copyright infringement 19. ISSUES Organisational Less loyalty Less real-world interaction Lack of control Limited target audience Viability Cultural George Kyriakoullis Computer Scientist DITS Officer Lack non-verbal cues " It is addictive as hell Identity problem Addiction 20. BENEFITS Help to establish trust Help to overcome geographical distances Increase knowledge resources and capabilities Enable 24 hour learning Help to prevent real-life errors Time saving Michalis Simillis Computer Scientist DITS Officer " Disabled people can play as otherwise could not experience the war!" 21. BENEFITS Green workplace Real-time Immersive Cost saving Efficient Effective Highly involving 22. REFERENCESKimble, Chris, Barlow, Alexis and Li, Feng, Effective Virtual Teams through Communities of Practice (September 2000). Strathclyde Business SchoolManagement Science Working Paper No. 2000/9. pp, 5-13Available at SSRN: http://ssrn.com/abstract=634645 orhttp://dx.doi.org/10.2139/ssrn.634645Seshasai, Satwik, Malter, Alan J. and Gupta, Amar, The Use of Information Systems in Collocated and Distributed Teams: A Test of the 24-HourKnowledge Factory (September 21, 2006). Eller College of Management Working Paper No. 1034-06. Pp, 10-32. Available at SSRN:http://ssrn.com/abstract=935106 or http://dx.doi.org/10.2139/ssrn.935106OECD (2011), Virtual worlds: IMMERSIVE ONLINE PLATFORMS FOR COLLABORATION, CREATIVITY AND LEARNING.OECDDIGITAL ECONOMY PAPERS, No 184. OECD Publishing. Available at: http://search.proquest.com/docview/874045972?accountid=78988Centaur Communications Ltd (2007), GLOBAL TRENDS?- VIRTUAL B2B: You only live twice. Brand Strategy, 14-15. Available at:http://search.proquest.com/docview/224179527?accountid=78988Saggi Nevo, Dorit Nevo and Erran Carmel (2012). Unlocking the Business Potential of Virtual Worlds MITSloan Management Review. Accessed in19th April 2011at http://sloanreview.mit.edu/the-magazine/2011-spring/52311/unlocking-the-business-potential-of-virtual-worlds/Sherman Aliza (2011) Virtual Worlds: Immersive Training, Collaboration and Meetings GigaOM. Accessed on 19th April, 2012 athttp://gigaom.com/collaboration/virtual-environments-for-training-collaboration-and-meetings/Ives and Junglas (2008). APC Forum: Business Implications of Virtual Worlds and Serious Gaming. MIS Quarterly Executive Vol. 7 No. 3 / Sep 2008. (PDF).