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Virtual worlds for modeling complex processes between people and systems

Published: 01 November 2010 Publication History

Abstract

Virtual worlds, where thousands of people can interact simultaneously within the same simulated three-dimensional space, represent a frontier in social computing with critical implications for business, education, social sciences, technological sciences, and our society at large. Members participate in virtual worlds through graphical representations of themselves, i.e., their avatars. In a virtual world, through their avatars users can engage in rich interactions with each other and with their environment. They can build objects and they can exchange them for in-world money, sometimes exchangeable with real money. They can communicate through voice over a headset and microphone, they can use text chat, and they can communicate non-verbally with their avatars' gestures. They can navigate through the world by walking, running, driving vehicles, flying, and teleporting. All in all, they can "experience" the world through a rich variety of interactions with it, including dressing, changing their avatars' shapes, touching things, building and owning things, engaging in quests, doing sports, communicating, socializing and collaborating. This rich experience and the increased degree of immersion and engagement it enables create an opportunity for software systems that enable new forms of system-user interaction.

References

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Kim, H. M., Lyons, K., and Cunningham, M. A. 2008. Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications: Analysis of Ventures in Second Life, Journal of Virtual Worlds Research: Past, Present and Future, Vol. 1, No. 1, July 2008.
[2]
Kim, H. M., Lyons, K., and Cunningham, M. A. 2008. Towards a Framework for Evaluating Immersive Business Models: Evaluating Service Innovations in Second Life, Proceedings of the 41st Hawaii International Conference on System Sciences, Services Science Mini-Track, Jan 2008, 10 pages.
[3]
Lyons, K., Playford, C., Messinger, P. R., Niu, R. H., and Stroulia E. 2009. Business Models in Emerging Online Services, in Value Creation in E-Business Management, M. L. Nelson, M. J. Shaw, & T. J. Strader (Eds.), 15th Americas Conference on Information Systems, AMCIS 2009, SIGeBIZ track, San Francisco, California, August 2009, Selected Papers, 44--55.
[4]
Messinger, P. R., Ge, X., Stroulia, E., Lyons, K., Smirnov, K., & Bone, M. 2008. On the Relationship between My Avatar and Myself, Journal of Virtual Worlds Research: Consumer Behavior in Virtual Worlds, Vol. 1, No. 2.
[5]
Messinger, P. R., Stroulia, E., and Lyons, K. 2008. A Typology of Virtual Worlds: Historical Overview and Future Directions, Journal of Virtual Worlds Research, Vol. 1, No. 1, 2008.
[6]
Messinger, P. R., Stroulia, E., Lyons, K., Bone, M., Niu, A., Smirnov, K., & Perelgut, S. 2009. "New Directions for Social Computing in Virtual Worlds: Applications for Business and Social Sciences," Decision Support Systems, Vol. 47, Issue 3, 204--228.

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      cover image DL Hosted proceedings
      CASCON '10: Proceedings of the 2010 Conference of the Center for Advanced Studies on Collaborative Research
      November 2010
      482 pages

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      IBM Corp.

      United States

      Publication History

      Published: 01 November 2010

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      CASCON '10
      CASCON '10: Center for Advanced Studies on Collaborative Research
      November 1 - 4, 2010
      Ontario, Toronto, Canada

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      Overall Acceptance Rate 24 of 90 submissions, 27%

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