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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

V-business in the 3D Internet : The Future Outlook for Business Activities in Virtual Worlds

Günes, Pinar, Franzén, Jenny January 2008 (has links)
<p>Information technology is rapidly changing and companies are amending to the inevitable changes. Recently, the traditional Internet has started to evolve into a 3D Internet, thereby challenging companies into becoming more active in virtual worlds in order to keep up with the latest technology. In this thesis, the virtual world environment is highlighted from a v-business perspective to emphasize on potential opportunities and problems businesses face when entering virtual worlds. Moreover, the future outlook for v-business in virtual worlds is discussed, based on interviews with companies that are active in virtual worlds jointly with observed phenomenon identified in the literature study. Since Second Life is one of the largest and most recognized virtual worlds up to present, having a resemblance with the real world, this virtual world has been selected to pose as an example in this thesis. Taking this into consideration, the aim of this research is to answer the following research questions:</p><p>* What kind of value has v-business added to companies operating in virtual worlds and what kind of impact has it had?</p><p>* What kind of complexities and restrictions have companies experienced with v-business in virtual worlds, and why have these occurred?</p><p>* What does the future look like for v-business in virtual worlds considering opportunities and problems related to such a business approach?</p><p>Consequently, the purpose of this thesis is to examine the future outlook for v-business in virtual worlds, by investigating what opportunities and problems companies face in such a virtual setting, along with their predictions about its future development. Based on these findings an outline of the prospects of v-business will be developed.</p><p>Given that the area of this particular study is not yet broad in terms of research, the research has been conducted through an inductive approach using a qualitative method. Seven companies have been interviewed for this research and a majority of the company respondents have been interviewed through real-time communication using Skype.</p><p>The outcome of this research implies that there is great potential for v-business in virtual worlds, hence adding additional value to companies’ positioning on a yet unique environment. A number of possibilities have been identified where communication was identified as a major opportunity. In contrast, there are also current problems where technical restraints and comprehension problems were especially emphasized. However, in spite of some problems, companies report that they are in general very positive about the future outlook for v-business in virtual worlds, which is one of the reasons as to why we conclude that there is definitely a future awaiting for doing business in virtual worlds.</p>
2

V-business in the 3D Internet : The Future Outlook for Business Activities in Virtual Worlds

Günes, Pinar, Franzén, Jenny January 2008 (has links)
Information technology is rapidly changing and companies are amending to the inevitable changes. Recently, the traditional Internet has started to evolve into a 3D Internet, thereby challenging companies into becoming more active in virtual worlds in order to keep up with the latest technology. In this thesis, the virtual world environment is highlighted from a v-business perspective to emphasize on potential opportunities and problems businesses face when entering virtual worlds. Moreover, the future outlook for v-business in virtual worlds is discussed, based on interviews with companies that are active in virtual worlds jointly with observed phenomenon identified in the literature study. Since Second Life is one of the largest and most recognized virtual worlds up to present, having a resemblance with the real world, this virtual world has been selected to pose as an example in this thesis. Taking this into consideration, the aim of this research is to answer the following research questions: * What kind of value has v-business added to companies operating in virtual worlds and what kind of impact has it had? * What kind of complexities and restrictions have companies experienced with v-business in virtual worlds, and why have these occurred? * What does the future look like for v-business in virtual worlds considering opportunities and problems related to such a business approach? Consequently, the purpose of this thesis is to examine the future outlook for v-business in virtual worlds, by investigating what opportunities and problems companies face in such a virtual setting, along with their predictions about its future development. Based on these findings an outline of the prospects of v-business will be developed. Given that the area of this particular study is not yet broad in terms of research, the research has been conducted through an inductive approach using a qualitative method. Seven companies have been interviewed for this research and a majority of the company respondents have been interviewed through real-time communication using Skype. The outcome of this research implies that there is great potential for v-business in virtual worlds, hence adding additional value to companies’ positioning on a yet unique environment. A number of possibilities have been identified where communication was identified as a major opportunity. In contrast, there are also current problems where technical restraints and comprehension problems were especially emphasized. However, in spite of some problems, companies report that they are in general very positive about the future outlook for v-business in virtual worlds, which is one of the reasons as to why we conclude that there is definitely a future awaiting for doing business in virtual worlds.
3

Overcoming the Barrier: Virtual Learning : The Impact of learning in Second Life in Higher Education

Günes, Pinar January 2008 (has links)
<p><!--[if !mso]> <object classid="clsid:38481807-CA0E-42D2-BF39-B33AF135CC4D" id=ieooui></object><mce:style><! st1\:*{behavior:url(#ieooui) } --></p><p>Traditional education have for long been remaining without major changes made to the actual system. Up until very recently, there has been reluctance towards making fundamental and dramatic changes to the system, but as societies change and develop by mirroring on past experiences, new minds and new ways of thinking emerge suggesting changes and new developments. Consequently, new educational approaches such as e-learning and virtual learning have emerged.</p><p>Lately, technology has been transforming and developing than ever before and the demand for modifying accordingly to new technology has become a prerequisite for all industries and institutions. Already with e-learning, a derived concept is worthy of notice. Authenticity, meaning validity and accuracy, has been imposed as one major issue when it comes to e-learning, and also v-learning.</p><p>The main goal of this thesis is to present answers and suggestions to the following research questions:</p><p>Ø  What value does a virtual education method create for the students?</p><p>Ø  What implications are there for an education through Second Life and what is the significance of such an environment?</p><p>Ø  What are the main auxiliary instruments or tools that enhance authenticity and the achievement of high presence in a virtual environment?</p><p>This research adopted an inductive approach using a qualitative research. The characterizations of knowledge used were descriptive knowledge, normative knowledge, explanatory research and evaluating research for the respective research questions. As a result of collaborating with Kalmar University, Sweden’s first Second Life course <em>“Oral Production” </em>was observed and to intensify the results, an interview was held with the course’s lecturer. The results were thereon analyzed and scrutinized based on the Empirical Findings, Theoretical Framework – consisting of mainly pedagogical theories and of articles concerning virtual learning environments.</p><p>The conclusion of this research entails the answers for the research questions. An education via a virtual environment is a development of e-learning, which is an enhancement of a traditional physical education. All students are persuaded to be active and participate in learning, which also promotes interconnectedness between students and teacher. Students can do role-playing and do presentations without feeling embarrassed about their “real” identities being represented. Main auxiliary instruments include virtual presentation boards, audio to communicate with each other and the avatar to direct the speech. Additionally, to enhance high presence in a virtual environment, involving all students with creative exercises seems to be another means in achieving high presence in a virtual environment.</p><p> </p>
4

Overcoming the Barrier: Virtual Learning : The Impact of learning in Second Life in Higher Education

Günes, Pinar January 2008 (has links)
<!--[if !mso]> <object classid="clsid:38481807-CA0E-42D2-BF39-B33AF135CC4D" id=ieooui></object><mce:style><! st1\:*{behavior:url(#ieooui) } --> Traditional education have for long been remaining without major changes made to the actual system. Up until very recently, there has been reluctance towards making fundamental and dramatic changes to the system, but as societies change and develop by mirroring on past experiences, new minds and new ways of thinking emerge suggesting changes and new developments. Consequently, new educational approaches such as e-learning and virtual learning have emerged. Lately, technology has been transforming and developing than ever before and the demand for modifying accordingly to new technology has become a prerequisite for all industries and institutions. Already with e-learning, a derived concept is worthy of notice. Authenticity, meaning validity and accuracy, has been imposed as one major issue when it comes to e-learning, and also v-learning. The main goal of this thesis is to present answers and suggestions to the following research questions: Ø  What value does a virtual education method create for the students? Ø  What implications are there for an education through Second Life and what is the significance of such an environment? Ø  What are the main auxiliary instruments or tools that enhance authenticity and the achievement of high presence in a virtual environment? This research adopted an inductive approach using a qualitative research. The characterizations of knowledge used were descriptive knowledge, normative knowledge, explanatory research and evaluating research for the respective research questions. As a result of collaborating with Kalmar University, Sweden’s first Second Life course “Oral Production” was observed and to intensify the results, an interview was held with the course’s lecturer. The results were thereon analyzed and scrutinized based on the Empirical Findings, Theoretical Framework – consisting of mainly pedagogical theories and of articles concerning virtual learning environments. The conclusion of this research entails the answers for the research questions. An education via a virtual environment is a development of e-learning, which is an enhancement of a traditional physical education. All students are persuaded to be active and participate in learning, which also promotes interconnectedness between students and teacher. Students can do role-playing and do presentations without feeling embarrassed about their “real” identities being represented. Main auxiliary instruments include virtual presentation boards, audio to communicate with each other and the avatar to direct the speech. Additionally, to enhance high presence in a virtual environment, involving all students with creative exercises seems to be another means in achieving high presence in a virtual environment.

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