Abstract
Virtual Worlds (or virtual environments) are becoming more popular than ever before, transforming the global business environment. These new Virtual Environment Platforms offer employees opportunities towards powerful computing and data analysis. The current study presents the various practices of Virtual Worlds, examines available platforms, proposes best practices and implements a Virtual World by adopting its technologies in an Energy Sector Company in Cyprus. Further, by analyzing data collected in focus groups, this work, examines how managers may be motivated and whether they are ready to overcome concerns that have to do with the business value and prospective gains when a business adopts virtual worlds as a venue for learning. The findings of this work are expected to assist companies who wish to develop an Open Source Virtual World Platform.
Original language | English |
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Title of host publication | Proceedings of 2017 IEEE Global Engineering Education Conference, EDUCON 2017 |
Publisher | IEEE Computer Society |
Pages | 1747-1754 |
Number of pages | 8 |
ISBN (Electronic) | 9781509054671 |
DOIs | |
Publication status | Published - 7 Jun 2017 |
Event | 8th IEEE Global Engineering Education Conference, EDUCON 2017 - Athens, Greece Duration: 25 Apr 2017 → 28 Apr 2017 |
Other
Other | 8th IEEE Global Engineering Education Conference, EDUCON 2017 |
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Country/Territory | Greece |
City | Athens |
Period | 25/04/17 → 28/04/17 |
Keywords
- Open Simulators
- Second Life
- Social Technologies
- Virtual Worlds
- Web 2.0