Conference Paper

Using Virtual Worlds for Corporate Training.

Accenture Technol. Labs, Chicago, IL, USA
DOI: 10.1109/ICALT.2003.1215149 Conference: 2003 IEEE International Conference on Advanced Learning Technologies (ICALT 2003), 9-11 July 2003, Athens, Greece
Source: DBLP


We present virtual training worlds that are relatively low-cost distributed collaborative learning environments suitable for corporate training. A virtual training world allows a facilitator, experts and trainees communicating and acting in the virtual environment for practicing skills during collaborative problem solving. Using these environments is beneficial to both trainees and corporations. The design of a leadership training course is discussed in details.

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Available from: Valery Petrushin, Dec 19, 2013
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    • "Using virtual worlds for training is advantageous as it decreases the training budget, giving the flexibility for training schedule, and improves trainees' motivation [29]. It provides richer interactions whereby face to face communication is replicated more closely than in other mediums and users are allowed to replicate body language and gestures [30]. "
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    ABSTRACT: Educating users for effective disaster management skills can be a challenge that requires different levels of training support. While the training requirements can be different with respect to the contexts of managing different disaster types there can be generic training requirements that should be incorporated into all types of disaster management training. Another key aspect of disaster management training is to associate new tools and technologies that facilitate disaster management and relief work. Wireless sensor based disaster management is an emerging research area that promotes technology incorporation into different levels of disaster management tasks. In this work we explore the training for disaster management activities with wireless sensor networks. As the training platform we use a novel, yet increasingly popular and learner engaging, immersive environment OpenSim. In an OpenSim installation, a specialized training environment was developed to simulate several disaster scenarios and required wireless sensors. A set of users have successfully used the training environment and provided feedback. The next phase of the research is planned to produce a Massive Open Online Course (MOOC) to facilitate academics and students for disaster management training.
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    • "Several authors have called attention to the option of using virtual worlds for marketing of a firm's products and services, with a specific emphasis on connecting with a younger age cohort more attuned to IT-based entertainment (Castranova, 2001; Hobson, 2006; Catallo, 2008). Others have noted the potential for conducting corporate training exercises or distance learning in virtual world environments (Nebolsky et al., 2004; Newitz, 2006; Johnson & Levine, 2008). Building upon the interactive nature of virtual worlds, researchers have also highlighted the potential for collaboration between organizational members and strategic partners within these immersive environments (Talamo & Ligorio, 2001; LaBrosse, 2007; Adrian, 2008). "
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    ABSTRACT: In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations remain cautious in their acceptance and adoption of virtual environments. Since there is a dearth of academic literature on this facet of the virtual world phenomenon, this research aims to provide an assessment of executive perspectives on the potential impact of virtual worlds on businesses and the challenges that may be encountered in organizational application of such environments. To capture business-oriented perceptions of virtual worlds we analyzed, the reports of twenty-five business executives who recently spent considerable time training in and exploring Second Life, a popular online virtual environment. We identify and discuss seven tensions reflected in their assessment of the organizational role of virtual worlds, and situate these tensions in the prevailing computer-mediated communication discourse. Findings point to significant parallels with evaluative perspectives on earlier waves of Internet-based innovation, insights from the existing literature on computer-mediated communication, and an opportunity for theory generation through dialectical reasoning.
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    • "Few studies tackled leadership in MMOEs such as Yee's online " The Daedalus Project " (2003), Nebolsky et al.'s (2003) study of using virtual worlds for leadership training course design, and Williams et al.'s (2006) analysis of Guild Leaders in World of Warcraft™. All these studies were significant in the way they revealed the leadership behavior in MMOEs. "
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