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Proceedings of the 12th European Conference on Knowledge ...

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3. Social Virtual Worlds In Enterprises<br />

Klaus Bredl, Amrei Groß and Jane Fleischer<br />

C<strong>on</strong>trary to <str<strong>on</strong>g>the</str<strong>on</strong>g> rigid codificati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> knowledge elements in systems and platforms, <str<strong>on</strong>g>the</str<strong>on</strong>g> strategy <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

pers<strong>on</strong>alizati<strong>on</strong> within knowledge management (Hansen, Nohria and Tierney 1999) is gaining<br />

importance. Due to <str<strong>on</strong>g>the</str<strong>on</strong>g> introducti<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> Web 2.0 technology and social s<str<strong>on</strong>g>of</str<strong>on</strong>g>tware, this development,<br />

known as Enterprise 2.0 (Koch and Richter 2007), corresp<strong>on</strong>ds with a strategy <str<strong>on</strong>g>of</str<strong>on</strong>g> pers<strong>on</strong>alizati<strong>on</strong>,<br />

which is seeing an increase within enterprises.<br />

E.g. <str<strong>on</strong>g>the</str<strong>on</strong>g> staff <str<strong>on</strong>g>of</str<strong>on</strong>g> IBM (Fray Carey 2009) is already using <str<strong>on</strong>g>the</str<strong>on</strong>g> Sec<strong>on</strong>d Life GRID-Engine for internal<br />

cooperati<strong>on</strong> and learning processes. In <str<strong>on</strong>g>the</str<strong>on</strong>g> future, “Immersive Business Collaborati<strong>on</strong> Spaces (IBCS)“<br />

(Multiverse 2008) and “Enterprise Immersive Platforms” (Driver and Driver 2008) could be used<br />

enterprise-wide – not <strong>on</strong>ly by IBM, but by various o<str<strong>on</strong>g>the</str<strong>on</strong>g>r enterprises as well.<br />

In Fig. 1, you can see how <str<strong>on</strong>g>the</str<strong>on</strong>g> factor <str<strong>on</strong>g>of</str<strong>on</strong>g> immersi<strong>on</strong> could be embedded in a social s<str<strong>on</strong>g>of</str<strong>on</strong>g>tware model for<br />

use in organizati<strong>on</strong>s (Bredl 2009).<br />

Low Degree<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g><br />

Immersi<strong>on</strong><br />

Informati<strong>on</strong><br />

C<strong>on</strong>tent and<br />

Informati<strong>on</strong><br />

Management<br />

Strategy<str<strong>on</strong>g>of</str<strong>on</strong>g><br />

Codifcati<strong>on</strong><br />

Strategy <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

Codifcati<strong>on</strong><br />

CMS,<br />

DMS<br />

Wiki<br />

Communicati<strong>on</strong><br />

Management<br />

Weblog<br />

Online-Forum<br />

Collaborati<strong>on</strong><br />

Groupware<br />

Social<br />

Tagging<br />

Virtual<br />

Community<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g> Practice<br />

Digital<br />

Social<br />

Network<br />

Community<br />

Management<br />

Avatar<br />

Virtual<br />

Worlds<br />

Strategy<str<strong>on</strong>g>of</str<strong>on</strong>g><br />

Pers<strong>on</strong>alisati<strong>on</strong><br />

Strategy <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

Pers<strong>on</strong>alisati<strong>on</strong><br />

Human<br />

(Social)<br />

Presence<br />

Management<br />

Figure 1: Crystal (Xtal-)-Model – Immersi<strong>on</strong> in Social Media<br />

Research Approaches for Immersive <strong>Knowledge</strong>-Based Virtual Envir<strong>on</strong>ments<br />

High Degree<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g><br />

Immersi<strong>on</strong><br />

The advantages <str<strong>on</strong>g>of</str<strong>on</strong>g> immersi<strong>on</strong> and networking and <str<strong>on</strong>g>the</str<strong>on</strong>g> actual knowledge gain through <str<strong>on</strong>g>the</str<strong>on</strong>g> use <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

virtual worlds exceed <str<strong>on</strong>g>the</str<strong>on</strong>g> potential costs, al<strong>on</strong>e because <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> amount <str<strong>on</strong>g>of</str<strong>on</strong>g> time and travel that are<br />

saved. To be c<strong>on</strong>sidered for <str<strong>on</strong>g>the</str<strong>on</strong>g> applicati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> MUVES, according to Bartle (2003):<br />

The degree <str<strong>on</strong>g>of</str<strong>on</strong>g> (social) distance between <str<strong>on</strong>g>the</str<strong>on</strong>g> participants in a learning envir<strong>on</strong>ment could be<br />

regarded as diminishing thanks to a growing immersi<strong>on</strong> in 3D envir<strong>on</strong>ments.<br />

The more or less unlimited possibilities <str<strong>on</strong>g>of</str<strong>on</strong>g> interacti<strong>on</strong> compared to c<strong>on</strong>venti<strong>on</strong>al informati<strong>on</strong> and<br />

communicati<strong>on</strong> systems could be fur<str<strong>on</strong>g>the</str<strong>on</strong>g>r objectives <str<strong>on</strong>g>of</str<strong>on</strong>g> research.<br />

Changing <str<strong>on</strong>g>the</str<strong>on</strong>g> user’s own identity by appearance <str<strong>on</strong>g>of</str<strong>on</strong>g> diversity (ethnicity, gender) brings <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

possibility <str<strong>on</strong>g>of</str<strong>on</strong>g> an<strong>on</strong>ymity and <str<strong>on</strong>g>the</str<strong>on</strong>g>refore equality in <str<strong>on</strong>g>the</str<strong>on</strong>g> knowledge process.<br />

The feeling <str<strong>on</strong>g>of</str<strong>on</strong>g> being present toge<str<strong>on</strong>g>the</str<strong>on</strong>g>r with o<str<strong>on</strong>g>the</str<strong>on</strong>g>r learners in <str<strong>on</strong>g>the</str<strong>on</strong>g> learning field is possibly <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

str<strong>on</strong>gest factor in how immersi<strong>on</strong> is perceived in <str<strong>on</strong>g>the</str<strong>on</strong>g> learning setting <str<strong>on</strong>g>of</str<strong>on</strong>g> a virtual world. This is<br />

also potentiated by <str<strong>on</strong>g>the</str<strong>on</strong>g> o<str<strong>on</strong>g>the</str<strong>on</strong>g>r users’ reacti<strong>on</strong>s to <str<strong>on</strong>g>the</str<strong>on</strong>g> digital self, which increases <strong>on</strong>e’s own<br />

presence and participati<strong>on</strong> within <str<strong>on</strong>g>the</str<strong>on</strong>g> MUVE.<br />

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