Showing posts with label Virtual Worlds. Show all posts
Showing posts with label Virtual Worlds. Show all posts

Monday, October 8, 2012

Paper: Sustaining the future through virtual worlds


Paper "Sustaining the future through virtual worlds" has been accepted at Annual Australasian Society for Computers in Learning in Tertiary Education Conference (ASCILITE), 2012, results of educational survey put together by Susan Gregory at UNE, with me as one of many authors.  Paper is here.

Abstract: Virtual worlds continue to be used in Australia and New Zealand higher education institutions although the hype has settled. Whilst some higher education institutions continue to use virtual worlds as they have done for some time, other institutions are trialing different virtual worlds and some are opting out altogether. An overview of how 46 authors from 28 institutions see virtual worlds as an opportunity to sustain the future of higher education is presented. The positives and negatives of using virtual worlds are discussed.

Ross

Tuesday, June 12, 2012

Paper: Evaluation of an Augmented Reality Collaborative Process Modelling System

Just had our paper "Evaluation of an Augmented Reality Collaborative Process Modelling System" accepted for CyberWorlds 2012 in Darmstadt, run by Fraunhofer IGD.

Paper is found here.

Abstract - Identifying, modelling and documenting business processes usually requires the collaboration of many stakeholders that may be spread across companies in inter-organizational business settings. While there are many process modelling tools available, the support they provide for remote collaboration is still limited. This paper investigates the application of virtual environment and augmented reality technologies to remote business process modelling, with an aim to assisting common collaboration tasks by providing an increased sense of immersion in a shared workspace. We report on the evaluation of a prototype system with five key informants. The results indicate that this approach to business process modelling is suited to remote collaborative task settings, and stakeholders may indeed benefit from using augmented reality interfaces.

Ross

Paper: Assisting ICU training management with virtual worlds

Have just had an invited paper "Assisting ICU training management with virtual worlds," accepted for ICU-Management, the official management voice of the ‘International Symposium on Intensive Care and Emergency Medicine’ (ISICEM).  In this paper, we have focussed on benefits to the management of ICU training that can occur from 3D Virtual Worlds.

Submitted version of paper can be found here.

Abstract - Conventional training methods for nurses involve many physical factors that place limits on potential class sizes. Alternate training methods with lower physical requirements may support larger class sizes, but given the tactile quality of nurse training, are most appropriately applied to supplement the conventional methods. However, where the importance of physical factors are periphery, such alternate training methods can provide an important way to increase upper class-size limits and therefore the rate of trained nurses entering the important role of critical care. A major issue in ICU training is that the trainee can be released into a real-life intensive care scenario with sub optimal preparation and therefore a level of anxiety for the student concerned, and some risk for the management level nurses, as patient safety is paramount. This lack of preparation places a strain on the allocation of human and non-human resources to teaching, as students require greater levels of supervision. Such issues are a concern to ICU management, as they relate to nursing skill development and patient health outcomes, as nursing training is potentially dangerous for patients who are placed in the care of inexperienced staff. As a solution to this problem, we present a prototype ICU handover training environment that has been developed in a socially interactive virtual world. Nurses in training can connect remotely via the Internet to this environment and engage in collaborative ICU handover training classes.

Ross

Wednesday, February 29, 2012

Paper: Virtual worlds as a model-view approach to the communication of business processes models

A paper by my PhD student Hanwen Guo has just been accepted for the CAiSE 2012 Forum (old ERA A). The paper can be found here.

Well done Hanwen!

Title: Virtual worlds as a model-view approach to the communication of business processes models.

Abstract: The improvement and optimization of business processes is one of the top priorities in an organization. Although process analysis methods are mature today, business analysts and stakeholders are still hampered by communication issues. That is, analysts cannot effectively obtain accurate business requirements from stakeholders, and stakeholders are often confused about analytic results offered by analysts. We argue that using a virtual world to model a business process can benefit communication activities. We believe that virtual worlds can be used as an efficient model-view approach, increasing the cognition of business requirements and analytic results, as well as the possibility of business plan validation. A healthcare case study is provided as an approach instance, illustrating how intuitive such an approach can be. As an exploration paper, we believe that this promising research can encourage people to investigate more research topics in the interdisciplinary area of information system, visualization and multi-user virtual worlds.

Wednesday, February 8, 2012

Paper: Design and implementation of a virtual world training simulation of ICU first hour handover processes

Just had a journal paper accepted with the Australian Critical Care Journal. This is part of our collaboration with Professor Ian Baldwin at Austin Health in Melbourne, Australia, and the Smart Services CRC. This system simulates nurse to nurse ICU shift handover processes, and is being used at Austin Health as a teaching tool for postgraduate nurses. Eprint of journal paper is here.

Abstract
Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences; especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training.

Ross

Tuesday, November 8, 2011

Paper: Virtual world process perspective visualization

Just had a paper accepted for eKNOW in Valencia, Spain in Jan 2012. This is the first output of a collaboration I have with Johannes Herter and Daniel Eichhorn at Karlsruhe Institute of Technology.





Abstract: Product Lifecycle Management has been developed as an approach to providing timely engineering information. However, the number of domain specializations within manufacturing makes such information communication disjointed, inefficient and error-prone. In this paper we propose an immersive 3D visualization of linked domain- specific information views for improving and accelerating communication processes in Product Lifecycle Management. With a common and yet understandable visualization of several domain views, interconnections and dependencies become obvious. The conceptual framework presented here links domain-specific information extracts from Product Lifecycle Management systems with each other and displays them via an integrated 3D representation scheme. We expect that this visualization framework should support holistic tactical decision making processes between domain-experts in operational and tactical manufacturing scenarios.

Ross

Friday, July 8, 2011

Paper: A Prototype Augmented Reality Collaborative Process Modelling Tool

We have had a BPM 2011 Demo paper accepted describing our new augmented reality process modelling prototype. A copy of the paper is available here. A video of the prototype is available here.

This work is the product of an Honours project by my new PhD student Erik Poppe. He will be continuing this work in his PhD project, supported by a scholarship from the Smart Services CRC.

Well done Erik!

Abstract at end of post.

Ross

Abstract.

Identifying, modelling and documenting business processes usually requires the collaboration of many stakeholders that may be spread across companies in inter-organizational business settings. While there are many process modelling tools available, the support they provide for remote collaboration is still limited. This demonstration showcases a novel prototype application that implements collaborative virtual environment and augmented reality technologies to improve remote collaborative process modelling, with an aim to assisting common collaboration tasks by providing an increased sense of immersion in an intuitive shared work and task space. Our tool is easily deployed using open source software, and commodity hardware, and is expected to assist with saving money on travel costs for large scale process modelling projects covering national and international centres within an enterprise.

Friday, June 24, 2011

Paper: Human resource behaviour simulation in business processes

Our PhD student Hanwen Guo has been busily working away on simulating human agent behaviours with regards to workflow systems such as YAWL. He has now developed and tested an HTN-based set of agents for testing resource models in virtual worlds. Preliminary results are available in an ISD (Era A) conference paper here, applied to a health care workflow scenario.

Well done Hanwen!

Ross

Abstract

The structure and dynamics of a modern business environment are very hard to model using traditional methods. Such complexity raises challenges to effective business analysis and improvement. The importance of applying business process simulation to ana- lyze and improve business activities has been widely recognized. However, one remaining challenge is the development of approaches to human resource behavior simulation. To ad- dress this problem, we describe a novel simulation approach where intelligent agents are used to simulate human resources by performing allocated work from a workflow manage- ment system. The behavior of the intelligent agents is driven a by state transition mechan- ism called a Hierarchical Task Network (HTN). We demonstrate and validate our simulator via a medical treatment process case study. Analysis of the simulation results shows that the behavior driven by the HTN is consistent with design of the workflow model. We be- lieve these preliminary results support the development of more sophisticated agent-based human resource simulation systems.

Thursday, June 23, 2011

CFP: Cultures in Virtual Worlds

Cultures in virtual worlds
A special issue of the New Review of Hypermedia and Multimedia

Guest-edited by Jeremy Hunsinger and Adrienne Massanari

Virtual worlds (VW) embody cultures, their artefacts, and their praxes; these new and old spaces of imagination and transformation allow humans to interact in spatial dimensions. Within these spaces, culture manifests with the creation, representation, and circulation of meaningful experiences. But virtual worlds are not novel in that regard, nor should we make the mistake to assume that they are novel in themselves. Virtual experiences have been around in some respect for hundreds of years, and virtual worlds based in information technology have existed for at least 40 years. The current generation of virtual worlds, with roots over four decades old in studies of virtual reality, computer supported cooperative work (CSCW), sociology, cultural studies, and related topics, provide for rich and occasionally immersive environments where people become enculturated within the world sometimes as richly as the rest of their everyday lives.

We seek research that encounters and investigates cultures in virtual worlds in its plurality and in its richness. To that end, we invite papers covering the breadth of the topic of cultures in and of virtual worlds.

Some possible areas/approaches of inquiry:

1. How culture of virtual worlds affect relationships
2. VW interfaces and culture/s
3. Hidden subcultures/communities in virtual worlds
4. Ages and VW cultures
5. Emic and etic experiences of virtual worlds
6. Producing VW cultures
7. Traditional cultural/critical studies inquiries of VWs
8. Transnational or cosmopolitan cultures in/of VWs

While all forms of scholarship and research are welcome, we prefer theoretically and empirically grounded studies. We seek a Special Issue that exemplifies methodological pluralism and scholarly diversity. The use of visual evidence and representations is also encouraged. We especially seek pieces that investigate virtual worlds that have received little scholarly attention.

Submission guidelines

This special issue is Guest-Edited by Jeremy Hunsinger (Virginia Tech) and Adrienne Massanari (Loyola University Chicago). Queries regarding the Special Issue should be directed to them at jhuns@vt.edu and amassanari@luc.edu. The Guest-Editors welcome contributions from both new researchers and those who are more well-established. Submitted manuscripts will be subject to peer review.

Length of papers will vary as per disciplinary expectations, but we encourage articles of around 7000 words (longer articles may be possible, if warranted). Short discussion papers of around 3000 words on relevant subjects are also welcomed as 'Technical Notes'. Detailed author submission guidelines are available online at http://www.tandf.co.uk/journals/journal.asp?issn=1361-4568&linktype=44.

Papers must be submitted via the journal’s online submissions system: http://mc.manuscriptcentral.com/tham Please indicate that your submission is for the Special Issue on Culture in Virtual Worlds.

The special issue will be published in summer 2012.

Important dates:

November 11, 2011 Paper submission deadline
February 10, 2012 Author notification
May 5, 2012 Final copy due
Summer 2012 Publication


Jeremy Hunsinger
Center for Digital Discourse and Culture
Virginia Tech

Sunday, May 29, 2011

Journal Paper: Using virtual worlds for collaborative business process modeling

Have uploaded a new journal paper I have written with Jan Recker and Stephen West, published at the Journal of Business Process Management, "Using virtual worlds for collaborative business process modeling."

Ross

Sunday, April 24, 2011

Video: SIOP 2011 Presentation

This is a video of a slide show I prepared for the 2011 annual conference of the Society for Industrial & Organisational Psychology (SIOP).

A session was being run by Richard Landers on Virtual Worlds, and this video was presented in place of my physical presence, as I was unable to attend.

The video presents a short preview of my work, with some (naive) references to Organisational Psychology.

Ross

Sunday, February 20, 2011

Video: SSCRC Austin ICU Handover

Video showing the results of our collaboration with the Smart Services CRC and Austin Health. We created an environment for nurses to learn ICU Shift Handover processes. Shift handover processes in an ICU involve a briefing meeting with ward nurses, and then a bedside handover of patient care information to the nurse starting the next shift. The bedside discussion involves a physical check of the patient, and then a check of the congruency of the ICU support machinery with perceived patient status. A plan of care is then developed for the patient for the shift.

This simulation will allow students to remotely practice their handover skills, thus freeing up expensive resources at teaching hospitals, enabling them to be at a higher skill level when they commence live training. An interface is provided for educators to develop multiple scenarios for a complete training course.

Smart Services CRC - www.smartservicescrc.com.au
Austin Health - www.austin.org.au

Ross

Tuesday, December 7, 2010

Justification: SimOnAStick

A while back in March this year, I blogged about how you can store a virtual world on a USB stick, and distribute it, just like a word document for commenting. This was intended as an article to break down the notion that you always have to think of a virtual world as a cloud service, it can be considered to be just like a local document that can be annotated.

Well, there is now a web site call SimOnAStick, where they literally provide a distribution of OpenSim and the Impromptu Viewer to fit onto a USB stick.

I told you I was right. :-)

Ross

Friday, December 3, 2010

Disruptive Business Model: Level Editing

In my work I have lots of conversations with companies that consume 3D visualisation technology. I am noticing that these companies have a habit of investing in such systems using a business approach of purchasing the visualisation as one large artifact, lock stock and barrel, and in the process being charged exorbitant amounts of money for every modification and new feature to be adde. In addition, some of the extensions are to me trivial, and not worth the money paid.

This reminds me of the old school processes used in software production, when I was a callow youth at La Trobe University in the late eighties. It was noted then that bespoke creation of software was prohibitively expensive, and that new packages were being created to facilitate the easier and cheaper process of "configuring" a shrink wrapped package to be the company's information system, especially for small enterprises.

I teach a lot of students in games project units at QUT, where students will take the position of a level designer for the project team. Once content is created by the animators/artists to fulfil the look and feel of a game design, it can then be reconfigured via simple(r) scripting by the level designer, who may have limited programming skill sets, but can develop event models of gameplay for the environment.

So why are companies purchasing such enormously expensive bespoke systems, when they could hire a graduate to reconfigure present systems for a potentially cheaper price? Strikes me that there is a disruptive style business opportunity due to three reasons:
  1. Cheap technology can cope with this task - there are lots of game engine level editors out there that can do this work easily, which contain low barrier to entry scripting languages.
  2. Skilled workforce is available - universities are teaching this technology as part of games and simulation degrees. Lots of non-programming people have also participated in modding communities, doing similar tasks with games like Half Life 2.
  3. Content is much more easily available - Google Sketchup Warehouse et al. has delivered a lot of content for people to use, at cost or even free.
We'll see what happens over the next few years in the business visualisation/simulation space, but I expect these forces will bring about an even greater dispersion of such technology, to the point that 3D virtual worlds and related components will become affordable to SMEs in many new application domains. Might make a good research topic for an IS PhD. :-)

Ross




Friday, August 27, 2010

CFP: 1st Global Conference Experiential Learning in Virtual Worlds

1st Global Conference Experiential Learning in
Virtual Worlds

Sunday 20th March - Tuesday 22nd March 2011
Prague, Czech Republic

Call for Papers
The advent of Information and Communication
Technologies has changed how we work, teach,
learn, and relate to each other. The idea of a
virtual world encompasses online communities,
communities of inquiry, formal teaching and
learning, and horror and fantasy games. The
experiences gained in such virtual worlds, whether
high or low tech, impact who we
are in the analog world (and vice versa): Who am
I? How do we relate to each other? What is my
role? How can we be productive as a team? What is
mortality? How do we resolve conflict? These
questions are addressed, to some degree, through
the experiences we have in virtual worlds. What
are we learning through those experiences? How can
we perform better in both worlds?

The aim of this conference will be to examine
formal and informal learning in virtual worlds in
an attempt to critique both its essential
characteristics and its future possibilities.
Teachers of all levels, university faculty,
virtual world players, researchers, and others
interested in what happens in virtual worlds and
what it means for us as humans are invited to
participate.

Being such a broad topic, Experiential Learning in
Virtual Worlds defies a definitive list of
sub-topics but the following list is indicative of
the envisaged topics covered within this Call for
Papers:

* Virtual and global teams
* Communication modes and etiquette
* Skill development in MMORPGs
* Online communities, formal and informal
* Case studies of experimental projects
* Understanding mortality in the virtual worlds
* Sexuality: appropriate behaviour in virtual
learning worlds
* Play, fun, fantasy and horror in the
virtual world
* Art of building a virtual persona
* Emerging technologies within Higher Education
* International technology challenges
* Blended Learning approaches
* Expectations of performance in virtual spaces
* Metrics and assessment in virtual worlds
* New forms of testing in virtual worlds
* Organizational issues/strategies in Virtual
education
* Professional development/support structures
* Role switching between traditional and
virtual organizations

Papers will be considered on any related theme.
The Steering Group also welcomes the submission of
pre-formed panel proposals. Papers will be
considered on any related theme.

300 word abstracts should be submitted by Friday
1st October 2010. All submissions are minimally
double blind peer reviewed where appropriate.
If an abstract is accepted for the conference, a
full draft paper should be submitted by Friday 4th
February 2011. Abstracts should be submitted
simultaneously to the Organising Chairs; abstracts
may be in Word, WordPerfect, or RTF formats with
the following information and in this order:

a) author(s), b) affiliation, c) email address, d)
title of abstract, e) body of abstract

Please use plain text (Times Roman 12) and abstain
from using footnotes and any special formatting,
characters or emphasis (such as bold,
italics or underline). We acknowledge receipt and
answer to all paper proposals submitted. If you do
not receive a reply from us in a week you
should assume we did not receive your proposal; it
might be lost in cyberspace! We suggest, then, to
look for an alternative electronic
route or resend. If an abstract is accepted for
the conference, a 12-20 page full draft paper
should be submitted to both Organising Chairs by
Monday 7th February 2011.

Organising Chairs

Peter Williams
Assistant Professor Organizational Leadership
University of La Verne
La Verne, California, USA
E-mail: pwilliams@stlearn.com

Rob Fisher
Network Founder and Network Leader,
Inter-Disciplinary.Net
Freeland, Oxfordshire OX29 8HR
United Kingdom
E-mail: elvw@inter-disciplinary.net

The conference is part of the 'At the Interface'
programme of research projects. It aims to bring
together people from different areas and
interests to share ideas and explore various
discussions which are innovative and exciting.

All papers accepted for and presented at this
conference will be eligible for publication in an
ISBN eBook. Selected papers maybe invited
for development for publication in a themed hard
copy volume(s).

For further details about the project please visit:
http://www.inter-disciplinary.net/at-the-interface/education/experiential-learning-in-virtual-worlds/

For further details about the conference please visit:
http://www.inter-disciplinary.net/at-the-interface/education/experiential-learning-in-virtual-worlds/call-for-papers/

Tuesday, August 10, 2010

Link: Medical Students Engaged by Virtual Environments

Via Cranial Tap Inc, recent medical education study showing a strong interest in using Virtual Environments. From the results summary of the paper - "A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal."

The evidence is gradually mounting that virtual worlds can encourage high levels of engagement from students, especially due to their experiences with modern online game environments. I think it is not unreasonable to say that such virtual worlds will produce a similar effect within business process training, and in wider community engagement.

Ross

Friday, July 30, 2010

Link: 30% Unity Business Non-games

In this article the CEO of Unity has stated that around 30% of licences for their game engine are from non-game companies seeking to use virtual worlds for business interests.

This may be a product of the cross-platform capabilities of the engine, as it can deploy implementations of worlds to web, pc, iphone, ipad and android, but it does go to show the growing usage of virtual worlds for marketing and business opportunities. We also use it at QUT in our games degree.

Bland statements aside, virtual worlds and games are now almost de rigour as marketing tie ins to films and products. The Salt movie and game comes to mind as the most recent idea.

What I wonder is what further unique linkages can be made between such environments and commonplace business processes. I think augmented reality holds some interesting possibilities here.

Ross

Saturday, June 26, 2010

2nd CFP: Virtual Worlds as Information Systems: A Special Issue of ISJ on Virtual World Technology and Information Systems

Information Systems Journal (ISJ)

Virtual Worlds as Information Systems

A Special Issue of ISJ on Virtual World Technology and Information Systems

Special Issue Guest Editors:

Ross Brown, Queensland University of Technology, Australia

Andrew Hardin, University of Nevada, Las Vegas, USA

David Kreps, University of Salford, UK

Jan Recker, Queensland University of Technology, Australia

Virtual worlds have garnered unprecedented profile in both the media and academic research. Many IS Managers in their thirties have gained experience with 3D environments via gaming, and the appearance of game ready commodity hardware means that virtual worlds are now feasible as an Enterprise-wide Information System rollout. 3D virtual world interfaces are now increasingly used across a company as complementary information spaces, to web-based and other system services.

This strong momentum in IS practice, however, has not yet been matched by an intense academic focus. In particular, what is lacking is an in depth analysis of these worlds as potential business information systems interfaces, and their relevant design and use consequences.

The aim of this special issue is to provide a forum to present and discuss the emerging role of virtual world technology in the information systems community. The special issue explicitly advocates multi-disciplinary approaches that expand and integrate the current isolated research efforts in this exciting new area of IS research.

The special issue specifically aims at reporting on and discussing empirical and theoretical research in the use of Virtual World technology in Information Systems. In particular, we hope to provide a picture of the present state of international research with regards to how virtual worlds can shape the design, analysis, use, or management of information systems in organizations.

We encourage submissions that report on the use of research methods including experiments, surveys, case studies, focus groups and/or other empirical methods for the discovery of insights in the deployment, uptake, use, success or failure of Virtual World technologies in enterprises. Research contributed may range through various aspects of virtual world information systems, from development and integration, to impact studies on users.

We especially would like to encourage submissions on atypical usage of such worlds for Information System domains, in order that new and novel research may be brought to the attention of the international IS research community. In addition, we welcome papers that present, introduce or discuss novel approaches to emerging virtual world research, as this new domain will inspire different investigative approaches.

Contributed papers may deal with, but are not limited to:

- Social networking and communication in virtual worlds

- Virtual teams, collective cognition, and group performance, in virtual worlds

- Entrepreneurship in virtual worlds

- Virtual World technology and Interactive Systems Design

- System demonstrations and simulations

- In-world Information System modeling

- Human Computer Interaction

- Interfacing and integration of virtual world technology with other Information Systems

- Representations of Information Systems as virtual services

- Virtual world technology in IS education and training

- Adoption of Virtual World technologies and systems in corporate practice

- Diffusion of Virtual World technologies in social networking systems

- Virtual World technologies and co-creation of IT value

Submission Guidelines

Manuscripts should not normally exceed 7000 words and should be submitted online at http://mc.manuscriptcentral.com/isj. Authors will have to select Special Issue Submission as the manuscript type. Author guidelines are available at ‘author guidelines’ at http://www.blackwellpublishing.com/journals/isj/.

All submissions will be peer-reviewed following the double-blind review process of ISJ. The objective is to apply very high standards of acceptance while ensuring fair, timely and efficient review cycles.


Timeline

Full initial paper submission deadline: 30 August 2010

First Review deadline: 30 November 2010

Revised paper submission deadline: (if required) 30 January 2011

Second Review deadline: 15 March 2011

Camera-ready paper submission deadline: 30 April 2011

Publication of special issue: mid-2011

Guest Editors:

Dr Ross Brown

Information Systems Discipline

Queensland University of Technology

Office 508 / 126 Margaret Street

Tel: +61 7 3138 9481

Fax: +61 7 3138 9390

Brisbane QLD 4000, Australia

Email r.brown@qut.edu.au

Webpage http://www.bpmve.org

Dr Andrew Hardin

College of Business
Department of Management Information Systems
4505 Maryland Parkway Box 456034
Tel: (702) 895-0447
Fax: (702) 895-0802

Las Vegas, NV 89154-6034
Email andrew.hardin@unlv.edu
Webpage http://faculty.unlv.edu/ahardin/

Dr David Kreps

Salford Business School

University of Salford

43 The Crescent

Tel: +44 (0) 161 295 5884

Fax: +44 (0) 161 295 5999

Manchester, M5 4WT, United Kingdom

Email D.G.Kreps@salford.ac.uk

Webpage http://www.business.salford.ac.uk/staff/davidkreps

Dr Jan Recker

Information Systems Discipline

Queensland University of Technology

Office 510 / 126 Margaret Street

Tel: +61 7 3138 9479

Fax: +61 7 3138 9390

Brisbane QLD 4000, Australia

Email j.recker@qut.edu.au

Webpage http://sky.scitech.qut.edu.au/~recker/

Monday, June 14, 2010

News: 3DI Develop Android Open Sim Viewer

News article here shows 3DI, a Japanese Software company making Open Sim builds and viewers, has developed an Open Sim viewer for the Google Android Nexus mobile phone.

This is excellent news for virtual worlds, due to the future possibility of having mobile devices like the iPad being used for such virtual world applications.

Ross

Video: Smart Services CRC Presentation

The Smart Services CRC have on their website a video of me delivering a six minute presentation on using virtual worlds for process training.

Please pardon my wrinkly shirt. I had just got off the plane two hours before delivering the presentation. :-)

Ross