...Tutorials, Posters, Panels and Industrial Contributions at ER 2007 Conceptual Modeling for Virtual Reality Olga De Troyer, Frederic Kleinermann, Bram Pellens, and Wesley Bille WISE Research Lab Vrije Universiteit Brussel Pleinlaan 2, B-1050 Brussel, Belgium {olga.detroyer,frederic.kleinermann,bram.pellens, Wesley.Bille}@vub.ac.be Abstract This paper explores the opportunities and challenges for Conceptual Modeling in the domain of Virtual Reality (VR). VR applications are becoming more feasible due to better and faster hardware, and due to new technology and faster network connections they also start to appear on the Internet. However, the development of such applications is still a specialized, time-consuming and expensive process. By introducing a Conceptual Modeling phase into the development process of VR applications, a number of the obstacles preventing a quick spread of this type of applications can be removed. However, existing Conceptual Modeling techniques are too limited for modeling a VR application in an appropriate way. The paper will show how Conceptual Modeling can be done for VR and how this may make VR more accessible to non VR-specialists. Furthermore, the paper will explain how Conceptual Modeling embedded in a semantic framework can provide the basis for semantically rich VR application, which may be essential for its success in the future and its use in the context of the Semantic Web. The paper will also point to some open research problems.. Keywords:...
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...Virtual Worlds: S(t)imulating Creativity in Decision Making Niamh O Riordan, Philip O’Reilly Business Information Systems, University College Cork. Ireland. niamhmoriordan@yahoo.com | philip.oreilly@ucc.ie The significance of the earliest phase of decision making stems from the fact that decision makers 'frame' problems during this phase. These frames shape all subsequent decision making phases (Beach, 1997), fundamentally conditioning decision making outcomes (Daly et al., 2008). Avenues not considered at this stage are unlikely to be considered in the future (Adam, 2008). Further, decision making is most creative at these stages: there is a great deal of uncertainty at play but there are fewer constraints and there is less at stake. This paper argues that virtual worlds offer a potent combination of social, sensory and simulational capabilities that can stimulate creativity in decision making; and it also reports the findings of an investigation of the behavioural and cognitive aspects of creative decision making in Second Life®. The findings illustrate that Second Life users are faced with a kind of "tyranny of freedom": if anything is possible, where does one start? The answer appears to lie in a kind of "retrospective foresight" whereby decision makers draw upon prior experiences and use analogical reasoning to articulate metaphorical systems of thought. ABSTRACT. KEYWORDS: problem definition; framing; creative decision making; virtual worlds Journal of Décision...
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...CORPORATE E-LEARNING: EXPLORING A NEW FRONTIER Trace A. Urdan Cornelia C. Weggen turdan@wrhambrecht.com cweggen@wrhambrecht.com 415.551.8600 “In a time of drastic change, it is the learners who inherit the future. The learned find themselves equipped to live in a world that no longer exists.” Eric Hoffer, in Vanguard Management, 1989 2 March 2000 Equity Research TABLE OF CONTENTS Executive Summary .....................................................................................................................................1 Education in the 21 Century – Creating a Learning Economy.......................................................................2 Why e-Learning?...........................................................................................................................................3 The Solution – Bring Learning to People .......................................................................................................6 Definitions – e-Learning versus Online Learning ............................................................................................8 Key Trends – The End of Learning as We Know It ........................................................................................10 The Corporate e-Learning Market – The Pie is Big ......................................................................................13 Market Segmentation – Claiming a Stake on the New Frontier ................................
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