NSF Grant Funds NCSU Virtual Worlds Research

NSF Grant Funds Researchers Developing a Way to Measure 'Collaborative Virtual Presence' and Its Relationship to Performance

Multi-disciplinary team involves researchers at North Carolina State University, Indiana University 

 A News Release dated Sept. 21, 2009 from NC State's College of Management states:

 The National Science Foundation has awarded $203,549 to a multi-disciplinary team of researchers from North Carolina State University and Indiana University. The project focuses on the use of virtual worlds to support business processes, such as product development, involving team members often spread over corporate campuses, multiple time zones or even different continents. 

 A virtual world may be described as a computer-simulated 3D space where users, through digital representations known as avatars, can meet and interact with others and with content of the world, such as documents. While often used for social or gaming purposes, virtual worlds, like Sun’s Wonderland, Linden Lab’s Second Life, and others, are being tailored for business-oriented use with a growing number of companies, public sector organizations, and academic institutions in various stages of exploration and investment. 

The quality of a virtual world is often described by the degree to which a user feels a sense of “virtual presence” or being “in” the world, said Mitzi Montoya, Zelnak Professor of Marketing Innovation at NC State University’s College of Management. 

Dr. Mitzi Montoya   Dr. Mitzi Montoya

“Developers consider presence to be a desirable characteristic and there is a belief that it is related to performance.  However, there is limited evidence to support these views,” she said. 

 

Montoya and Massey, along with Michael Devetsikiotis, professor of electrical and computer engineering in NC State’s College of Engineering, and Jeanne Johnston, assistant professor of kinesiology in IU’s School of Health, Physical Education and Recreation, will conduct a series of experiments to develop a scale to specifically measure ‘Collaborative Virtual Presence’ (CVP) and assess its relationship to performance. As part of scale validation efforts, supplementary physiological data will be collected by Johnston.

Devetsikiotis said that from a bottom-line perspective, developers of virtual worlds as well as the businesses that deploy them need a better understanding of how design characteristics, like presence, influence performance. 

 Michael Devetsikiotis    Dr. Michael Devetsikiotis

“This project is a step in that direction,” he said.

In terms of real business impact, many unanswered questions remain, including whether virtual worlds improve performance or the experiences of remote collaborators,” said Anne P. Massey, Dean’s Research Professor at IU’s Kelley School of Business. 

For business, creating or investing dollars on worlds that increase presence is premature without evidence that presence and collaborative performance are related, Massey added. “Being able to measure and understand the role of virtual presence in collaborative processes is an important foundational step to assessing real business impact,” she said. 

“In the real world, people can have physiological reactions, such as increased heart rate, to events,” Massey said.  “It seems reasonable to expect that similar events in a virtual world may produce similar responses, particularly if one feels a greater sense of presence.”  

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Dr. Montoya says "We will be collecting data in two virtual world platforms -- Second Life and Sun's Wonderland.  In Second Life, we're using a simulation hosted on Education Island.  In Wonderland ... students will be doing MatLab exercises in world as part of our study." 

Second Life Tutorials now available

Starting in Second Life has never been easier! DELTA has created a new set of Second Life Tutorials at NC State Wolflands (123, 118, 22). Contact me if you want help. In world look for me as Peace Furst.

Second Life Tutorials @ Wolflands

Twitter Presentation Available in Second Life

 

The presentation Using Twitter With Idek and TweetLater to Craft a Communication Tool is now available in two Second Life locations. 

One is the Amphitheater of NC State Wolflands Library:

http://slurl.com/secondlife/NC%20State%20Wolflands/209/66/26

And the other is Peace Furst's Twitter Talk at http://slurl.com/secondlife/Haemosu/209/182/121.

Of course you can always find it on the Internet at SlideShare: http://idek.net/44a. But then you will have to read it yourself rather than have it present itself to you.

 The presentation is on how simple tools can increase the usefulness of Twitter for corporate communication and uses the example of NCSUEngLibrary:

http://twitter.com/NCSUEngLibrary


 

WHAT IS THE LIBRARY OF THE FUTURE?

  
JISC Library of the  Future at Oxford

 

WHAT IS THE LIBRARY OF THE FUTURE?


A public question and answer debate being held in Oxford April 2.

Live streaming of the event from the Second Life venue

 Second Life logo


Assembly Room of the D. H. Hill Library from 9 am to 12:30 pm.

More Info: http://www.jisc-events.co.uk/welcome.vc

Agenda:


9.00 - 9.05: Opening address from Malcolm Read and Sarah Thomas
9.05 - 9.20: Librarian perspective
                   Sarah Thomas - how is the library changing and what will it deliver?
9.20 - 9.35: Public sector perspective
                   Chris Batt OBE - a perspective on the public sector needs and the library offer
9.35 - 9.50: A scientific researcher's perspective
                   Professor Peter Murray-Rust - what are their information needs (how do they undertake research) and  what will they need to remain relevant to produce new and innovative research
9.50 - 10.05: Questions for the speakers on session 1
10.05 - 10.25:  break
10.25 - 10.40: Commercial sector perspective
                        Santiago de la Mora - how does Google meet the library, use the library, is the library
10.40 - 10.55: Citizen perspective
                        Professor Robert Darnton - the needs of the citizen in our democracy and what the library of the future needs to offer them
10.55 - 11.10: Questions for the speakers on session 2
11.10 - 11.30: break
11.30 - 12.30: Question time chaired by Professor Vincent Gillespie based on questions asked on registration forms from delegates and Second Life attendees

Speaker Bios: http://www.jisc-events.co.uk/biographies.vc
 

Orion Pozo of the NCSU Libraries will attend the event via its Second Life venue and provide live streaming for interested participants. Come watch and discuss this debate about the future of libraries.

What's the Point?

 What's the Point?

YouTube video What's the Point? by Claudia Kimbrough, marketing lecturer in the Department of Business Management, provides an explanation of the use of multi-user virtual environments in business.

"Grant Funds Second Life Presence"

 The latest issue of the  NC State University Bulletin has a note about a new grant awarded to the College of Management for a project in Second Life, a virtual global community:

 

Faculty and Staff Notes

Grant Funds Second Life Presence 

The Ernst & Young Foundation has awarded $400,000 to the College of Management to support development of a Second Life presence for the college’s Department of Accounting.

The award is part of the foundation’s competitive University Fund Grant program. An additional $100,000 has been committed to the college’s accounting department by Ernst & Young employees who are NC State alumni and will also be used for the Second Life project. This combined gift of $500,000 represents the largest single gift to date to the accounting department.

Second Life is a virtual global community that is used for distance communications, collaboration, education and entertainment. Several College of Management faculty members have been developing the college’s island in Second Life over the past year, using the virtual land as a meeting space for classroom instruction, student team projects and research meetings.

For more information see: http://idek.net/1td

Welcome to the NCSU Virtual Worlds blog!

Watch this space for updates to work on North Carolina State University virtual worlds.  DELTA, in collaboration with various colleges and and academic departments on campus, is working to develop a university presence in Second Life.  We will post news and information here...

NCSU Libraries in Second Life

Related articles/video:

Second Life on NBC-17

Professors in Avatar Mode Begin to Work in Second Life

Kelley students explore Web 2.0 in virtual classroom with cohorts at NC State's Jenkins Grad School