
Evaluation of Tools — Hands-On Experience and Feedback in Focus Groups
Students doing research at the Center focus on developing and implementing meeting support tools and the processes that make meetings in the virtual 3D space successful. Their research includes designing tools that take advantage of the 3D characteristics of the virtual world while also satisfying remote meeting participants by keeping them actively engaged. Their research and ongoing development of tools typically concludes with a series of evaluation sessions by general users to collect feedback through focus groups and surveys.
| Bjorn Soepnel, a graduate student at the University of Tilburg in the Netherlands will do his Masters Degree research at the Center. Bjorn's Masters Project is: Service Innovation in Virtual Worlds. This research project is initiated by ExSer and the University of Tilburg to contribute to ExSer's research programme. This project has two separate goals: (i) ExSer is interested in developing an in-world environment in a Virtual World (VW) in which new services can be developed, tested and in-world lectures given. From previous studies and as a preliminary result of a parallel study, Second Life will be chosen as the VW to develop the in-world environment. (ii) From an academic viewpoint this project should provide further knowledge on the testing and development of services in virtual worlds in the form of a business case study. Bjorn will test various recommendations by building and experimenting in a virtual world with several tools that support innovation of services. |
| RESEARCH QUESTION: What are the possibilities of experimenting with innovation of services and measuring user behaviour like immersion in context to these experiments in virtual worlds? This research question can be broken down into the following sub-research questions: 1. How can development and testing of services in virtual worlds aid in service innovation? 2. Is knowledge transfer about new services possible of even more effective or efficient in VW? 3. Which tools are available, and which of these are appropriate for ExSer’s business case of service innovation in VW (like surveys, brainstorming aids etc.)? 4. How can the effectiveness of these tools be determined? |
| Exser is the center for service innovation that started last year and was officially opened 18 December 2008. ExSer’s goal is to promote service innovation, to support it and add to the innovative ability of the Netherlands. Exser supports the development of a service-innovation research agenda as a significant part of this research. ExSer’s core activity is the development of programmes for public/ private collaboration between enterprises, science institutions and the (Dutch) government. ExSer participates in research projects with innovative service providers to build a knowledge platform about the innovation of services. It is in their interest to build a presence in a virtual world, and see what the possibilities are in these worlds regarding business services in order to be a driving force in the pioneering of new service innovation opportunities. |
Asynchronous IT Support in Virtual Worlds |
The globalization of businesses results in people that have to work together in teams being on different global locations. This increases the number of virtual team meetings, and therefore the need for software and tools to support these virtual team meetings. This research will focus on the already available options and opportunities within Second Life. Previous work within Second Life provided some basic supporting tools needed for virtual meetings. We have already built several generations of brainstorm, voting, and idea organizing tools during the past two years. A key characteristic of tools to support virtual meetings is space, as SecondLife provides us with a 3D environment to build and use the tools. Another key characteristic is the feeling of co-presence, being present at a certain location together with other people, due to the virtual representation of yourself and others. This research will seek to improve in the current set of available virtual team tools. The synchronous (same-time) type of meeting sounds already very promising, but there are some difficulties or perhaps better opportunities. 1. It takes some time and effort to get acquainted to the Second Life environment and its tools. Assistance is needed that can learn new users the possibilities of Second Life and the tools in an easy and time-efficient way, rather than the trial-and-error or personal coaching used at this time. 2. People living and working on different global locations have time differences. This increases the difficulty of planning same-time meetings. This increases the need for tools that can be used asynchronously since not everyone can be available to meet at the same time. There is also a need to create the need for some kind of a planning tool where everyone is not available at the same time. 3. Currently a tool-facilitator needs to be available when teams are using the tools during real meetings. When using the tools in an asynchronous way, the facilitator might not be available at all times. With the previously mentioned opportunities and difficulties, there are two research questions to address during this research. |
| Kristel de Nobrega, is a graduate student at the University of Tilburg in the Netherlands has started her Ph.D Degree research at the Center. The goal of this Ph.D research is to explore the potential and the effectiveness of the use of gaming simulation in virtual world in governmental programs aimed at strengthening the bond between government and citizen. Kristel's project will center around three activities and connected deliverables: 1. What is out there? An inventory of past and present initiatives in participatory uses of serious gaming, both computer supported and non computer supported. 2. What could work and why? A conceptual structure to design a functional application of serious gaming for citizens involvement, based on theories and research in relevant areas such as gaming, virtual worlds, civil society and public participation. 3. Can we get it to work? An experimental application of a serous game in a real world application sponsored and used by a Dutch public agency and evaluated against theoretical and practical evolution criteria. |
| The initiator and prime sponsor of this proposed project, Het Expertise Centrum (HEC), is a Dutch governmental agency and has as part of its mission to help the Dutch government with innovative applications of computer technology and to improve current internet use. The interest of the HEC in gaming simulation and virtual environment relies on the potential to reach the users by other means than the often tried (and failed) flat survey or informative website. |
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Studying in a virtual world the effective use of business meetings. |
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Brainstorming uses a spatial tool for groups to create up to eight categories and identify unlimited ideas in an interactive environment. Ideas are identified on the fly, color codedses moved among the categores, and sorted (prioritized) within each category. A spatial tool for visualizing and understanding the outcome of a braintorming session. Allo information can beimported from other tools to display in a variety of ways. Participants can further edit and color-code the ideas to highlight, analyze and discuss significant issues. |
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This spatial tool enables groups to assess issues and vote on a series of questions in sequence using two criteria. Questions can be identified in advance, or imported from another tool, for rapid voting. Facilitators can freeze a vote at any time and focus attention on the results dislay to allow discussion and analysis. The upright dynamic display shows the Mean and Standard Deviationand continuously updates as avatars move on the voting floor grid. |
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Collaborative Virtual Environments for Group Support Systems |
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| Julio’s research centered ostudied the effect of 3D space on group support systems, GSS. The end result of the research and development is the introduction of a breakthrough technology for meeting support tools that can benefit businesses and organizations everywhere. The new 3D brainstorming, idea organizing and voting tools facilitate “structured meetings” that drive critical meeting processes while concurrently recording the proceedings. | |
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The research follows the design-science paradigm in which a prototype is built, then tested, gathering feedback, and finally corrections are made starting the cycle again. Three applications inside the virtual world Second Life were built for brainstorming, organizing ideas and for decision-making. The tools were then tested in face-to-face meetings with professionals from real companies as well as with participants geographically distributed around the world. |
| Julio was the first student worldwide to complete a thesis and earn a Masters Degree with all development, research, reporting and data analysis conducted totally within Second Life. His dissertation presentation and defense, all took place in Second Life. Julio was awarded a prestigious Outstanding Achievement Award, which included a cash prize, from his university... the fifth time in the history of the university the award was made. | |
| Undergraduate students from three universities have completed research projects at the Alpine Executive Center as part of their course studies. Six students prototyped variouws meetinhg support tools and researched ways to incorporate their tools with virtual business meetings. This early research paved the way for ongoing research and development for subsequent tools that advantage of the three dimensional characteristice of virtual worlds. | |
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Brainstorming Posts Early development of meeting tools for brainstorming made use of hovering text displayed in front of a post. The display of Ideas generated on this tool were difficult to view and although the ideas culd be entered automatically in a database, they could not be further organized and sorted by the participants. |
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Dynamic Voting Board This tool still has potential uses at the Center. It is quite functional for immediate feedback. A click on one of the choces registers the vote and the relative lengths of each choice bars are automatically adjusted. The tool is two-dimensional but the immediate display of resluts is useful and efficient. |
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Multiple Choice Voting Poles This two-dimensional tool is easy for perticipants to use, but the question and choices are displayed as hovering text... not so easy for some people to see. This tool is being replaced by our new voting doors vot4e tool which is menu driven and three dimensional tool requiring each avatar to move through a door to register a vote. Its part of our mission objectives to keep remote participant engaged. |
See you in-world at the Alpine Executive Center









