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- Corporate_use_of_Second_Life abstract "Virtual Worlds are 3D computer environments where each user is representedwith a character - avatar. Traditionally, virtual worlds have been used for entertainment. However, starting from approximately 2004 both corporate world and academia started to recognize business valueof virtual worlds for training and education, collaboration, and marketing. Development and maturity of most popular virtual world - Second Life - played a significant role in corporate movement towards virtual worlds for several reasons: Second Life was the first public virtual world that did not offer any topic, or theme. Each user is free to create their own objects, personalized environment, and / or to hold any events of their choice. This immediately sparked the idea of creating meeting rooms and virtual classrooms, first within academia, quickly followed by corporate users. Later, meetings and events developed into more advanced uses, from training simulations and communication training using robotic avatars, to 3D visualization, prototyping and collaboration From 2005 to 2007 Second Life experienced explosive growth of the userbase. Companies were eager to reach this potential customer base and started marketing programs in Second Life. Without a good plan, knowledge of the audience and without good understanding of the new medium many of the early corporate marketing efforts failed, producing a backlash against corporate adoption of virtual worlds. Second Life provided a wide array of tools for building 3D objects, scripting language to apply required behavior to the objects and easy entry path (users can register and try everything free of charge, and can purchase their own land - to which they can control access - at a reasonable price).By early 2010 several corporate applications of virtual worlds were shown to be successful:".
- Corporate_use_of_Second_Life wikiPageExternalLink second%20life%20simulations%20using%20robot%20avatars.htm.
- Corporate_use_of_Second_Life wikiPageExternalLink Enterprise_Knowledge_Management_and_Collaboration_Solution.htm.
- Corporate_use_of_Second_Life wikiPageExternalLink www.thevirtualworldsbook.com.
- Corporate_use_of_Second_Life wikiPageID "26438360".
- Corporate_use_of_Second_Life wikiPageLength "11075".
- Corporate_use_of_Second_Life wikiPageOutDegree "15".
- Corporate_use_of_Second_Life wikiPageRevisionID "475017606".
- Corporate_use_of_Second_Life wikiPageWikiLink Asynchronous_learning.
- Corporate_use_of_Second_Life wikiPageWikiLink Category:Learning_methods.
- Corporate_use_of_Second_Life wikiPageWikiLink Cisco_Systems.
- Corporate_use_of_Second_Life wikiPageWikiLink Cognitive_load.
- Corporate_use_of_Second_Life wikiPageWikiLink E-learning.
- Corporate_use_of_Second_Life wikiPageWikiLink Educational_technology.
- Corporate_use_of_Second_Life wikiPageWikiLink Intel.
- Corporate_use_of_Second_Life wikiPageWikiLink Intel_Corporation.
- Corporate_use_of_Second_Life wikiPageWikiLink Intubation.
- Corporate_use_of_Second_Life wikiPageWikiLink Laryngoscope.
- Corporate_use_of_Second_Life wikiPageWikiLink Laryngoscopy.
- Corporate_use_of_Second_Life wikiPageWikiLink Learning_management_system.
- Corporate_use_of_Second_Life wikiPageWikiLink Microsoft.
- Corporate_use_of_Second_Life wikiPageWikiLink Second_Life.
- Corporate_use_of_Second_Life wikiPageWikiLink University_of_Kansas.
- Corporate_use_of_Second_Life wikiPageWikiLink Virtual_world.
- Corporate_use_of_Second_Life wikiPageWikiLink Category:Corporate_Training.
- Corporate_use_of_Second_Life wikiPageWikiLink Category:Enterprise_Collaboration.
- Corporate_use_of_Second_Life hasPhotoCollection Corporate_use_of_Second_Life.
- Corporate_use_of_Second_Life wikiPageUsesTemplate Template:Citation_needed.
- Corporate_use_of_Second_Life wikiPageUsesTemplate Template:Reflist.
- Corporate_use_of_Second_Life subject Category:Learning_methods.
- Corporate_use_of_Second_Life subject Category:Corporate_Training.
- Corporate_use_of_Second_Life subject Category:Enterprise_Collaboration.
- Corporate_use_of_Second_Life hypernym Environments.
- Corporate_use_of_Second_Life type Article.
- Corporate_use_of_Second_Life type Article.
- Corporate_use_of_Second_Life type Method.
- Corporate_use_of_Second_Life comment "Virtual Worlds are 3D computer environments where each user is representedwith a character - avatar. Traditionally, virtual worlds have been used for entertainment. However, starting from approximately 2004 both corporate world and academia started to recognize business valueof virtual worlds for training and education, collaboration, and marketing.".
- Corporate_use_of_Second_Life label "Corporate use of Second Life".
- Corporate_use_of_Second_Life sameAs m.0bbvnm0.
- Corporate_use_of_Second_Life sameAs Q5172505.
- Corporate_use_of_Second_Life sameAs Q5172505.
- Corporate_use_of_Second_Life wasDerivedFrom Corporate_use_of_Second_Life?oldid=475017606.
- Corporate_use_of_Second_Life isPrimaryTopicOf Corporate_use_of_Second_Life.