Corporate use of Second Life
Encyclopedia
Virtual Worlds
Virtual world
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of...

 are 3D computer environments where each user is represented
with 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 value
of virtual worlds for training and education, collaboration, and marketing. Development and maturity
of most popular virtual world - Second Life
Second Life
Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars...

 - 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:

What can be done with virtual worlds that cannot be done otherwise

Generally, all kinds of learning involve several stages:
  • Accumulation of knowledge is accomplished by absorbing information via reading materials, listening to live, videotaped or recorded lectures, and watching demonstrations. Also known as explicit knowledge, it has long been foundation of learning. Combination of classroom instruction and e-learning
    E-learning
    E-learning comprises all forms of electronically supported learning and teaching. The information and communication systems, whether networked learning or not, serve as specific media to implement the learning process...

    , provides a good way for acquiring explicit knowledge. Virtual worlds have a limited use and value during accumulation of knowledge stage, utilized perhaps to conduct classes in a virtual classroom. Several companies such as Virtual Training Partners have used Second Life's platform for corporate training.

  • Practicing, also known as experiential learning, or learning by doing, or tacit knowledge should generally follow the accumulation of knowledge in order to make the learning productive. It is much harder to transfer to learners.

At this stage virtual worlds are irreplaceable. They provide an opportunity to create highly realistic simulations, allowing trainees to practice working with both equipment or other
people in the environment closely resembling real life.
The ability to practice in safe environment and record simulation results in a database or Learning Management System (LMS)
Learning management system
A learning management system is a software application for the administration, documentation, tracking, and reporting of training programs, classroom and online events, e-learning programs, and training content...

 , as well as
ability to study at a trainee's own pace, 24/7, makes virtual worlds in some cases superior to practicing in real world.

Procedural training

Almost all organizations have certain ways or procedures of doing things. Thus, procedural training is an important part of corporate training. Procedural training involves memorizing step-by-step how to perform a certain operation. Examples of operations can include anything from lock-out / tag-out equipment procedures on a manufacturing plant, preparing an experiment in chemical lab, or various medical procedures performed by a nurse.

Procedures are impossible to learn by reading books, watching movies or listening to instructor. A trainee needs to practice procedure multiple times to receive the necessary skill. Virtual Worlds provide a unique fit for procedural training, since they allow for creation of a realistic environment and tools for trainees to practice at their own pace,
any time until they know the procedure by heart - without a need to involve real life locations, equipment and instructors.

Training and Collaboration with Virtual Worlds describes training by The Nurse Anesthesia (NURA) Department of University of Kansas
University of Kansas
The University of Kansas is a public research university and the largest university in the state of Kansas. KU campuses are located in Lawrence, Wichita, Overland Park, and Kansas City, Kansas with the main campus being located in Lawrence on Mount Oread, the highest point in Lawrence. The...

.
A team led by David M. Antonacci and Stephanie P. Gerald of University of Kansas Medical Center Teaching & Learning Technologies (TLT) Department supported the technical side of the project. They created simulation of induction procedure for student nurses.
Induction is a complex medical procedure in which a nurse anesthetist prepares a patient for surgery.
It consists of many steps, and involves both "how to" knowledge (how to manipulate the equipment)
and procedural knowledge (steps to do and what decision to make when).
Second Life simulation helps students to learn procedural part in a safe and controlled learning space.
It does not provide students with tactile feedback, and is not intended to teach them how to manipulate actual physical equipment or patients. These skills are better taught in physical world, using real equipment. Rather, it's the sequence of events that is at issue in the simulated
training. For example, students learn when to use a laryngoscope
Laryngoscope
Laryngoscopy is a medical procedure that is used to obtain a view of the vocal folds and the glottis. Laryngoscopy may be performed to facilitate tracheal intubation during general anesthesia or cardiopulmonary resuscitation or for procedures on the larynx or other parts of the upper...

 in the induction procedure
using simulation, but they learn how to use the laryngoscope for intubation
Intubation
Tracheal intubation, usually simply referred to as intubation, is the placement of a flexible plastic or rubber tube into the trachea to maintain an open airway or to serve as a conduit through which to administer certain drugs...

 later, using a
real laryngoscope and a mannequin-like patient simulator.

Even though the virtual world does not provide practice with the physical "how-to" aspects of
induction, the immersive setting does allow students to learn the sequence of steps and
branching decision making—which, when it comes to anesthesia, is as important as the physical
aspects. Separating these functions reduces cognitive load
Cognitive load
The term cognitive load is used in cognitive psychology to illustrate the load related to the executive control of working memory . Theories contend that during complex learning activities the amount of information and interactions that must be processed simultaneously can either under-load, or...

 for the nurse in training, and
improves the overall result by breaking a very complex procedure into manageable units.
In other words, students master execution of the induction routine using the virtual
world simulation. By the time they advance to the next level, they are able to concentrate
fully on learning how to physically handle the patient and equipment without being distracted
by trying to learn the sequence of steps.

Communication training

Communication training in virtual worlds started as synchronous role-play, similar
to role-play sessions being conducted in a real life. Later emergence of robotic avatars
technique provided an opportunity for conducting communication training asynchronous training
Asynchronous learning
Asynchronous learning is a student-centered teaching method that uses online learning resources to facilitate information sharing outside the constraints of time and place among a network of people. Asynchronous learning is based on constructivist theory, a student-centered approach that...

.
In this case trainee communicates with a robotic avatar, operated according to a script created by an instructional designer.
The simulations with robotic avatars operate according to branching story method.
Trainee selects the best response from a dialog; based on the selection robotic avatar performs certain actions and/or provides trainee
with a response. During the next step trainee selects the next best response from the dialog and robotic avatar provides a new response.
The advantage of this method is that trainees can practice at any time, at their own pace, without
external pressure. At the same time, availability of only pre-scripted dialogs and the absence of
a live instructor are certainly a disadvantage of this methodology that can be corrected by scheduling live role-play sessions and discussions with
instructor in person or using Second Life.

Enterprise collaboration

In the world of business, collaboration has become an important tool in reducing time-to-market and increasing cost savings

As more and more corporations acquire expanded or global presence and work projects are often supported by geographically dispersed
teams, virtual collaboration becomes increasingly important. Second Life quickly became the natural venue for collaboration,
including brainstorming sessions, meetings, conferences and a variety of events. Training and Collaboration with Virtual Worlds
lists multiple examples of enterprise collaboration projects in Second Life by Cisco
Cisco Systems
Cisco Systems, Inc. is an American multinational corporation headquartered in San Jose, California, United States, that designs and sells consumer electronics, networking, voice, and communications technology and services. Cisco has more than 70,000 employees and annual revenue of US$...

, Intel
Intel Corporation
Intel Corporation is an American multinational semiconductor chip maker corporation headquartered in Santa Clara, California, United States and the world's largest semiconductor chip maker, based on revenue. It is the inventor of the x86 series of microprocessors, the processors found in most...

 and
Microsoft
Microsoft
Microsoft Corporation is an American public multinational corporation headquartered in Redmond, Washington, USA that develops, manufactures, licenses, and supports a wide range of products and services predominantly related to computing through its various product divisions...

.

First meetings and conferences in Second Life closely resembled similar events in real life. Organizers put a lot of effort
into creation of exact replicas of their university or corporate campuses. Soon, however, they
realized that resources put into creation of buildings and auditoriums do not pay off. The ability to
use unique advantages of virtual worlds, such as ability to record and map the flow of ideas in the conversations

are significantly more important. The new generation of Second Life tools, such as Collaborative Knowledge Management (cKM), allow a group of employees to create mind maps, flow charts and timelines in Second Life collaboratively in real time,
and ability to create realistic models of complex objects that can be used for discussion and demonstration
advances collaboration in the virtual world to a new level.
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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