Environmental Engineering Reference
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expression in communication thereby facilitating increasingly effective communication
processes like training programs and client communications, users are finding that they are
often costly to implement and fraught with more risk factors than the earlier technologies
like Skype and instant messaging (IM). For example, there is a steeper learning curve for use
in VR technologies and there are risks associated with storage of information that may be
considered meeting or business communications required by law to be housed and
accessible. Additionally there may be significant upfront costs for software development or
implementation that businesses don't anticipate. This does not mean that use of VR
technologies should be avoided by businesses as effective implementation can have far more
advantages then disadvantages when they are properly planned and implemented.
We are now beginning to see more extensive adoption by Universities, hospitals and
medical companies as well as industry of these VR environments and augmented reality
technologies. However, there seems to be little consideration given to the actual choice and
implementation of the technologies with regard to their place on the continuum, their long-
term viability and evolution, and the requisite return on investment (ROI) of
implementation and use. By placing technologies on the proposed ROTATOR continuum
and evaluating the goals and needs of an organization, companies can better plan and more
efficiently use limited resources for implementation and adoption of VR and augmented
technologies in business applications. Additionally, use of the ROTATOR model should aid
in illuminating any potential risks associated with their implementation depending on the
company and application. Use of the ROTATOR model can also shed light on possible risks
associated with use and maintenance of VR and should help minimize risks based on
planned and appropriate implementation policies and procedures.
2.2 Collaborative virtual workspaces: What they are and why we use them
Collaboration itself is a recursive process where two or more co-workers, groups or
organizations bring their knowledge and experience together by interacting toward a
common goal in the best interests of their customers and to improve their organization's
success (Martinez-Moyano, 2006) (Wagner, 2005). A virtual synchronous collaboration
involves interaction within a virtual space wherein all colleagues, without respect to time or
geographic separation, are able to negotiate, discuss, brainstorm, share knowledge, and
generally work together to carry out a given work task. These environments aim to provide
technology-based solutions where participants can cooperatively work as a group to
construct and share knowledge (Ghaoui, 2003).
Virtual collaborative workspaces provide a common working environment where
employees can not only collaborate systematically with corporate computing resources but
also communicate with other co-workers and customers. Many of the virtual collaborative
environments are 3D virtual environments that allow for multiple users. Recent evolution of
virtual collaborative environments has focused heavily on online digital solutions, with
these solutions providing for:
1.
Shifts in training and instruction for business and academia . Business organizations
have begun to shift their training practices using distributed teams in blended
approaches (Alavi & Gallupe, 2003) (Simeon, 2003) with the use of online and web-
based networking contributing to a boost in what is often referred to as e-Learning. The
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