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Global Self-Paced eLearning Market Forecasts

Upside Learning

and will take the world market to US $ 49.6 This is creating demand for local content in each region. - There’s virtually no self-paced eLearning being used in primary and secondary education in Japan, proving that it is a ‘myth’ to assume technologically advanced regions are more likely to adopt self-paced eLearning. billion in 2009.

Global 202
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Virtual Worlds Value Proposition

Clark Quinn

In prepping for tomorrow nights #lrnchat, Marcia Conner was asking about the value proposition of virtual worlds. I ripped out a screed and lobbed it, but thought I’d share it here as well: At core, I believe the essential affordances of the virtual world are 3D/spatial, and social. So, what say you?

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Resources for Researching Virtual Worlds

Kapp Notes

Recently, a number of individuals have inquired about resources for virtual world research. Journal of Virtual World Research --Great resource. This journal has freely available PDF articles describing the vast amount of work being done in virtual worlds. Here are some valuable links. by Robert J.

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Volatility in 3D Virtual World Industry

Kapp Notes

There is a great deal of "churn" in the 3D virtual immersive environment space. I think it is natural churn in a market that is fast emerging but some of that churn can seem unfriendly and one can certainly see the industry as "half-full" as the analogy goes. However, I think it is just part of the evolutionary process.

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Happenings in the Corporate Virtual World Space

Kapp Notes

Here are some emerging events happening in the corporate virtual immersive environment (VIE) space. Forterra System's OLIVE integrates virtual meetings into web based intranets, extranets or portals, and can assure a user's identity based on authentication systems like LDAP. Also, Activeworlds turned 15 this year!

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Overcoming the Objection: 3D Virtual Worlds Look Too Much Like a Game

Kapp Notes

Karen is working to define the emerging market IBM calls the "3-D Internet." Here is her advice when someone says that 3D worlds look too much like a game. For many business users, their experience with virtual worlds has been as consumers- they, or their children, have used game platforms, either on line or on machines in their homes.

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8 Scary and Uncomfortable Reasons for the Growth of Virtual Worlds

Kapp Notes

While I think there are many legitimate reasons why an organization should partake in virtual immersive environments (VIEs) for learning and collaboration, there are also some "less-than-comfortable" reasons organizations are leaning in this direction. As more "pandemics" emerge the resistance to travel will increase.