A Study On Physical & Virtual Culture

The design of this paper is to observing the probable rise and use of virtual world automation. It is also a field of the anticipation for the periodic use of virtual world in the work place, the suspects being the areas in which organization are using virtual world. The researches of this paper is expressive. The review is built on the connection of assessable and conditional scrutiny.

Virtual world has generate a new communal and innovative environment were a new product advancement virtual class may be discover. This perpends out guidelines, direction and provides explanation that would form a sound barriers for the nicest future analysis in virtual world. The conclusion of the study attest that educational structure needs to further improvement and prior. Further value is that mechanization that facilitate assets which can be used effectively to support lifetime learning, and support learner – lope accession by being extremely available.

Introduction

Every business today operates in two worlds – a physical world of resources that managers can see and touch, and a virtual world made up of information, it is an emerging convergence of technologies and as become increasingly prominent during the past decade. A virtual world is an online community that as the form of computer based stimulated environment which enables users to interact with each other and also use and create objects. the paper investigates the implementation of virtual world and 3-D technologies in business; it also exports hoe business are using virtual world in differ aspects such as training, recruitment and learning; and how it takes place in a face to face environment without living the comfort of one’s home. The research investigates the potential growth and use of virtual world technology. it is also concerned with the prospects for the routine use of virtual worlds in the work place, the key aspects being the areas in which business are using virtual world (that is training, learning and requirement ). A fair number of people are using second life and virtual world as a platform meeting of one kind or another, including corporate meeting as a well as education seminars.

Literature Review

Virtual worlds are three dimensional(3D) persistent multi-user online environments where users interact through avatars and enable new ways of comuunication, colaboration, and corporation over the internet by applying 3d environment and voice over IP technologies.Despite hosting and exclusive population, virtual worlds offer a rich environment for experiential training, learning and personal connections. Computers-assisted teaching and learning seeks to give students the opportunity to take ownership of their own learning.it also seeks to emancipate them from tractional method that sometimes stifle the freedom socialise with peers within and beyond the classroom space. The virtual classroom integrates all this resource in one global environment, accessible from the comfort of one’s home computer. virtual world can increasingly play a significant role in training, and recruitment. Several researches have given their opinions whether it is the end of the road for traditional education models and the beginning of new virtual learning environment (VLE). implementation of innovation educational practices is purely a response to the social need for educational change. There is a growing body of academic literature that explores the use of virtual words and avatars in business educational and learling.as the concept and the structure of such classrooms are relatively new, evaluation only exists in the form of case studies as suggested that web -based virtual environments are likely to support collaborative activities.

Research objectives

The primary focus and purpose of this study is to investigate how virtual worlds is being used for distance learning, training, recruitment and the secondary purpose is to find out the willingness of companies in applying virtual world to different sectors of the business .also , to compare the traditional learning method to virtual learning as it will help in finding out the worthiness of investment in virtual world by determining the type of learning experience afforded by this 3D virtual environment.

Methodology

Researchers need to have a clear understanding and appreciation of research methods. A research method is a way that a researcher uses to conduct and implement a study. This research employs multimethod data collection approach. Multi-method research, is defined as: “the practice of employing different types or styles of data collection methods with in the same study or research program.” This research design is a descriptive analysis since the focus is to provide an accurate description on the starvation: the problem is structured and well understood which is finding the effectiveness and implication of virtual world in new Zealand businesses and education and determining an accurate answer for the question which is ;”what will be the future of virtual world in the new Zealand market?” descriptive research may include more than one variable, in this research the researches have the same situation: they have three main variables which are 1) training 2) leering 3) recruitment.

Data Collection

Surveying the virtual world many existing methods were found of real world survey research but there are different aspects that need to be understand and discussed.As this research is based on multi-method data collection, the collection approach ids a combination of primary and secondary data. Primary data incudes internet statistic, websites, international research. Journals, books, conference, proceedings, websites, videos and so on. Analysis .The questionnaires and interviews conducted were based on the below table, it included demographic data including age, sex, and educational qualifications, general views and awareness about the virtual world, followed by detailed information to analyse their perception towards the use of virtual world in different aspects of training recruitment and learning.

Conclusions

VLE has generated myriads of interpretation globally and been received with mixed feelings. The key lessons learned from previous studies have led us to believe that online teaching and learning are not perfect yet. This research project points out to directions trends and provide indications that would form a sound basis for the necessary future research plans.

The findings of the study affirm that educational systems need to further progress and advance.it is also believed that technologies that facilitate resources can be used effectively to promote lifelong learning, and support learner-centred approaches by being vastly available. If we do not respond to the academic, linguistic, and cultural diversity of todays world, we are talking the risk of creatingg systems of low social educational and economic efficiency. This is the reason why the situation needs aa holistic perspective of study and discustion. virtual worlds have great potential for educational use, as is evidenced by the growing range of subjects they have successfully been used for. They offer oppurtunities, experiences, and pleasures that satisfy many of the basic motivations that drive modern consumption. yet while “virtual consumption” may be a promising substitute for real consumption, there is a dark side to virtual worlds which also present dangers the most trobubling concerns would be dangers of addiction, harmful effects on relationship and values and disconnection from real world. But every coin 2 sides, one requires careful reflection before it is whole heartdly embraced and replaced.

Reference:

  1. Andrius, D.Ph. and Barnhardt2016, T. Virtual World – Physical World? International Journal of Management Science and Business Administration, 2(6), pp.42-54.
  2. Andrei’s, d. P. & Bernadette, T. Virtual World – Physical World: What is the Real World? International Journal of Management Science and Business Administration, 2(6), 42-54.
  3. Andrius dip, Barnhardt T. Virtual World – Physical World: What is the Real World? International Journal of Management Science and Business Administration. (6):42-54
  4. Andrius, du Plessis, Theron Barnhardt. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2. 42-54.
  5. Andriel, du Plessis, Theron Barnhardt. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2, no.: 42-54.
11 February 2020
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