10 research outputs found

    IBM POWER SYSTEMS AND SERVICE ORIENTED ARCHITECTURE AT BANK OF AMERICA’S FOREIGN ITEMS SYSTEMS OFFICE

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    This is a teaching case on a real life scenario in an organization involving IT solution evaluation and selection. This case involves the Bank of America’s Foreign Items Systems office in Toronto. The officers from the Bank of America’s Foreign Items Systems office in Toronto were discussing how to respond to a Request for Proposal (RFP) from a major U.S. bank to provide foreign currency services. The case discusses three options: Standard J2EE Web Application Global Foreign Currency, Modified J2EE Web Application with Single Sign On, and Service-Oriented Architecture (SOA) via Web Services. The case can be used to complement chapters in MIS and IT courses that are related to Systems Integration, IT Infrastructure or IT Implementation. The case can also be used to discuss IT planning, management, evaluation, and trade-off issues. The case is intended for use by senior undergraduate and MBA students

    ENHANCING BRAND EQUITY THROUGH FLOW: COMPARISON OF 2D VERSUS 3D VIRTUAL WORLD

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    This research uses the theory of flow to examine the effect of 2D versus 3D virtual world environments on brand equity and use intention. The results suggest that a 3D virtual world environment has both positive (indirect) and negative (direct) effects on brand equity. The positive, indirect effect of the 3D virtual world environment occurs through feelings of telepresence and enjoyment, both of which contribute positively to brand equity and, in turn, induces a higher behavioral intention. The negative, direct effect can be explained using distraction-conflict theory, where attentional conflict is faced by users of a highly interactive and rich medium. This paper explains the flow experience and its effects on brand equity in 2D versus 3D virtual world environments, and provides insights to practitioners for designing 3D virtual world sites to enhance brand equity and behavioral intention

    Understanding Gender Differences in Media Perceptions: A Comparison of 2D versus 3D Media

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    We examine gender differences in 2D versus 3D media perceptions. Using the Hunter-Gatherer Theory of Spatial Gender Differences and Jung’s Theory of Psychological Types, we hypothesize differences in men’s and women’s perceptions of skill, challenge, telepresence, and satisfaction with online experiences in 2D versus 3D media interaction. The findings suggest that even though women perceive lower skill levels and greater challenges in using 2D and 3D media than men, women’s sense of telepresence is higher than men in both 2D and 3D media. Women are also more satisfied with their interaction in 2D and 3D media than men

    An Examination of Perceptions of Male and Female Avatars

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    Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avatars. Through their avatars, users can interact with objects and other avatars in the virtual world. Virtual worlds are growing in importance in both educational institutions and businesses. Educational institutions have adopted virtual worlds as a medium for instructional delivery whereas businesses are using virtual worlds for recruitment, training, collaboration, and marketing. Given these emerging phenomena, a better understanding of behavioral and perceptual issues in virtual worlds is warranted. In this paper, we propose a research model to study gender stereotypicality of male and female avatars and their effects on trust perceptions. Gender stereotypes have been widely studied in the real world along with their effects on trust perceptions. This research will assess if such gender stereotypes also exist in the virtual worlds

    Are Male and Female Avatars Perceived Equally in 3D Virtual Worlds?

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    Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avatars and use those avatars to interact with objects and other avatars in the virtual world. Virtual worlds are growing in importance in both educational institutions and businesses. Educational institutions have adopted virtual worlds as a medium for instructional delivery whereas businesses are using virtual worlds for recruitment, training, collaboration, and marketing. Given these emerging phenomena, a better understanding of behavioral and perceptual issues in virtual worlds is warranted. We propose a research model to study the interaction effects of gender stereotypicality of male and female avatars and gender typicality of tasks on trust perceptions. Gender stereotypes have been widely studied in the real world along with their effects on trust perceptions. An experiment is proposed to examine the effects of gender stereotypes on trust perceptions in virtual worlds. Implications and expected contributions are also discussed

    Perceptions of Avatars in 3D Virtual Worlds: Impact of Task and Gender Stereotypicality

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    Virtual worlds are growing in importance and popularity in businesses. As the use of virtual worlds increases, it becomes increasingly important to understand the behavioral and perceptual issues in virtual worlds. Although gender stereotypes have been widely studied in the real world along with their effects on trust perceptions, very little such research has been conducted in virtual worlds. We propose a research model to study the interaction effects of gender stereotypicality of male and female avatars and gender typicality of tasks on trust perceptions. An experiment is proposed to examine the effects of gender stereotypes on trust perceptions in virtual worlds. Implications and expected contributions are also discussed

    Enhancing Brand Equity Through Flow and Telepresence: A Comparison of 2D and 3D Virtual Worlds

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    This research uses theories of flow, telepresence, positive emotions, and brand equity to examine the effect of using two-dimensional versus three-dimensional virtual world environments on telepresence, enjoyment, brand equity, and behavioral intention. The findings suggest that the 3D virtual world environment produces both positive and negative effects on brand equity when compared to the 2D environment. The positive effect of the 3D virtual world environment on brand equity occurs through telepresence, a specific aspect of flow, as well as enjoyment. The negative effect on brand equity can be explained using distraction–conflict theory in which attentional conflicts faced by users of a highly interactive and rich medium resulted in distractions from attending to the brand. Brand equity, in turn, has a positive effect on behavioral intention. The results suggest that although the 3D virtual world environment has the potential to increase brand equity by offering an immersive and enjoyable virtual product experience, the rich environment can also be a distraction. Therefore, developers of virtual world branding sites need to take into account limitations in the information processing capacity and attention span of users when designing their sites in order to avoid cognitive overload, which can lead to users being distracted from branding information. This paper not only provides a theoretical foundation for explaining users’ experience with 2D versus 3D virtual world branding sites, but also provides insights to practitioners for designing 3D virtual world sites to enhance brand equity and intentions through user engagement

    Virtual World Affordances: Enhancing Brand Value

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    Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the existing Internet. Although many businesses are jumping on the bandwagon to maintain a presence in virtual worlds, there is no well-established knowledge or theory to guide businesses in their involvement in these environments. In this paper, we identify affordances in the virtual worlds that can be used to increase the state of flow experienced in a business virtual site, which in turn may enhance brand equity, or the perceived added value of a brand to customers. We present a conceptual model that can be used to guide future research and industry practice on business implications of the virtual worlds
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