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Value creation by leveraging interoperability between virtual and real-world business environments

机译:通过利用虚拟和现实业务环境之间的互操作性来创造价值

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Virtual Worlds are designed for sociability, environments where people have interaction with other people. Enterprises have already started exploring this new world as a way to provide a compelling new value proposition to their products and services. This paper makes a proposal for addressing the issue of interoperability between virtual and real-world business environments as a way to foster value creation opportunities as the virtual and real world interact with each other. To this end, the authors propose the Integration of 2nd Life object behaviour modelling within the actual Enterprise Engineering Life-Cycle in order to achieve a seamless enactment of both interoperable models in the virtual and real world. We believe therefore that our approach can bring value to most interaction types, especially in integration of the consumer in the value network and in strengthening the relationship between the consumer and the actual physical product. It is our believe that this will foster new opportunities for value creation, both in the interaction between the enterprises (including different segments of the network value chain) and in the interaction between these and actual the product or service consumer.
机译:虚拟世界是为社交而设计的,人们可以与他人进行互动。企业已经开始探索这个新世界,以此为他们的产品和服务提供引人注目的新价值主张。本文提出了解决虚拟和现实商业环境之间互操作性问题的建议,以此作为在虚拟和现实世界之间进行交互时创造价值创造机会的一种方式。为此,作者建议在实际的企业工程生命周期内集成第二生命对象行为模型,以实现虚拟世界和现实世界中两个可互操作模型的无缝实现。因此,我们认为,我们的方法可以为大多数交互类型带来价值,尤其是在将消费者融入价值网络中以及加强消费者与实际实物之间的关系时。我们相信,这将在企业之间(包括网络价值链的不同部分)之间的互动以及这些企业与实际产品或服务消费者之间的互动中,为创造价值创造新的机会。

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