The Virtual First project was born from the realization that something had to be done to facilitate the adaptation of organizations and people to this new reality. One of the premises was that the adaptation process should be supported by a computer platform that would allow the development, in the virtual space, of activities normally performed in a physical environment. This prototype was later used and improved, for the development of an innovative platform, preferably oriented towards teaching and professional training and that allows the automation of a large part of the teaching process. The platform adapts to any teaching methodology, from the most traditional to the most modern trends, even supporting a new methodology that we call Inbound Learning, only possible with this type of solution. In the implementation phase, the authors used the Agile methodology, in a model called Crivosoft Agile Framework. This model for developing IT solutions only differs from other existing models by involving the business analyst in manually loading tables with real data.
From a videogame perspective, decision-making is a crucial activity that takes place at all times and at different levels of perception. Moreover, this process influences the gamers' performances, which is an interesting feature for RPGs as they are games that are able to work as tools for increasing the improvement of the proximal development zones of players due to their inherent trait of cooperation, which alone, stimulates their skills of socialization, interaction and, consequently, communication. A feat that is achieved by involving players in a kind of plot that requires them to interact and take decisions, hence, favoring decision-making process. For these reasons, the RPG genre was considered as an appropriate test bed to apply the decision-making model proposed by this paper, which was built by using a Petri Net and that combines concepts taken from The Game Theory and from the reciprocity principle from the Theory of Persuasion.Index Terms-Psychology of persuasion, systems decision making, MMORPG, RPG, Petri net and game theory.
Due to the constant innovations in communications tools, several organizations are constantly evaluating the adoption of new communication tools (NCT) with respect to current ones. Especially, many organizations are interested in checking if NCT is really bringing benefits in their production process. We can state an important problem that tackles this interest as for how to identify when NCT is providing a significantly different complementary communication flow with respect to the current communication tools (CCT). This paper presents the Mixed Graph Framework (MGF) to address the problem of measuring the complementarity of a NCT in the scenario where some CCT is already established. We evaluated MGF using synthetic data that represents an enterprise social network (ESN) in the context of well-established e-mail communication tool. Our experiments observed that the MGF was able to identify whether a NCT produces significant changes in the overall communications according to some centrality measures.
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