Abstract

The predecessors of virtual worlds are the multiplayer online role playing games; they appeared in the mid-nineties and have been studied since then. Virtual worlds are part of the shared spaces technologies and are applied to strengthen the weaknesses of teamwork, allowing identifying a direct relationship with the intellectual capital. Theoretical models have attributes that differentiate them from other digital media and allow getting more effective team collaboration. A feature of virtual worlds that allows such collaboration is that unlike 3D games, virtual world's user actions lie on their interests, which vary from meeting people to manage business. Based on the information about virtual worlds, intellectual capital, collaborative knowledge management, intelligent agents, and MPLM3D platform, this work proposes a model through which to demonstrate how the interaction with intelligent agents allow to achieve an effective collaborative learning into a controlled distributed computer environment using the platform Second Life.

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