BPMVE_Chapter_Brown_Rasmussen - Virtual Environment...

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Virtual Environment Visualisation of Executable Business Process Models Ross Brown and Rune Rasmussen Information Systems Program Faculty of Science and Technology Queensland University of Technology Australia [email protected] , [email protected] Abstract Business Process Modelling is a fast growing field in business and information technology, which uses visual grammars to model and execute the processes within an organisation. However, many analysts present such models in a 2D static and iconic manner that is difficult to understand by many stakeholders. Difficulties in understanding such grammars can impede the improvement of processes within an enterprise due to communication problems. In this chapter we present a novel framework for intuitively visualising animated business process models in interactive Virtual Environments. We also show that virtual environment visualisations can be performed with present 2D business process modelling technology, thus providing a low barrier to entry for business process practitioners. Two case studies are presented from film production and healthcare domains that illustrate the ease with which these visualisations can be created. This approach can be generalised to other executable workflow systems, for any application domain being modelled. Keywords Business Process Modelling, Virtual Environments, Workflow, Process Model Introduction Games and related virtual environments have been a fast growing area of the entertainment industry. The classic reference is that games are now approaching the size of Hollywood box office sales (Boyer 2008). Books are now appearing on its influence on business (Edery and Mollick 2008), and it is one of the key drivers of present hardware development, especially with hardware manufactures providing solutions in for Graphics Processing Units, Physics Simulations and interaction devices like the Nintendo Wiimote. Some of this game technology is now available as general purpose bundled applications on operating systems, including such examples as Aero on Windows, and Time Machine on the Apple Mac. In addition to this continued growth in the area of games, there are a number of factors that are increasing the influence of 3D Games and Virtual Environments on Business IT systems. Firstly, the average age of gamers is approaching the mid thirties (ESA 2008). Therefore, a number of people who are in management
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positions in large enterprises are experienced in using 3D entertainment environments. Secondly, due to demand for more computational power in CPU and Graphical Processing Units (GPUs), average desktop machines and recent laptops are capable of supporting a game or virtual environment. It should be noted that the demonstrations at the end of this chapter were developed at the Queensland University of Technology (QUT) on a normal Software Operating Environment, with a standard Intel Dual Core CPU and basic Intel graphics option. What this means is that business computing is on the verge of being able to
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This note was uploaded on 12/05/2009 for the course IT IS taught by Professor Arther during the Three '09 term at Queensland Tech.

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BPMVE_Chapter_Brown_Rasmussen - Virtual Environment...

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