Tuesday, October 24, 2017

Modeling Reality with Virtual Worlds

Virtual world is the online environments that have  game-like immersion and social media functionality. At the heart is a sense of presence with other at the same time and in the same place. The most common use of it is for the gaming. Its gives you real life game experience as it seems you are there in the actual game. It could be used in health care industry. For example, it would be a good tool to use is for treatment and computer-generated images for diagnosis. shopping could be another region where virtual world could exist. Different virtual applications provide tour of the entire store which gives shoppers a real time shopping experience. Even students could get lectures while just sitting at home, giving them a environment of being presented in a class room. According to the article, 'After Second life, Can Virtual World Get a Reboot?', it says, that virtual world can give us social connectivity, built in support groups, and ways to avoid ever being alone.

    Lets discuss the positive and negative side of the Virtual World. The pro's are, it helps treating phobias for people who are afraid of being near animals and objects. Cons on the other side is that it interfere with the ability to perceive and react to real experiences without physically being available. In coming future tech developers would be interesting in inventing a new way of using different applications like Facebook and MySpace. This idea was supported in the article,' I've Been in that Club, just not in real life.'.

References

  1. After Second Life, Can Virtual Worlds Get A Reboot. April 30, 2013. http://www.forbes.com/sites/dianemehta/2013/04/30/after-second-life-can-virtual-worlds-get-a-reboot/ or Below.
  2. "I've Been in That Club, Just Not in Real Life" by Dave Itzkoff, The New York Times, January 6, 2008, available athttp://www.nytimes.com/2008/01/06/arts/television/06itzk.html 

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