Computer-based simulated environments contained in virtual
worlds are made available to numerous users either simultaneously or
independently to explore, participate in its activities, and communicate with
others. Virtual worlds are great in the sense that they allow for physical
human interaction that would be otherwise impossible. Companies can use these
communities to facilitate meetings and conferences. Rather than going through the
hassle of planning a trip and incurring travel costs, a virtual meeting could
be set up that participants can take part in from the convenience of their
office desks. Virtual worlds also have a place in education. Whether it be by
use of virtual classrooms that students can attend, or by situated-learning
situations like those discussed in “Situated Learning in Virtual Worlds andImmersive Simulations,” by Lisa Dawley and Chris Dede, virtual environments “are
designed to create a compelling, collaborative, and participatory experience…
and often contain a variety of features not possible in the real world to enhance
users’ engagement and learning.” Dawley and Dede use an example of how a
computer simulations gave two fifth-grade students a second-hand look into life
during the Industrial Revolution.
Other benefits brought by virtual reality include cutting
risk when training individuals in certain fields such as medicine, aviation,
and law enforcement, expanding users’ network of people they interact with from
their general location to anyone connected to the internet, and making tourism
easier through virtual tours, among others. With that said, virtual reality is
by no means perfect. A lack of laws in the virtual world, renders some conduct
deemed illegal in the real world legal in the virtual world. Furthermore,
virtual reality can be addicting, resulting in users neglecting their real-life
responsibilities. Research talked about in “Virtual world may impact real-worldbehavior” “suggests that how you represent yourself in the virtual world of
video games may affect how you behave toward others in the real world.” This
could also be seen as a positive impact, but with the fact that anonymity
results in users acting in a way that is not socially acceptable, its negative
implications are a cause for concern.
As technology improves day by day, the next
breakthrough in virtual reality is always right around the corner. I see many
of the kinks continued to be worked on, with improved graphics and expanded
geography able to be explored. Rather than using avatars, I can see users being
able to project themselves into the virtual universe. The evolution of virtual
reality is definitely something to keep an eye out for.
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