Wednesday, March 23, 2016

Modeling Reality With Virtual Worlds

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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