Modeling Reality with Virtual Worlds



What are different ways these virtual worlds can be used? What are the pros and cons? Be specific. How do virtual worlds foster creativity? What do you think the future of virtual worlds will look like?

From a different point of view companies are utilizing virtual technology, many people are go on and experiment sites that have virtual characters, and to interact with other virtual users. The purpose of virtual sites are "realistically" interacting with these other virtual sites and people to become more like virtual friends. Experiencing the reality through virtual world, for instance you can be whomever you want to be or whatever you want to do. Another example would a woman trying to live as a man that is possible if you have your virtual world program as you wanting be a man why not, i bet i would be a great example. Virtual worlds can be used for a second life & social interaction. One can portray any kind of world you want it to be and live in it. It helps people who have trouble communicating in real life by improving social skills. It can be used to have meetings & communication within the company

Pros
A. Every person have the ability to achieve things at home.
B. Having the ability to express you thoughts and speaking your mind.
C. Being anywhere of the world while being at home and just wearing a VR glasses.
Cons
A. Communicating in the Virtual world but not in the real world.
B. Scams, frauds, and lies takes places.
C. Sharing personal resources can be dangerous.


Video chats started hitting on smartphones and people started to use smartphone in my opinion there are more people that have smart phone than not smart phone, people can be with each other on the go and face to face 24/7. Meetings can be held from computers, you dont need 5 6 different computers because with the technology you can have a meeting with 6 people through one program and computer.Virtual world brings people from around the world into a single space without any time consumption.
Refrences:
1. Social Influence and the Diffusion of User-Created Content by Eytan Bakshy, Brian Karrer, and Lada A. Adamic. Proceedings of the 10th ACM Conference on Electronic Commerce, July 6-10, Stanford, CA. Available at: http://www.personal.umich.edu/~ladamic/papers/SecondLife/SocialInfluenceEC.pdf
2. "In Room 100, It's Sid and Nancy All Over Again,"by Saki Knafo, The New York Times, May 3, 2009, p. CY6. Available at:
http://www.nytimes.com/2009/05/03/nyregion/thecity/03virt.html

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