Virtual worlds bridge community and creativity and they are three-dimensional environments. The common use of virtual worlds is games. Users seem to have second lives in games of the virtual world. And the virtual world is not limited to games, it could be used in education and research. For example, a "virtual classroom" is based on interaction and allows students to learn in a virtual environment. Joe Earle introduces the technology of the virtual world which is used in education, it is VR-virtual reality. People state their opinions about VR: "With virtual reality, you really get to walk in someone else's shoes and you get to see what someone else sees."
Therefore, the virtual world's advantages are obvious. First, these virtual worlds technologies can be commonly used in gaming experiences, virtual prototypes, training programs for the military, medical training, and psychological. Second, the virtual world enhances people's communications. Like the video of second life on the second life, users make friends and even get job opportunities in the real-world by the virtual world game-Second Life. Last, the virtual world connects our works in reality. In the article Going to the virtual office in Second Life, "Virtual community Second Life is seeking to tap into that market by creating a new tool that allows businesses to have virtual meetings on their own computer networks." There is no doubt that the virtual world provides more convenience for people.
However, the virtual world has also some disadvantages. The virtual world has the dangers of deception and the benefits of creativity beyond reality. And the virtual world may make people feel their real lives are worthlessness and insignificance. People will become attractive to the virtual world to escape real life. Moreover, the virtual world has the tech limits. Technologies are not mature enough to come true the nature experience. I believe in the future virtual tech will be more mature. Actually, VR and AR technologies are being more and more mature and important. And then virtual tech will cover people's daily life.
Reference:
1. Joe Earle, "The virtual world moves into the classroom", by Sep 14, 2018, <https://www.reporternewspapers.net/2018/09/14/the-virtual-world-moves-into-the-classroom/>
2. Mark Tutton, "Going to the virtual office in Second Life", Nov 9, 2009
I agree with you that virtual worlds might cause some people to fell like their real life in comparison has no meaning. Why do you think that technologies aren't mature enough to come true to the nature of a person's experience with virtual reality?
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