Tuesday, October 22, 2019

Modeling Reality with Virtual Worlds


When we either think about or talk about Virtual Worlds, our thoughts sometimes envision Virtual Reality or Augmented Reality and though they can all be tied mutually together, they each also have some differences between them. I had decided to explore the three forms of technology so that I can better connect them with some aspects of the class readings. It’s also important to remember that this type of technology can also get mislabeled and confused with most multiplayer video game technology, since modern games also employ many elements of VR, AR or VW technology, but they are not the same because video games are mostly based on challenges, achieving an objective within the game or scoring points in order to win and most games also have an end to them, meaning that after you reach the conclusion of the game it stops.


Virtual Reality
In the article ‘What is Virtual Reality? Definition and Examples’ by Joe Bardi (2019) he explained that Virtual Reality or VR is the use of computer technology for the creation of a computer-generated environment that actually puts the user inside a simulated 3D experience (para. 1). Rather than a user viewing a screen in front of them, users are immersed into a generated experience in which they are able to interact as though they are in the real world, while the computer is transformed into the gatekeeper for the artificial environment (Bardi, 2019 para. 1). Furthermore, VR attempts to simulate as many real senses as possible, such as vision, hearing, touch, and sometimes even smell. However, one component of the VR technology that sets it apart is the use of the head-mounted display which is also one of the most immediately recognizable aspects of the technology, plus the only limits to near-real VR experiences are the availability of content and low-cost computing power (Bardi, 2019 para. 1).

Augmented Reality
On the other hand, unlike Virtual Reality, Augmented Reality or AR simulates artificial objects in the real environment, while Virtual Reality creates an artificial environment to inhabit, in other words, AR has one foot in the real world and one in the virtual system (Bardi, 2019 para. 2). Moreover, the AR technology uses visual overlays, buzzy haptic feedback, or other sensory projection and algorithms to determine the position and orientation of a camera which then utilize the technology to render a 3D graphic as it would appear from the viewpoint of the camera, while superimposing the computer-generated visual images over a user’s view of the real world which they can manipulate (Bardi, 2019 para. 3).

Virtual Worlds
         In the website Techopedia, on a webpage titled ‘Definition - What does Virtual World mean?’ by the editorial staff (n.d.) they had defined virtual worlds as;

a computer-based online community environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world. Users interact with each other in this simulated world using text-based, two-dimensional or three-dimensional graphical models called avatars. Avatars are graphically rendered using computer graphics imaging (CGI) or any other rendering technology. Individuals control their avatars using input devices like the keyboard, mouse and other specially designed command and simulation gadgets. Today's virtual worlds are purpose-built for entertainment, social, educational, training and various other purposes.” (para. 1) 

They further said that Virtual Worlds are sometimes referred to as Digital Worlds (Techopedia, n.d. para. 3). Moreover, per capita expenditures on Virtual Worlds goods has contributed to a robust economy that is mostly driven by avatar-to-avatar transactions and is estimated to be worth between $1 billion to $2 billion a year in real dollars (Ferla, 2009, para. 6). However, one of the most popular and well-known Virtual Worlds is Second Life which like most Virtual Worlds is a multiuser virtual environment in which a computer program lets online users construct settings and hang out in them, using video-game-like characters or avatars (Knafo, 2009, para. 4).


           In the Forbes article titled ‘After Second Life, Can Virtual Worlds Get a Reboot?’ by Diane Mehta (2013), she interviewed Jacki Morie, a virtual world designer in telehealth-care, who had stated that “There are about 2 billion accounts registered for the 100 or so virtual worlds in use today. Children age 5-15 own at least half of those accounts—they’re using these worlds for entertainment, social connection, and learning” (para. 6). Morie had said that virtual worlds could be used for many different kinds of applications and fields such as in education, in delivery services, or as an advanced form of telehealth-care and that Virtual Worlds offers more than just videoconferencing (Mehta, 2013, para. 3). Additionally, Virtual Worlds can give users social connectivity, create and provide built-in support groups, and help individuals who are isolated avoid being alone by helping them make new friends, create connections and build support groups (Mehta, 2013). 


          Furthermore, Virtual Worlds can even help individuals with disabilities such as those who suffering from multiple sclerosis or cerebral palsy to freely interact with other people in a safe environment that they create and where their disabilities are no longer an issue for them. In the article, ‘iReport: 'Naughty Auties' battle autism with virtual interaction’ by Nicole Saidi (2008) she had mentioned that a Virtual World user by the name of David Savill, who has Asperger's syndrome, created an area within the virtual world of Second Life called Naughty Auties because he wanted a place that would serve those with autism spectrum disorders plus their friends and family (Saidi, 2008). Additionally, he had said that a benefit of the space is that visitors can practice social interaction and find information about the condition and also, the graphical representations of real people can create a comfort zone that will coax users out of their shells and get them communicating with others (Saidi, 2008). 


          Virtual worlds are also becoming a great tool for fostering creativity and collaboration, especially among artists, designers, engineers, manufactures and businesses. In the article ‘Going to the virtual office in Second Life’ By Mark Tutton (2009) he has stated “According to Linden Lab, creators of Second Life, more than 1,400 organizations­– including large companies, educational institutions, government agencies and even the U.S. military – use Second Life to hold meetings, conduct training and prototype new technologies more efficiently” (para. 5). Moreover, Virtual Worlds like Second Life are creating new tools that will allow businesses to have virtual meetings on their own computer networks and which would let employees to meet, cooperate and collaborate from the privacy of a company's secure network, rather than the public networks used in the standard Second Life, with this extra security it can encourage more companies to utilize the technology as part of their presentation and communication tools (Tutton, 2009). Furthermore, companies are seeking innovative ways to bring employees together for not just remote meetings but also for conferences in virtual environments and connecting virtual teams located in international offices. Furthermore, the technology that powers Virtual Worlds has allowed for the ability to collaborate effectively by using virtual tools that are becoming an increasingly important skill for the future as Virtual Worlds start to offer more application options (Tutton, 2009).


          However, as with most new forms of technology, there can be negative consequence, especially within Virtual Worlds. In the article titled ‘Virtual world may impact real-world behaviour’ by health24 (2014), the publisher had indicated that according to new research published in Psychological Science, a journal of the Association for Psychological Science, they have said that how users represent themselves in the virtual world can have an effect on how they behave toward other people in the real world (para. 1). The lead researcher Gunwoo Yoon of the University of Illinois at Urbana-Champaign had stated that “Our results indicate that just five minutes of role-playing in virtual environments as either a hero or villain can easily cause people to reward or punish anonymous strangers," (health24, 2014, para. 2). This occurs when people put on virtual masks and become someone else in a world where others don’t know their true identities and they are also given free rein to be whoever they want. Additionally, Virtual Worlds can further, isolate individuals who are already lonely by keeping them from interacting with the real world around them and closing them off from family, friends and society when they decide to only live and interact within the confines of a virtual environment. Plus, virtual worlds can have the potential of creating communities of trolls, cyberbully, and hate groups and people can also become victims of scam and fraud as well, since it's easy for thieves to pretend to be someone else or steal someone's identity to scam others.


In conclusion, the technology does offer a lot of potential for individuals and companies by adding to current and future communication and interaction technological tools especially when combined with other types of constructive technology such as Artificial intelligence (AI). Virtual Worlds also have the added benefits of allowing people who can’t afford to travel or who suffer from disabilities to explore the world and become a virtual tourist. Additionally, the technology can also be used to further enhance collaboration and foster more creativity among different people across the globe. But, more importantly, it can also be used for endless ideas and options such as educational, training and medical purposes. I also see the technology become more integrated within our lives and gadgets such as TV, Laptops, and smartphones as a way to give us deeper and richer entertainment engagement, including more movie theaters offering extra virtual world experiences.  However, I wonder how adding Virtual Worlds with social networking, blogs or Wiki would change the way we interact and communicate in the future.




 References

Bardi, J. (2019, July 3). What is Virtual Reality? VR Definition and Examples. Retrieved 

October 22, 2019, from https://www.marxentlabs.com/what-is-virtual-reality/.

Ferla, R. L. (2009, October 21). No Budget, No Boundaries: It's the Real You. Retrieved October 

22, 2019, from https://www.nytimes.com/2009/10/22/fashion/22Avatar.html.

Health24. What is a Virtual World? - Definition from Techopedia. (n.d.). Retrieved October 22, 

2019, from https://www.techopedia.com/definition/25604/virtual-world.  Virtual world may impact real-world behaviour. (2014, February 10). Retrieved October 22, 2019, from https://www.health24.com/Mental-Health/News/Virtual-world-may-impact-real-world-behaviour-20140210.

Knafo, S. (2009, May 2). In Room 100, It's Sid and Nancy All Over Again. Retrieved October 

22, 2019, from https://www.nytimes.com/2009/05/03/nyregion/thecity/03virt.html.

Mehta, D. (2013, May 1). After Second Life, Can Virtual Worlds Get a Reboot? Retrieved 

October 22, 2019, from https://www.forbes.com/sites/dianemehta/2013/04/30/after-second-life-can-virtual-worlds-get-a-reboot/#5487c2a2735a.

Saidi, N. (2008, March 28). iReport: 'Naughty Auties' battle autism with virtual interaction. 

Retrieved October 22, 2019, from https://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html.

Tutton, M. (2009, November 9). Going to the virtual office in Second Life. Retrieved October 

22, 2019, from http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/.





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