VIRTUAL WORLD
A virtual world
or massively multiplayer online world
(MMOW) is a computer-based simulated environment populated by many users who
can create a personal avatar, and simultaneously and independently explore the
virtual world, participate in its activities or communicate with others. These
avatars can be textual, two or three-dimensional graphical representations, or
live video avatars with auditory and touch sensations. In general, virtual
worlds allow for multiple users.
The user accesses a computer-simulated world which presents
perceptual stimuli to the user, who in turn can manipulate elements of the
modeled world and thus experience a degree of telepresence. Such modeled worlds
and their rules may draw from the reality or fantasy worlds. Example rules are
gravity, topography, locomotion, real-time actions, and communication.
Communication between users can range from text, graphical icons, visual
gesture, sound, and rarely, forms using touch, voice command, and balance
senses.
HISTORY:
The concept of virtual worlds significantly predates
computers. The Roman naturalist, Pliny the Elder, expressed an interest in
perceptual illusion. In the twentieth century, the cinematographer Morton
Heilig explored the creation of the Sensorama, a theatre experience designed to
stimulate the senses of the audience—vision, sound, balance, smell, even touch
(via wind)--and so draw them more effectively into the productions.
Among the earliest virtual worlds implemented by computers
were virtual reality simulators, such as the work of Ivan Sutherland. Such
devices are characterized by bulky headsets and other types of sensory input
simulation. Contemporary virtual worlds, in particular the multi-user online
environments, emerged mostly independently of this research, fueled instead by
the gaming industry but drawing on similar inspiration.While classic
sensory-imitating virtual reality relies on tricking the perceptual system into
experiencing an immersive environment, virtual worlds typically rely on mentally
and emotionally engaging content which gives rise to an immersive experience.
The first virtual worlds presented on the Internet were
communities and chat rooms, some of which evolved into MUDs and MUSHes. The
first MUD, known as MUD1, was released in 1978. The acronym originally stood
for Multi-User Dungeon, but later also came to mean Multi-User Dimension and
Multi-User Domain. A MUD is a virtual world with many players interacting in
real time. The early versions were text-based, offering only limited graphical
representation and often using a Command Line Interface. Users interact in
role-playing or competitive games by typing commands and can read or view
descriptions of the world and other players. Such early worlds began the MUD
heritage that eventually led to massively multiplayer online role-playing
games, more commonly known as MMORPGs, a genre of role-playing games in which a
large number of players interact within a virtual world.
APPLICATIONS:
SOCIAL:
Although the social interactions of participants in virtual
worlds are often viewed in the context of 3D Games, other forms of interaction
are common as well, including forums, blogs, wikis, chatrooms, instant
messaging, and video-conferences. Communities are born in places which have
their own rules, topics, jokes, and even language. Members of such communities
can find like-minded people to interact with, whether this be through a shared
passion, the wish to share information, or a desire to meet new people and
experience new things. Users may develop personalities within the community
adapted to the particular world they are interacting with, which can impact the
way they think and act. Internet friendships and participation online
communities tend to complement existing friendships and civic participation
rather than replacing or diminishing such interactions.
Systems
that have been designed for a social application include:
Active Worlds
Kaneva
Onverse
SmallWorlds
There.com
Twinity
Whyville
MEDICAL :
Disabled or chronically invalided people of any age can
benefit enormously from experiencing the mental and emotional freedom gained by
temporarily leaving their disabilities behind and doing, through the medium of
their avatars, things as simple and potentially accessible to able, healthy
people as walking, running, dancing, sailing, fishing, swimming, surfing,
flying, skiing, gardening, exploring and other physical activities which their
illnesses or disabilities prevent them from doing in real life. They may also
be able to socialise, form friendships and relationships much more easily and
avoid the stigma and other obstacles which would normally be attached to their
disabilities. This can be much more constructive, emotionally satisfying and
mentally fulfilling than passive pastimes such as television watching, playing
computer games, reading or more conventional types of internet use.
COMMERCIAL :
As businesses compete in the real world, they also compete
in virtual worlds. As there has been an increase in the buying and selling of
products online (e-commerce) this twinned with the rise in the popularity of
the internet, has forced businesses to adjust to accommodate the new market.
Many companies and organizations now incorporate virtual
worlds as a new form of advertising. There are many advantages to using these
methods of commercialization. An example of this would be Apple creating an
online store within Second Life. This allows the users to browse the latest and
innovative products. Players cannot actually purchase a product but having
these “virtual stores” is a way of accessing a different clientele and customer
demographic. The use of advertising within "virtual worlds" is a
relatively new idea. This is because Virtual Worlds is a relatively new technology.
Before companies would use an advertising company to promote their products.
With the introduction of the prospect of commercial success within a Virtual
World, companies can reduce cost and time constraints by keeping this
"in-house". An obvious advantage is that it will reduce any costs and
restrictions that could come into play in the real world.
Using virtual worlds gives companies the opportunity to
gauge customer reaction and receive feedback. Feedback can be crucial to the
development of a project as it will inform the creators exactly what users want.
ENTERTAINMENT :
There are many MMORPG virtual worlds out on many platforms.
Most notable are IMVU for Windows, PlayStation Home for PlayStation 3, and
Second Life for Windows. Many Virtual worlds have shut down since launch
however. Notable shutdowns are The Sims Online, The Sims Bustin Out Online
Weekend Mode, and PlayStation Home.
SINGLE-PLAYER GAMES :
Some single-player video games contain virtual worlds
populated by non-player characters (NPC). Many of these allow players to save
the current state of this world instance to allow stopping and restarting the
virtual world at a later date. (This can be done with some multiplayer
environments as well.)The virtual worlds found in video games are often split
into discrete levels.
E-COMMERCE :
A number of virtual worlds have incorporated systems for
sale of goods through virtual interfaces and using virtual currencies.
Transfers of in-world credits typically are not bound by laws governing
commerce. Such transactions may lack the oversight and protections associated
with real-world commerce, and there is potential for fraudulent transactions.
FUTURE OF VIRTUAL WORLD :
Virtual worlds may lead to a "mobility" of labor
that may impact national and organizational competitiveness in a manner similar
to the changes seen with the mobility of goods and then the mobility of labor.
Virtual worlds may increasingly function as centers of
commerce, trade, and business. With the increased growth of virtual asset trade
being seen: In Second Life, revenue has reached approximately 7 million US
Dollars per month. Real world brands such as Coca-Cola have used virtual worlds
to advertise their brand.
VEDIOS ON VIRTUAL WORLD:
REFERENCES :
Bartle, Richard (2003). Designing Virtual
Worlds. New Riders. ISBN 0-13-101816-7.
Begault,
Durand R. (1994). 3-D Sound for Virtual Reality
and Multimedia (PDF). San Diego, CA, USA: Academic Press
Professional, Inc. ISBN 0-12-084735-3. hdl:2060/20010044352. Retrieved 2008-03-02.
Biocca,
Frank; Levy, Mark R. (1995). Communication in
the Age of Virtual Reality. Lawrence
Erlbaum Associates. ISBN 0-8058-1550-3.
Castronova, Edward (December 2001). "Virtual
worlds: a first-hand account of market and society on the cyberian
frontier". CESifo Working Paper No. 618. Munich: CESifo. Retrieved 2008-03-03.
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