Sunday, May 24, 2015

Virtual World

                                                  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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