View
252
Download
0
Category
Preview:
Citation preview
Virtual Worlds A Technology in Making
Online community that takes the form of a computer-based
simulated environment through
which users can interact with one another and use
and create objects.
Introduction
Interactive 3D virtual environments. Users avatars visible to others: -An Avatar : graphical representation of
the user's character-may take a three-dimensional form, as in games -or a two-dimensional form as an icon in Internet forums or online communities
In general, virtual worlds allow for multiple users.
A look into Virtual Worlds: Such modeled worlds draw their essence
from reality or fantasy worlds. Communication Most common forms; Games. Most based on
fantasy, rarely based on reality. Virtual Worlds not limited to games, but
extensions such as chatrooms, conferences etc.
Use of emoticons in such places ‘’ ‘’ Economist Edward Castronova argues that
“synthetic world” is a better term.
Most common Examples Of Virtual Worlds:
Social Networking Sites
Technical term, “Virtual communities”
Lots of users, more than thousands
Interacting through use of ‘Profiles’.
For e.g., Facebook, Twitter .
3D movies Acronym for
three-dimensional film
motion picture that enhances the illusion of depth perception.
Uses special projection hardware or special eyewear
Examples
OnLive Traveller• Designed Sports Areas
Active Worlds• 10 Million objects on digital plain• Forests….Cities….Roman Ruins
WorldsAway• Cyber Economy• Rich Social Tapestry
Training Simulators
• Battlefield simulators
• Counter-terrorism
• Paratrooping• Welding• Mining training
sims• Flight Simulators
Car Navigation Systems
• Audi Multimedia Interface
• Avatar support – natural-language
dialogue – supported by
images and videos.
Project NATAL• Introduces a new
way of interacting with games & computer systems
• No keyboard and no controller
• User's voice and motions Method for interacting with the system.
The Cave• Any virtual reality system
that uses multiple walls with multiple projectors to immerse users in a virtual world.
• Built in 1192• Uses:– Scientific Visualizations– Universities– demonstrating 3D
environments– virtually testing component
parts of newly developed engineering projects.
Virtual Reality Gear• In order to play games in the “virtual world”,
certain gadgets are required.• These include:1. Virtual reality goggles/glasses2. Hand-held controls, Head Mounted Display
(HMD) and speakers3. Data suits4. Workbench
Google’s Project Glass Debuts: Google Glass
• First of its kind; a completely unique product, designed by Google X.
• Allows the user to access Facebook, send messages, chat with another person by just looking through his/her glasses.
• Priced at $1500 and set to release in 2014.
Google Glass’ Commercial
ADVANTAGES
• Create opportunitiesa)Weblogsb)Communicate
• Create individual charactera)e.g. avatar
Advantages
• Familiar environment from the real world.
a)Shapes, color & sounds
• Effective ways to train employs.a)Military officialsb)Transportation agencies
Advantages• THERAPY
a)Treat couple of illnessesi. Phobiaii. Stress
a) Helping disable children i. Makaton symbols
ADVANTAGES
• Create opportunitiesa)Weblogsb)Communicate
• Create individual charactera)e.g. avatar
Advantages
• Familiar environment from the real world.
a)Shapes, color & sounds
• Effective ways to train employs.a)Military officialsb)Transportation agencies
Advantages• THERAPY
a)Treat couple of illnessesi. Phobiaii. Stress
a) Helping disable children i. Makaton symbols
Drawbacks of Virtual Worlds
• Technology: Poses significant problems to
developers and causes restrictions in attempts at widespread use and distribution.
• Social Impact: Social isolation (depression,
disassociation and other conditions).
• Could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts.
• Desensitization: risk of failing to recognize the true
consequences for actions in which they are taking part or are viewing.
• Cost: Few people have the technical
knowledge to maintain a virtual world system. Additionally most reality systems are not readily interchangeable with different hardware, increasing the cost.
Future of Virtual Worlds:
• Today, more than hundreds of virtual worlds in existence with varied themes.
• Like fantasy, science fiction or idealized modern environments like tropical islands, gardens etc
• Virtual worlds mostly exist in the form of games
• But in future, will expand into a broader range of fields like education, military, entertainment etc
Virtual and Real world- different or alike?
• Growth of virtual worlds is foreseen.• Current virtual activity and use of
avatars is removing the difference between the virtual and real worlds
• The boundary between the 2 may fade even more in the future
• The many uses and constant growth of Virtual Worlds depicts their further evolution
Virtual Worlds-New technology in making?
• Virtual Worlds becoming a part of daily life due to increased and better internet access
• This technology in making will bring a revolution in the world of science & technology
• It can be rightly said, that Virtual Worlds wil be no longer places “to visit”.
• And What’s life without a new innovation?
THANK YOU!!
Recommended