Virtual Worlds

What is virtual world?

A virtual world is 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.

What platform does it run on?

  • Online Platforms
  • Major Media Sites
  • Gaming Platforms
  • Innovative sites

What does this involve?

Entertainment
  • Movies
  • Gaming
  • Training
Social Interaction
  • New friends
  • Bigger social circle
  • Diversity

Earlier Tools

  • Panoramic paintings: Virtual reality could be dated back to the 19th century.
  • 1929 – Link Trainer The First Flight Simulator: Training pilots.
  • 1950s – Morton Heilig’s Sensorama: Taking it to another level (smell, 3D, sound, Most importantly feeling).
  • 1993 - 1995 – SEGA glasses and Nintendo Virtual Boy: Beginning of commercial gaming VR.

today…

VR tech has evolved dramatically in recent years…

Huge companies got involved in the Virtual World market such as:

  • Facebook: Its new product Oculus Rift has a strong competitive advantage with both a ton of hype and a boatload of name recognition working in its favor. The Rift is considered the market leader at the moment.
  • HTC Vive: PC oriented headsets and tethered but the Vive seems to be more interactive at this point.
  • Sony's PlayStation VR: Gaming domination.

Case study #1 (Oculus VR )

From a small cramped study in 2012 to a technology that is spreading by breakneck speed…
The company was founded by Palmer Luckey at a young age.

Examining cultural traits
risk of losing its inherent cultural trait….
Made to feel life virtually
A Real Learning Experience
Space provided
No limits

Facebook acquisition

Zuckerberg buys the company for $2 billion.
operate somewhat independently and maintain its main offices

Public is a natural fit

Astonishing growth (Huge fan base…)
New headquarters that would eventually house more than 100 employees.

Case Study #2 VR in education

Could drastically change the way education is run

1. Human brain remembers 10% of what it reads, 20% of what it hears and 90% of what it does or stimulate.
2. Faster learning
3. Immersion in History

Currently offering programs that take you back to 1969

Strengths and challenges

Strengths

  • Training - Real life simulations provided
  • Gaming - Be part of the experience
  • Help and healing - PTSD

Challenges

  • Price - Difference between good and not so (playstation VR and google cardboard)
  • Accessibility
  • Resolution

Future

Gaming: Inexpensive expansion of gaming industry with consoles built specifically for VR

Education: Further integration of curriculum with growth of VR

Smartphones: Efficient and cheap VR experience offered through your smartphones

Link with the Metaverse Roadmap

The closest Metaverse to virtual world is Mirror World

The two world are similar in many aspects such as having been emerged with technology and the use of digital life.

References:

https://blackboard.gwu.edu/bbcswebdav/pid-7797022-dt-content-rid-18497149_2/courses/51235_201701/51235_201701_ImportedContent_20170117021715/MetaverseRoadmapOverview.pdf

https://www.techopedia.com/definition/25604/virtual-world

https://www.vrs.org.uk/virtual-reality-games/what-are-virtual-worlds.html

https://www.vrs.org.uk/virtual-reality/history.html

http://www.techradar.com/news/world-of-tech/future-tech/the-vr-race-who-s-closest-to-making-vr-a-reality-1266538

http://www.hermanmiller.com/content/dam/hermanmiller/documents/case_studies/cs_OVR_FULL.pdf

http://www.information-age.com/future-virtual-reality-123461990/

https://unimersiv.com/virtual-reality-education/

https://filmora.wondershare.com/virtual-reality/disadvantages-virtual-reality.html

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