Friday, October 17, 2014

Modeling Reality with Virtual Worlds

The virtual world relates to the life on the internet. In the virtual world, people can engage on activities that they won't be able to do so physically in real life. It's basically another dimension created online where users control and take in the form of avatars. So far I've seen virtual worlds used  mostly for gaming but I'm sure there are other useful uses for it.

The pros of the virtual world are staggering. People are able to do things they can't do in reality. In video games characters can fly, drive nice cars, live wealthy and more. The virtual world is the ideal world people want to live in. Besides being fun, the virtual world can help professionally. According to the article, "Going to the virtual office in Second Life," the computer company, IBM created a virtual office where it "allows businesses to share ideas and collaborate in a 3D world" (Tutton). Workers are able to communicate and share their ideas online even if they're miles apart.

The cons may include, focusing more on the virtual world and less on what is actually real. For example, according to the article, "I’ve Been in That Club, Just Not in Real Life," by Dave Itzkoff, he mentions that it took him months to create a virtual world of the Lower East Side even though he could experience the world outside himself. In the virtual world he was able to go to a cafe/music club that was too packed and crowded. Instead, he spends hours on his website living the virtual world. He's using the virtual world in replacement of real life. Besides reality confusion, another aspect that isn't as ideal is cyber bullying. Users create false accounts that are used to orally harm another behind the screen. It's pitiful but people do it anyways just for the heck of it.

The virtual world can definitely foster creativity. The people of IT and developers can use their skills to create a world where everyone can enjoy. It creates team collaboration, where developers work together to design an ideal world. In "Going to the virtual office in Second Life," IBM was able to create a world made for sharing ideas and communicating conveniently. In "I’ve Been in That Club, Just Not in Real Life," Dave was able to create a world to his liking. He was able to experience things he wouldn't be able to experience and enjoy in reality. Creating the virtual world stimulates one's brain to creatively construct the perfect world.

The future of virtual worlds seems to be successful. Since our society is so technology oriented, it's no surprise that one day virtual worlds would be of great benefit to us. I've heard about e-malls where people can shop online more conveniently. There's a program where the mall is in 2-D diagrams and customers are able to shop in the mall as if they were actually there. Maybe in the near future, businesses will operate in the virtual world like the virtual office in second life but more developed.

Works Cited
Itzkoff, D. (2008, January 5). I've Been In That Club, Just Not In Real Life. Retrieved October 18, 2014, from http://www.nytimes.com/2008/01/06/arts/television/06itzk.html?_r=0

Tutton, M. (2009, November 9). Going to the virtual office in Second Life. Retrieved October 18, 2014, from http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html

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