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Virtual worlds (2)

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Virtual worlds (2)

  1. 1. Virtual Worlds A Technology in Making
  2. 2. 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.
  3. 3. 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.
  4. 4. 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.
  5. 5. Most common Examples Of Virtual Worlds: Social Networking Sites 3D movies  Technical term,  Acronym for three- “Virtual dimensional film communities”  motion picture that  Lots of users, more enhances than thousands the illusion of depth  Interacting through perception. use of „Profiles‟.  Uses special  For e.g., Facebook, projection hardware Twitter . or special eyewear  Examples
  6. 6. Training Simulators • Battlefield simulators • Counter-terrorism • Paratrooping • Welding • Mining training sims Car Navigation Systems • Flight Simulators • Audi Multimedia Interface • Avatar support – natural-language dialogue – supported by images
  7. 7. 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.
  8. 8. 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
  9. 9. Virtual Reality Gear • In order to play games in the “virtual world”, certain gadgets are required. • These include: 1. Virtual reality goggles/glasses 2. Hand-held controls, Head Mounted Display (HMD) and speakers 3. Data suits 4. Workbench
  10. 10. 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.
  11. 11. Google Glass’ Commercial
  12. 12. ADVANTAGES • Create opportunities a)Weblogs b)Communicate • Create individual character a)e.g. avatar
  13. 13. Advantages • Familiar environment from the real world. a) Shapes, color & sounds • Effective ways to train employs. a) Military officials b) Transportation agencies
  14. 14. Advantages • THERAPY a) Treat couple of illnesses i. Phobia ii. Stress a) Helping disable children i. Makaton symbols
  15. 15. ADVANTAGES • Create opportunities a)Weblogs b)Communicate • Create individual character a)e.g. avatar
  16. 16. Advantages • Familiar environment from the real world. a) Shapes, color & sounds • Effective ways to train employs. a) Military officials b) Transportation agencies
  17. 17. Advantages • THERAPY a) Treat couple of illnesses i. Phobia ii. Stress a) Helping disable children i. Makaton symbols
  18. 18. Drawbacks of Virtual Worlds
  19. 19. • 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.
  20. 20. • 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.
  21. 21. 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
  22. 22. 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
  23. 23. 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?
  24. 24. THANK YOU!!

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