Virtual worlds, or virtual reality,
is the technology that allows humans to experience a simulation, or
representation, of reality. This technology is relatively new and it is used for all types of purposes
including entertainment and profession training. In terms of entertainment,
many virtual reality technologies are being used for the development of video
games. Video game players are allowed to explore different interactive settings
and experiences that are not bound to the rules and limits of reality. For
example, in the article, "No Budget, No Boundaries: It's the Real
You," a psychologist states that, "It's the newest manifestation of
how people live vicariously: if I can't afford a Bentley, my avatar can." For
the purpose of profession training, virtual reality technologies are also being
implemented into many different fields of work, including military professions,
medical professions, and many other specialized fields, and these technologies
allow for individuals to be trained in a safe, secure environment. In addition,
training through the use of virtual reality technologies is considered to be
inexpensive compared to the cost of real-life training. For example, the
article, "Avatar II: The Hospital", states that, "Medical
schools traditionally have run such exercises using computerized mannequins,
which can be programmed to exhibit certain symptoms. But each mannequin costs
about $65,000, so there may be just one for every 50 or 100 students. In second
life, though, every student can take on a nurse or doctor avatar and practice
interviewing virtual patients, filling in medical charts and making
diagnoses." As with all technology, the use of virtual worlds also has its
pros and cons. The main advantages of virtual worlds includes its potential for
aiding in the training of all types of specialized fields, its promising
capabilities in improving all forms of entertainments, and its ability to remove
the restrictions of reality to provide uncommon experiences. The disadvantages
of virtual worlds includes a sense of anonymity which results in possible
illegal activity, lag time as a result of poor hardware that some are limited
to, and lack of acuity by some individuals that wish to partake in the use of
these technologies.
Virtual worlds foster creativity by
mainly removing the restrictions, and circumstances, that inhibits us within
reality. By creating simulations, or representations, of reality through
virtual worlds, users appeal to the fact that real-world risks are removed and
users may want to experiment. Without restriction, it is up to the user to question
themselves and to decide what they want to attempt and experience. I believe virtual
reality technologies will continue to grow over the next few years and that the
use of virtual worlds for profession training will become more common in the
future as businesses, relating to even more fields of occupation, consider the
lower costs of training through virtual reality technologies compared to conventional
methods.
Citation:
Citation:
Ferla, Ruth La. "No Budget, No
Boundaries: It’s the Real You." The New York Times. The New York Times, 21 Oct. 2009. Web. 20 Mar. 2017.
Simon, Stephanie. "Avatar II: The
Hospital." The Wall Street Journal. Dow Jones & Company, 13 Apr. 2010. Web. 20 Mar. 2017.
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