Monday, March 20, 2017

Modeling Reality with Virtual Worlds



            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:
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.

No comments:

Post a Comment