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Modeling Reality with Virtual Worlds


            Virtual worlds are a representation of reality and there are many ways virtual worlds can be used.  Virtual worlds can be used in gaming to improve gaming experiences and create a 3-dimensional experience for users. It can also be used in training astronauts, pilots and many other positions that involves with high risks. There are many positive impacts on the use of virtual worlds. In the article, “Going to the virtual office in Second Life” by Mark Tutton, he stated that “companies are increasingly seeking innovative ways of bringing employees together for conferences and meetings remotely.” In businesses, companies could use virtual world to reduce the cost of travel for meetings and enhance communication for workers. Therefore, the virtual world is extremely useful in many areas. Some downfalls that virtual worlds have is that it is expensive and it might not cover all the physics of reality. To implement the virtual world, it would also take a lot of time and resources to mimic every aspect of the reality such as the physics and graphics. Thus, virtual worlds might have many applications, but it is too expensive to implement.
            Virtual worlds could foster creativity by allowing anything to happen. People can do anything without any real consequences that they would face. In the article, “After Second Life, Can Virtual Worlds Get a Reboot?” by Diane Mehta, she mentioned that “Children age 5-15 own at least half of those accounts—they’re using these worlds for entertainment, social connection, and learning.” Virtual worlds create an opportunity for people to be creative and mistakes will result in no real consequences. Games like Minecraft put children in a virtual world where they can build anything and do anything with their resources. Therefore, the freedom in virtual reality promotes all sorts of creativity.
            Virtual reality technologies would be a huge part of our life and be widely used in thirty years. It would incorporate with the existing social networking technologies to promote a better social online platform. People would be able to socialize in a virtual world for collaboration, gaming, communication and many more. Thus, the future of virtual reality technologies is bright and it would bring many positive impacts to our life. 

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References:

Going to the Virtual Office in Second Life, CNN.com: Nov 5, 2009http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html or below.

After Second Life, Can Virtual Worlds Get A Reboot. April 30, 2013. http://www.forbes.com/sites/dianemehta/2013/04/30/after-second-life-can-virtual-worlds-get-a-reboot/ or Below.

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