Modeling Reality with Virtual Worlds

Virtual worlds can be used in a few different practical ways. Virtual worlds can be used in education, in delivery services, and in an advanced form of telehealthcare, which is far more advanced than videoconferencing. Virtual worlds can provide social connectivity, support groups, and can relatively eliminate the feeling of loneliness (Mehta, 2013). And a lot of the uses mentioned act as pros, arguing in favor for the ever-growing virtual world phenomenon. For example, we are currently amid a pandemic that has prompted a declaration of national emergency. Due to circumstances many schools, university have decided to suspend on-campus learning, and are planning to finish the curriculum or semester via online learning. This is how the benefits of virtual world may be manifested. With virtual world, students can learn in a class like environment that has been virtually created. This practice will foster creativity on the part of the developers and the children. For example, if there was a virtual microbiology class, may the virtual simulation allow for holographic diagrams? Such as a dissected look into microorganisms? Virtual world can be used to simulate experiments and interactive activity that will cater to those students that are hands on learners.
However, there are cons to virtual world, especially if it is used primarily and frequently for recreation. Virtual world is not the real world, no matter how real it seems. Virtual world if not careful, may take on the role of the real world, causing a user to make poor decisions, or destroy interpersonal skills. For example, in an article entitled, “No Budget, No Boundaries: It’s the Real You,” in explaining virtual gaming, the writer states, “In most virtual worlds, memberships are free, but players trade real money for virtual currencies (FERLA, 2009). If not properly maintain, usage of Virtual worlds can be detrimental to how we interact within the real world.
I believe the future of virtual worlds is beyond what we are utilizing that technology for now. Gaming, Movies, and 4D experiences are in the forefront now for virtual worlds. However, I truly see this technology being used to advance education, medical practices, (like live, and on-time instructions for surgeries), and building operations, such as blueprints (Autocad). I believe virtual world will begin to become an essential part of planning and forecasting for many companies and practices.


FERLA, L. R. (2009, october 21). No Budget, No Boundaries: It’s the Real You. Retrieved from The New York Times : https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDoxYzc0N2M4MmYxZjFlZGQ5

Mehta, D. (2013, April 23). After Second Life, Can Virtual Worlds Get a Reboot ? Retrieved from Forbes: https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDozYmQxM2I2M2Y0YmQ3MmE0

Comments

  1. Hi Christopher,

    I agree that the virtual world cannot be the real world, despite it's ability to mimic it. With the coronavirus going on, the virtual world has gained much traction since work, school, commerce happens virtually. But, many aspects such as group gatherings face to face conversations are not the same when done virtually.

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