Modeling Reality with Virtual Worlds



Modeling Reality with Virtual Worlds

Virtual worlds refer to immersive simulated environments in which a participant uses
an avatar (a digital representation of oneself) to interact with digital agents, artifacts, and contexts (Dawley & Dede, 2009). This type of immersive technology became popular with Second Life, an online “social” game that offered participants an escape from reality. In Second Life, each avatar could be a complete opposite image ignoring the limitations of time and space.
            The concept of digital alternative reality has evolved significantly in the past decade. In addition to entertaining, today virtual worlds/environments could be used for education, training, applications in medical treatments and socializing. In his article “After Second Life, Can Virtual Worlds Get a Reboot?” Jacki Morie, a senior scientist at University of Southern California and a virtual world designer, describes how virtual worlds have been utilized for telehealthcare. In a joint effort with the US Army she oversaw the creation of virtual village that resembled buildings and infrastructure from Iraq but configured with pleasant villagers and artistic atmosphere. In it, vets could simulate walking around without experiencing Post Traumatic Stress Syndrome.  Another wide use for virtual worlds has been implemented in education. For example, as part of the syllabus for BPL5100 - the capstone in Baruch College, we have to compete over GLO-BUS where each team runs a virtual company with all of the concepts from real world business environment.
            Modeling reality with virtual world has its advantages and disadvantages. On the pros side there is the cost advantage. As any technology virtualization offers economies of scale. It takes a lot of efforts to create the first model but then it is relatively easy to reach many users.
Another positive is the availability and accessibility of the virtual worlds. They are available 24/7 and can be accessed from anywhere. In addition, it comes to the consumer as a complete product that has been already structured and categorized. A study in 2003 also has found that the intellectual and social partnership created by technology of the virtual classroom fosters creativity and engages additional social skills and sparks leadership (Earle, 2018).
There are cons as well. Many instructors complain that it takes them too long to prepare the teaching material for a digital environment. Another time constraint comes from the fact that participants often must be trained/learn on how to interact with the virtual content. Also, as any online experience virtual worlds lack the behavioral and social perks that come with a physical face-to-face interaction. In addition, it is still challenging for software engineers and network providers to develop a product that is close to the real world.
When it comes to the future of the virtual worlds, I think that we are still at the dawn of it. As 5G becomes the norm (and we already hear a talk about 6G) VR, AR and Mixed Reality will become ubiquitous. Advances in GPU and CPU technologies will make the virtual experience seamless. We will be attending weddings, sport events, perform military training from the comfort of our home. When it comes to school, I think on-line education will surpass the in-class attendance. In the face of the current health challenges it is evident how inevitable will be the transformation from work in the office and on-campus learning to a life where we study and meet in virtual rooms.


   

Works Cited
Earle, Joe (2018, Sep 14). The virtual world moves into the classroom.
Dawley, L., & Dede. C. (2009). Situated learning in virtual worlds and immersive
simulations. In J.M. Spector, M.D Merrill, J. Elen, & M.J. Bishop (Eds.), The
Handbook of Research for Educational Communications and Technology (4th ed.).

New York: SpringerMehta, Diane. (2013, Apr 23). After Second Life, Can Virtual Worlds Get a Reboot?  
.



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