What are some ways (corporate and otherwise) that these technologies can be used?
A virtual world is an interactive stimulate environment accessed by multiple user through an online interface. Virtual words also called “digital worlds,” “simulate worlds “and “second life”. There are many different types of virtual worlds, however there six features all of them have in common; shared space, graphical user interface, immediacy, interactivity, persistency, socialization. The ways that virtual worlds can be used are: in gaming, socialization (emphasize socializing rather than gaming), Education (Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, tutorials, virtual libraries, and meeting spaces for online courses), political expressions (Virtual worlds can serve as forums for political expression and debate), military training (is used to develop training simulations)
What are the benefits of these technologies to society?
This technology has lots of benefits as I mentioned above. These virtual worlds are not only for gaming purposes, they can be use in areas that benefit a lot people, such as students, employees, employers, government and some others. They can help society in the educational area, because they are more interactive than regular classes, they also give the opportunity to students to have online classes which facilitates students that are unable to go to the campus, colleges also have virtual libraries that are very helpful to the students and much more. Corporations also use these virtual worlds to hold meetings, conduct meetings, and stimulate business situations in a safe learning environment. These technologies also help to reduce cost to the company, they can save money that they use in expensive trips by creating meetings in which employees can communicate, collaborate and present using voice and text in real time.
Is there a "dark side"?
A dark side of this technology will be that its users can get addicted to it. Whether, it is used for gaming, working or socialization, these users might use this technology as the only way to socialize or to interact with others. If this technology is used in the medical areas such as psychology psychiatrist can try to use it as therapies. However, it does not assure that their patients would try what they have practiced through the virtual world in their real life after they are done with their treatments.
My opinion of the way these technologies might evolve in the future
I think virtual worlds are an amazing technology for social networking, and they are going to evolve when they are applied to all the areas in new media. Even though, the second life is part of the new media, areas such as facebook, my space, and twitter will be enhance if their users can instead of just chatting be able to create and personalize themselves through avatars in real time. I also think that they are going to be used in more detail in the medical industries, business industries, government and some others.
Nicole Saidi, CNN, “'Naughty Auties' battle autism with virtual interaction” iReport. March 28, 2008 <http://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html#cnnSTCText>
A virtual world is an interactive stimulate environment accessed by multiple user through an online interface. Virtual words also called “digital worlds,” “simulate worlds “and “second life”. There are many different types of virtual worlds, however there six features all of them have in common; shared space, graphical user interface, immediacy, interactivity, persistency, socialization. The ways that virtual worlds can be used are: in gaming, socialization (emphasize socializing rather than gaming), Education (Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, tutorials, virtual libraries, and meeting spaces for online courses), political expressions (Virtual worlds can serve as forums for political expression and debate), military training (is used to develop training simulations)
What are the benefits of these technologies to society?
This technology has lots of benefits as I mentioned above. These virtual worlds are not only for gaming purposes, they can be use in areas that benefit a lot people, such as students, employees, employers, government and some others. They can help society in the educational area, because they are more interactive than regular classes, they also give the opportunity to students to have online classes which facilitates students that are unable to go to the campus, colleges also have virtual libraries that are very helpful to the students and much more. Corporations also use these virtual worlds to hold meetings, conduct meetings, and stimulate business situations in a safe learning environment. These technologies also help to reduce cost to the company, they can save money that they use in expensive trips by creating meetings in which employees can communicate, collaborate and present using voice and text in real time.
Is there a "dark side"?
A dark side of this technology will be that its users can get addicted to it. Whether, it is used for gaming, working or socialization, these users might use this technology as the only way to socialize or to interact with others. If this technology is used in the medical areas such as psychology psychiatrist can try to use it as therapies. However, it does not assure that their patients would try what they have practiced through the virtual world in their real life after they are done with their treatments.
My opinion of the way these technologies might evolve in the future
I think virtual worlds are an amazing technology for social networking, and they are going to evolve when they are applied to all the areas in new media. Even though, the second life is part of the new media, areas such as facebook, my space, and twitter will be enhance if their users can instead of just chatting be able to create and personalize themselves through avatars in real time. I also think that they are going to be used in more detail in the medical industries, business industries, government and some others.
Nicole Saidi, CNN, “'Naughty Auties' battle autism with virtual interaction” iReport. March 28, 2008 <http://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html#cnnSTCText>
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