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Virtual Worlds A Technology in Making

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Page 1: Virtual worlds (2)

Virtual Worlds A Technology in Making

Page 2: Virtual worlds (2)

Online community that takes the form of a computer-based

simulated environment through

which users can interact with one another and use

and create objects.

Page 3: Virtual worlds (2)

Introduction

Interactive 3D virtual environments. Users  avatars visible to others: -An Avatar : graphical representation of

the user's character-may take a three-dimensional form, as in games -or a two-dimensional form as an icon in Internet forums or online communities

In general, virtual worlds allow for multiple users.

Page 4: Virtual worlds (2)

A look into Virtual Worlds: Such modeled worlds draw their essence

from reality or fantasy worlds. Communication Most common forms; Games. Most based on

fantasy, rarely based on reality. Virtual Worlds not limited to games, but

extensions such as chatrooms, conferences etc.

Use of emoticons in such places ‘’ ‘’ Economist Edward Castronova argues that

“synthetic world” is a better term.

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Most common Examples Of Virtual Worlds:

Social Networking Sites

Technical term, “Virtual communities”

Lots of users, more than thousands

Interacting through use of ‘Profiles’.

For e.g., Facebook, Twitter .

3D movies Acronym for

three-dimensional film

 motion picture that enhances the illusion of depth perception.

Uses special projection hardware or special eyewear

Examples

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OnLive Traveller• Designed Sports Areas

Active Worlds• 10 Million objects on digital plain• Forests….Cities….Roman Ruins

WorldsAway• Cyber Economy• Rich Social Tapestry

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Training Simulators

• Battlefield simulators

• Counter-terrorism

• Paratrooping• Welding• Mining training

sims• Flight Simulators

Car Navigation Systems

• Audi Multimedia Interface

• Avatar support – natural-language

dialogue – supported by

images and videos.

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Project NATAL• Introduces a new

way of interacting with games & computer systems

• No keyboard and no controller

• User's voice and motions Method for interacting with the system.

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The Cave• Any virtual reality system

that uses multiple walls with multiple projectors to immerse users in a virtual world.

• Built in 1192• Uses:– Scientific Visualizations– Universities– demonstrating 3D

environments– virtually testing component

parts of newly developed engineering projects.

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Virtual Reality Gear• In order to play games in the “virtual world”,

certain gadgets are required.• These include:1. Virtual reality goggles/glasses2. Hand-held controls, Head Mounted Display

(HMD) and speakers3. Data suits4. Workbench

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Google’s Project Glass Debuts: Google Glass

• First of its kind; a completely unique product, designed by Google X.

• Allows the user to access Facebook, send messages, chat with another person by just looking through his/her glasses.

• Priced at $1500 and set to release in 2014.

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Google Glass’ Commercial

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ADVANTAGES

• Create opportunitiesa)Weblogsb)Communicate

• Create individual charactera)e.g. avatar

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Advantages

• Familiar environment from the real world.

a)Shapes, color & sounds

• Effective ways to train employs.a)Military officialsb)Transportation agencies

Page 15: Virtual worlds (2)

Advantages• THERAPY

a)Treat couple of illnessesi. Phobiaii. Stress

a) Helping disable children i. Makaton symbols

Page 16: Virtual worlds (2)

ADVANTAGES

• Create opportunitiesa)Weblogsb)Communicate

• Create individual charactera)e.g. avatar

Page 17: Virtual worlds (2)

Advantages

• Familiar environment from the real world.

a)Shapes, color & sounds

• Effective ways to train employs.a)Military officialsb)Transportation agencies

Page 18: Virtual worlds (2)

Advantages• THERAPY

a)Treat couple of illnessesi. Phobiaii. Stress

a) Helping disable children i. Makaton symbols

Page 19: Virtual worlds (2)

Drawbacks of Virtual Worlds

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• Technology: Poses significant problems to

developers and causes restrictions in attempts at widespread use and distribution.

• Social Impact: Social isolation (depression,

disassociation and other conditions).

• Could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts.

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• Desensitization: risk of failing to recognize the true

consequences for actions in which they are taking part or are viewing.

• Cost: Few people have the technical

knowledge to maintain a virtual world system. Additionally most reality systems are not readily interchangeable with different hardware, increasing the cost.

Page 22: Virtual worlds (2)

Future of Virtual Worlds:

• Today, more than hundreds of virtual worlds in existence with varied themes.

• Like fantasy, science fiction or idealized modern environments like tropical islands, gardens etc

• Virtual worlds mostly exist in the form of games

• But in future, will expand into a broader range of fields like education, military, entertainment etc

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Virtual and Real world- different or alike?

• Growth of virtual worlds is foreseen.• Current virtual activity and use of

avatars is removing the difference between the virtual and real worlds

• The boundary between the 2 may fade even more in the future

• The many uses and constant growth of Virtual Worlds depicts their further evolution

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Virtual Worlds-New technology in making?

• Virtual Worlds becoming a part of daily life due to increased and better internet access

• This technology in making will bring a revolution in the world of science & technology

• It can be rightly said, that Virtual Worlds wil be no longer places “to visit”.

• And What’s life without a new innovation?

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THANK YOU!!