Wednesday, October 26, 2016

Modeling Reality With Virtual Worlds

     One of my favorite uses of virtual world technology is the use of it in video games. It is a new method still in the early stages that is undergoing improvements to make it more interactive with multiple players. There are also virtual worlds (sites) where people can create avatars that represent themselves to communicate with each other or to express their creativity. A more practical use of a programmed virtual world is realistic simulators. For example flight simulators, driving simulators, and even zero-gravity machines can train individuals without the risks of operating dangerous vehicles.
     The pros of these simulations is the ability to prepare for real-life use of airplanes, space shuttles, trains, and cars in a completely safe environment. Not having experience before flying an airplane or space shuttle is definitely a bad idea because once you are in the air, you must be able to land the plane safely. In order to fly safely, you need experience, but to have experience, you need to fly. Virtual simulations were created to solve this paradox, to allow pilots to practice in a virtual world with no risk.
     The pros of a virtual world made to foster communication and community is to allow users to customize their avatars as much as their creativity takes them, without the limits of the real-world. In Second Life, "Ms. Rayna, an avatar on Second Life, and her free-spending cohort can quaff Champagne, teleport to private islands and splurge on luxury brands that are the cyber equivalent of Prada waders or a Rolex watch" (Ferla). Despite not being a millionaire in the real world, Ms. Cocke can use her avatar to live a different life without worrying about the big 2008 recession, paying for rent, or all the designer clothing she wants. She can dress her avatar however she wants to express herself.
     The cons of simulations is very simple. The program is never going to be exactly the same as a real-life operation. As in all cases, you can practice and study as much as you can, but the real deal can sometimes be slightly different. It can be hard to create the same atmosphere and pressure of a real flight, where real people are depending on you. Programs can have a lag between inputs and situations may not be able to include an infinite of real-life factors. A simulation may not respond the same way as in real life. There are always unpredictable factors like a sudden storm, instrument malfunction, or human error. Still, it is the best way to gain practical knowledge without putting others at risk.
     The cons of the virtual communities is the accurate depiction of real-life. The virtual worlds are not real-time representations of places, but give a general environment for everybody with a computer to visit. According to Jennifer Lyon, a nightspot owner, "Normally MTV is all Spring Break-y and blah blah blah. At 3 o’clock in the morning we do not look like they do on ‘T.R.L.’ It’s not cute" (Itzkoff). Another possible con is people may be tempted to stay home more to visit the virtual world, instead of going to the actual club. However, at the end, for non-locals, it is a great opportunity to see the sights of another city from their home.
     I think the future of virtual worlds will be worlds where we can interact as more than avatars clicking and typing. With the introduction of VR technologies, we will be interacting as if we were walking around in the real world, and speaking through microphones instead of typing.

Works Cited:

La Ferla, Ruth. "No Budget, No Boundaries: It’s the Real You." NY Times. The New York Times, 21 Oct. 2009. Web. 25 Oct. 2016.

Itzkoff, Dave. "I’ve Been in That Club, Just Not in Real Life." NY Times. The New York Times, 6 Jan. 2008. Web. 25 Oct. 2016.

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