Modeling Reality with Virtual Worlds

With the latest advancements in technology and innovation, we've essentially been able to unlock a new world through virtual technology. This new technology has taken a toll on the way consumers interact within gaming, the way training programs are tailored, the way astronauts train and more.

Most importantly, the virtual world has influenced the classroom and will continue to do so over the coming years [1]. Attending virtual lectures, discussions, exams and labs are all possible through 3D and virtual technology. In fact, virtual worlds are becoming a meeting place for universities, non-profits, and academic institutions all over the world. 

Though the uses are varied amongst different people, there are some specific/common use cases. For example, where certain courses require additional and often times expensive material like lab equipment or chemical plants it may make sense to be technically trained or visit certain locations through digital means. Additionally, if certain situations happen in the classroom where it may require additional safety and security measures, it may make sense to have safety focused lessons through digital means as well. Last, the virtual world allow students to have a more innovative and collaborative classroom. For example, with the virtual world students can demonstrate their creativity (and can absorb creativity from others) in a more illustrative manner; so if a student wants to explain how antigens harm your body, now they can visually do it in 3D rather than drawing a basic model/abstraction on the white board. It truly fosters creativity and enhances the learning.

Though the virtual world may be applicable to many fields and industries, may connect people, may improve communication in different forms, and may display an amazing 3D experience, there's many downsides that need some improvement before the virtual world may actually be treated as this amazing platform. First off, the cost to get exposed to the virtual world is insanely high. Once they figure out how to reduce cost, they can at-least start to get widespread adoption and can get users to be hooked on the system. In addition the technology is still in experimental phase so some of the experiences that we may be dreaming to be shown to us may not meet our expectations. Lastly, though this may seem game-changing, it's possible that users may be addicted to the virtual world (maybe even more addicted to how users are currently addicted to cell phones) so it may result to unhealthy side affects as a result to consumption of this system [2].


[1] https://www.forbes.com/sites/dianemehta/2013/04/30/after-second-life-can-virtual-worlds-get-a-reboot/#7529b860735a

[2] http://www.health24.com/Mental-Health/News/Virtual-world-may-impact-real-world-behaviour-20140210

Comments

Popular Posts