Modeling Reality with Virtual Worlds

Virtual reality may not be quite where I want it to be, but it is definitely getting there! What I mean is that virtual reality simulates our three-dimensional world and creates an environment which we can interact with; but in my opinion as of right now, not yet in a very physical or real way. I hope that with advancements in hardware and sciences we will be able to see the day where virtual reality systems will really portray as much of reality as possible, utilizing all of our senses. As for right now, how can we use today's virtual worlds, what are the negatives and positives and do virtual spaces foster creativity?   

There are many ways for people to use virtual worlds. There are many spaces, creations and games which simulate reality, some of them are Second Life, Minecraft, educational simulations portraying trains, flights, ships or topic learning programs. We can use virtual reality in so many different ways. Health care may implement virtual reality surgery programs for students and existing doctors to practice on. In the article "Avatar II: The Hospital", Stephanie Simon stresses that virtual reality drill can prepare the staff and nurses for the worse, testing their reasoning and knowledge at the spot. Some schools already implemented virtual reality in education; some schools by implementing Ipads and having students complete virtual assignments and programs. People may carry a second life on an online platform called "Second Life". It is a game which tries to simulate human life, economy, and grow communities as much as it can. Its execution is done quite poorly in my opinion, but it is there anyway with huge amounts of users, leaving space for future improvements and ideas. As of right now, there are just so many games which mimic some sport or an environment making it seem quite real; having a gigantic amount of users. There are just so many ways how virtual words can be used.

There are many positives and possibly some negatives in terms of virtual realities. In " After Second Life, Can Virtual Worlds Get a Reboot", Diane Mehta represents a game called Minecraft as a virtual world. She calls it a digital LEGO where anyone but especially kids can build things in a very unrestricted way, developing creativity and learning. There are many learning virtual world games, that can truly show and teach something. Some flight simulator games can get nearly as real as it can be to pilot a real airplane. That is such a benefit of virtual worlds, and beside the importance of learning, most of these programs or games are fun and really enjoyable. As for the drawbacks, some might claim that violent virtual world games can foster negativity and anger in kids and people overall. There are many types of researches which study it, therefore the claims go back and forth. Personally, I think that anything can affect a human being, it just depends on the individual him/herself. Some people who play violent games may not think and behave any differently, and some just might. There is a reason for user age ratings and restrictions after all. Another drawback can be kids sitting in front of a computer or mobile device instead of being outside playing with friends. Nature and the world often represent some kind of balance, therefore I think that humans should consider balancing their outside life with the quickly expanding personal computer lives. Not eliminate one or the other, but balance both, as each may provide potential benefits. As for the future, I just hope that we will see the day where you can put a headset on and dive into some fantasy virtual reality world and endlessly, further the expansion of human creativity.

Thanks For Reading!

-Konrad

Comments

  1. Hi Konrad,

    Agree with the points you made. Especially as a Gen Z member, I relate to the downsides and upsides of virtual realities (video games). But everything has its ups and downs and I think that shouldn't deter us from embracing virtual reality.

    ReplyDelete

Post a Comment

Popular Posts