Modeling Reality with Virtual Worlds
Virtual worlds enabled the expansion to Work at Home capabilities in diverse industries. Since Virtual Worlds allows to recreate an office setting online, employees do not necessarily need to be physically present to a meeting and collaborate on these online platforms. As stated in Mark Tutton (Going to life in Virtual office in Second Life, CNN), companies have the ability to provide a high level of security to those systems and not jeopardize their privacy, therefore, more and more companies may take advantage of these technologies. Additionally to video conferencing, we also have available VPN (Virtual Private Network) technology which allows an employee to work from any location on the company network. This is one of the most secure and effective way to work remotely. The employee has access to all the systems and platforms of the company even when he is not in the office improving productivity and ensure the security of the company data. This technology is very useful and helpful in times of crisis when people cannot work in the office or need to work from different locations on the same projects
Virtual worlds are greatly used in the gaming industry as well allowing players to compete from all over the world. Fornite is a game that registered around 150 million players around the globe using Virtual Worlds technology. As discussed in a Washington Post article: << Fortnite has been described as a cross between Minecraft and a shooter game. Survival is the name of the game. Players fight each other, making it through a night of zombies, or surviving to the end of a massive battle, and they use the landscape around them to find materials to build shelters. >>
The major pros of Virtual World technology are connectivity and flexibility. Connectivity in a sense that people can connect from pretty much anywhere there is an internet connection and collaborate. It is easier than ever to communicate, share files or work on files at the same time using a computer and a headset. Flexibility because now people have the choice to meet or not. Geographical barriers are very weakened and people from around the globe can now share the same platforms and have the same experience.
Cons include the fact that people can be fake. Since they might never meet in person, people can portray a personality that is really different from who they really are to take advantage of situations. Other times people can get bad influences from who they meet on Virtual World Platforms and develop traits that are good. It is an environment where people vulnerabilities are tested and most of the time they fail. In the article from the New York Times called No Budget, No Boundaries: It’s the Real, it is portrayed how people were living lavish lifestyle on the platform buying expensive thing such as designers items when it was the financial crisis and they were probably unable to afford them in real life. It is important that people do not cut themselves from reality because virtual worlds allow them to live the life they dream for themselves
Virtual worlds can foster creativity in the sense that people are not ashamed or scare to be judged since they can hide behind the avatar. Usually, creativity suffers from the fact that people mixed up the individual to the art produced. You can like a song and not necessarily like the author. Therefore dealing with an avatar the risk to be biased is reduced and that represents a safe spot for any creative person and empowers to express himself.
The virtuals of worlds in the future should evolve in an actual market place for artists and creatives to showcase their work judgment-free. It will be an opportunity to sell their services and artwork and make money. They will be able to showcase their talents and link up with other creatives
Sources:
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDoxMjc0NDRmMDczZjE5ZDEx
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDoxYzc0N2M4MmYxZjFlZGQ5
https://www.washingtonpost.com/news/the-switch/wp/2018/04/03/everything-you-need-to-know-about-fortnite-and-why-its-so-popular/
Virtual worlds are greatly used in the gaming industry as well allowing players to compete from all over the world. Fornite is a game that registered around 150 million players around the globe using Virtual Worlds technology. As discussed in a Washington Post article: << Fortnite has been described as a cross between Minecraft and a shooter game. Survival is the name of the game. Players fight each other, making it through a night of zombies, or surviving to the end of a massive battle, and they use the landscape around them to find materials to build shelters. >>
The major pros of Virtual World technology are connectivity and flexibility. Connectivity in a sense that people can connect from pretty much anywhere there is an internet connection and collaborate. It is easier than ever to communicate, share files or work on files at the same time using a computer and a headset. Flexibility because now people have the choice to meet or not. Geographical barriers are very weakened and people from around the globe can now share the same platforms and have the same experience.
Cons include the fact that people can be fake. Since they might never meet in person, people can portray a personality that is really different from who they really are to take advantage of situations. Other times people can get bad influences from who they meet on Virtual World Platforms and develop traits that are good. It is an environment where people vulnerabilities are tested and most of the time they fail. In the article from the New York Times called No Budget, No Boundaries: It’s the Real, it is portrayed how people were living lavish lifestyle on the platform buying expensive thing such as designers items when it was the financial crisis and they were probably unable to afford them in real life. It is important that people do not cut themselves from reality because virtual worlds allow them to live the life they dream for themselves
Virtual worlds can foster creativity in the sense that people are not ashamed or scare to be judged since they can hide behind the avatar. Usually, creativity suffers from the fact that people mixed up the individual to the art produced. You can like a song and not necessarily like the author. Therefore dealing with an avatar the risk to be biased is reduced and that represents a safe spot for any creative person and empowers to express himself.
The virtuals of worlds in the future should evolve in an actual market place for artists and creatives to showcase their work judgment-free. It will be an opportunity to sell their services and artwork and make money. They will be able to showcase their talents and link up with other creatives
Sources:
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDoxMjc0NDRmMDczZjE5ZDEx
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDoxYzc0N2M4MmYxZjFlZGQ5
https://www.washingtonpost.com/news/the-switch/wp/2018/04/03/everything-you-need-to-know-about-fortnite-and-why-its-so-popular/
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