Thursday, March 24, 2011

Modeling Reality with Virtual Worlds

Virtual worlds can be used to motivate individuals with autism to communicate and socialize with people online.  For example, in the CNN article "iReport: 'Naughty Auties' battle autism with virtual interaction" written by Nicole Saidi, David Savill has Asperger's syndrome says that visitors of the virtual world "can practice social interaction and find information about the condition. The graphical representations of real people create a "comfort zone" that can coax users out of their shells and get them communicating with others".  Virtual worlds can also be used for fun and entertainment by using online games such as FarmVille and Restaurant City where users can create their own virtual farm or restaurant.  Virtual worlds can also be used for individuals to be virtually present at an event rather than physically attending an event.  For example, in Mike Musgrove's article in the Washington Post "At Hearing, Real and Virtual Worlds Collide", he discusses how a congressional subcommittee hearing was "broadcast simultaneously in the company's own virtual world, Second Life".  Outsiders were able to watch the hearing live and chat with each other through the virtual world.

There are pros and cons of virtual worlds.  A pro of virtual worlds is that it motivates autistic individuals to try to be more socially active.  In addition, people can "attend" and  watch events live through the use of virtual worlds such as Second Life.  However, a con of virtual worlds is that if individuals play online virtual games, they may become addicted to the game, which can result in a lack of productivity, physical exercise, and real social interaction with people.

Virtual worlds foster creativity because they can be designed to be very much like real worlds, but in a virtual dimension.  Things that people do in real-world experience can be now be done virtually, whether it's for fun or for serious activity.

I think that the future of virtual worlds will also involve the use of 3D such that people can appear to be 3D (rather than 2D) in a virtual world so that it may seem as if a virtual room is full of people in motion.  In addition, I think that virtual worlds may be used for activities such as sporting events, conferences, and education in the future.

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