Friday, March 2, 2018

Modeling Reality with Virtual Worlds


Virtual worlds are the new way of gaming according to most. However, what they don't know is the use of virtual reality extends far beyond that. According to the article, "Avatar II: The Hospital" by Stephanie Simon, virtual reality is being utilized in hospitals to help aid nurses and personnels in training. Nurses are able to train using the simulation program designed to mimic that of the hospital they work at. The program allows them to make fast decisions depending on the situation. By figuring out their weak spots, hospitals are able to create solutions for issues that could slow down the ever moving environment. According to the article, Dr. Ramloll is a computer scientist who charges $150,000 to build a virtual hospital, which is way cheaper than what medical schools did and still do, using mannequins that cost about $65,000 each, which needs to be shared between every 100 students. However, the negative aspect of this technology, as it is with most new technology is not all devices support it. Some students have a hard time getting proper internet access. However, with all technological introductions we see issues arise and solutions will likely follow. 

In 2009, during the recession, virtual communities were formed as a way for employees to meet up for conferences and meetings from all over the world. According to the article "Going to the Virtual Office in Second Life" by Mark Tutton, IBM sells its own meeting tool, Sametime 3D, which allows businesses to communicate in a 3D world. However, this could be negative. Communicating with coworkers in person offers much more than virtually communicating with them. Think about all of the social cues we receive when speaking to someone, we can see it in their face when they dislike something. We can tell when they're angry or frustrated by looking at their faces. With virtual worlds we are unable to receive these cues. By not being able to see everyones body language and emotions, we are depriving ourselves of proper communication. Although, we might think we are appropriately communicating, we could be making someone uncomfortable with our words and not even know it. The article points out "virtual teams can't take advantage of the kind of impromptu "water cooler" conversations that occur in a real workplace." Again, pointing out that we can't gain those organic connections with people. 

The future of the virtual world would likely include continuous attention in the video game sector, because of the fact that people are more likely to find themselves more into feeling like they're actually in the game. Virtual worlds foster creativity by putting people in situation they would not always have encountered in the real world, creating ideas and leading to solutions to reoccurring problems. If a person never encountered an issue, chances are they would have never thought of a solution. Virtual world put them into these problems and allows them to derive solutions, sparking critical thinking and creativity. 

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