2. Online community that takes the
form of a computer-based
simulated environment through
which users can interact with
one another and use and create
objects.
3. Introduction
Interactive 3D virtual environments.
Users avatars visible to others:
-An Avatar : graphical representation of the
user's character
-may take a three-dimensional form, as in games
-or a two-dimensional form as an icon in Internet
forums or online communities
In general, virtual worlds allow for multiple users.
4. A look into Virtual Worlds:
Such modeled worlds draw their essence
from reality or fantasy worlds.
Communication
Most common forms; Games. Most based
on fantasy, rarely based on reality.
Virtual Worlds not limited to games, but
extensions such as chatrooms, conferences
etc.
Use of emoticons in such places „‟ „‟
Economist Edward Castronova argues that
“synthetic world” is a better term.
5. Most common Examples Of Virtual
Worlds:
Social Networking
Sites 3D movies
Technical term, Acronym for three-
“Virtual dimensional film
communities” motion picture that
Lots of users, more enhances
than thousands the illusion of depth
Interacting through perception.
use of „Profiles‟. Uses special
For e.g., Facebook, projection hardware
Twitter . or special eyewear
Examples
6.
7. Training Simulators
• Battlefield
simulators
• Counter-terrorism
• Paratrooping
• Welding
• Mining training sims
Car Navigation
Systems
• Flight Simulators
• Audi Multimedia
Interface
• Avatar support
– natural-language
dialogue
– supported by images
8. Project NATAL
• Introduces a new
way of interacting
with games &
computer systems
• No keyboard and
no controller
• User's voice and
motions Method
for interacting with
the system.
9. The Cave
• Any virtual reality
system that uses
multiple walls with
multiple projectors to
immerse users in a
virtual world.
• Built in 1192
• Uses:
– Scientific Visualizations
– Universities
– demonstrating 3D
environments
– virtually testing
component parts of
10. Virtual Reality Gear
• In order to play games in the “virtual world”,
certain gadgets are required.
• These include:
1. Virtual reality goggles/glasses
2. Hand-held controls, Head Mounted
Display (HMD) and speakers
3. Data suits
4. Workbench
11. Google’s Project Glass Debuts:
Google Glass
• First of its kind; a completely unique product, designed by
Google X.
• Allows the user to access Facebook, send messages, chat
with another person by just looking through his/her
glasses.
• Priced at $1500 and set to release in 2014.
14. Advantages
• Familiar environment from the real
world.
a) Shapes, color & sounds
• Effective ways to train employs.
a) Military officials
b) Transportation agencies
15. Advantages
• THERAPY
a) Treat couple of illnesses
i. Phobia
ii. Stress
a) Helping disable children
i. Makaton symbols
17. Advantages
• Familiar environment from the real
world.
a) Shapes, color & sounds
• Effective ways to train employs.
a) Military officials
b) Transportation agencies
18. Advantages
• THERAPY
a) Treat couple of illnesses
i. Phobia
ii. Stress
a) Helping disable children
i. Makaton symbols
20. • Technology:
Poses significant problems to developers
and causes restrictions in attempts at
widespread use and distribution.
• Social Impact:
Social isolation (depression,
disassociation and other conditions).
• Could lead to low self-esteem, feelings of
worthlessness and insignificance, even
self-destructive acts.
21. • Desensitization:
risk of failing to recognize the true
consequences for actions in which they
are taking part or are viewing.
• Cost:
Few people have the technical
knowledge to maintain a virtual world
system. Additionally most reality
systems are not readily
interchangeable with different
hardware, increasing the cost.
22. Future of Virtual Worlds:
• Today, more than hundreds of virtual worlds
in existence with varied themes.
• Like fantasy, science fiction or idealized
modern environments like tropical islands,
gardens etc
• Virtual worlds mostly exist in the form of
games
• But in future, will expand into a broader
range of fields like education, military,
entertainment etc
23. Virtual and Real world- different or
alike?
• Growth of virtual worlds is foreseen.
• Current virtual activity and use of avatars is
removing the difference between the virtual
and real worlds
• The boundary between the 2 may fade even
more in the future
• The many uses and constant growth of
Virtual Worlds depicts their further evolution
24. Virtual Worlds-New technology in
making?
• Virtual Worlds becoming a part of daily life
due to increased and better internet access
• This technology in making will bring a
revolution in the world of science &
technology
• It can be rightly said, that Virtual Worlds wil
be no longer places “to visit”.
• And What‟s life without a new innovation?