This chapter reviews key literature relevant to virtual worlds from three supporting areas of research. Firstly, we define what a virtual world is by identifying the core attributes. We then proceed and discuss the main approaches used in modern virtual learning, before concluding with an examination of the fundamental aspects of the modern virtual learning experience.
VIRTUAL WORLDS
Virtual worlds have garnered academic attention over the last three decades. During this time, they have matured both in nature and appearance, evolving from simple text based systems such as Multi User Dungeons (MUDS) to fully interactive 3D virtual spaces, such as Second Life (Bartle 2003). The rapid evolution of virtual worlds has promoted an explosion of creativity across a diverse range of applications; however the core attributes have remained the same through time.
A DEFINITION OF VIRTUAL WORLDS
Numerous definitions of virtual worlds have been proffered by key protagonists within the field. One of the most widely accepted definitions offered by Richard Bartle (Bartle 2003), describes a virtual world as being comprised of five core attributes. Whilst others within the field of virtual worlds offer similar definitions, Bartle’s definition remains the most notable. Bartle’s five core attributes are described below:
I. The world has underlying rules that enables players to effect changes within it
II. Players represent individuals or entities in the world
III. Interaction in the world
In the past, virtual reality technology was thought of by many as a gimmick, and the hope for it to become a mainstream technology was discarded as products did not work as how the public envisioned. However, the proper technology is now available to make virtual reality just that: a reality. The entertainment industry is on the verge of a monumental paradigm shift that will completely transform the way these entertainment mediums are experienced.
In their essay, Scientific Habits of Mind in Virtual Worlds, Professor Constance Steinkuehler and Professor Sean Duncan explore the benefits that result from playing in simulated realities, and how they impact system-based reasoning. The largely successful massively multiplayer online game, or MMO, World of Warcraft is specifically analyzed and deconstructed through visual aids such as scatter-plots, forum evaluations, and lists of code to illustrate how the site fosters the growth of scientific literacy in today’s youth. Among this compelling evidence, Steinkuehler and Duncan rhetorically substantiate their claims
More and more people in society are turning to virtual realities as a way to escape their lives or the body they’re in. Several games and software have been released allowing people to do so, such as Sims, IMVU, and Cityville. In these online worlds people can have virtually whatever they want, from the biggest house on the block to the nicest cars. “The first
When the words Virtual Reality come into the display, a great deal of people assumes that it’s interactive Video Games. In other words games where the player can interact with the environment around him. Pick up various items and throw them around as they continue on exploring the limitations of the server. Lots of parents believe that VR, much like normal games are a waste of time for their children and in a sense, they are completely right. But disregarding VR as mere video games can be fatal mistake, when in Reality the VR reaches far beyond games for teenagers.
The author initiates this argument by stating how some factors in many video games are erroneous; this includes lasers, which should be invisible, and the inaccurate speed measurements in racing games. Poole refutes this viewpoint by saying that changing a game to make it realistic would remove the fun experienced by gamers; some aspects of a video game are made unreal on purpose. These imaginary factors serve to create a fantasy world which is to be enjoyed by the player. Also included are the game developers’ intentional use of deformed characters, with smaller bodies and larger heads. For example, Poole explains how intentionally deformed characters such as Crash Bandicoot and Sonic the Hedgehog have engaged players successfully, while more realistic characters such as those of Final Fantasy VIII have received much criticism. The author believes that the reason for a player’s more successful engagement with deformed characters lies in the fact that cuter, unreal characters help the player to escape into the unreal world, while realistic characters fail to do so. Overall, unreal factors help to carry out the main purpose of a video game by engaging the player with the world, which in turn will cause the player to be engaged with the game
People can create entire games, worlds, and experiences for users to explore at their leisure. For example, Philip Rosedale, the creator of Second Life (a social online game), is currently creating a new social experience for Virtual Reality. David Kushner writes, “Most VR experiences—such as games and films—are designed for a single person. Social VR is all about sharing moments with others. The concept is an evolution of his pioneering virtual world, Second Life” (34).
Online multiplayer games which run at real-time encapsulate the majority of gaming to-day. With most games on PC and console having competitive matchmaking, and co-operative gameplay. Both cases will involve players interacting with the world. These so
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
The ruling of the Dutch Supreme Court has set a president that should lead to universal governing rules set forth concerning the world of virtual gaming. The maker of the game along with law maker and the consumer should be involved is setting forth rules that are defined as well as clear to all parties involved.
The dilapidated old building with tattered walls and a dirty floor is contrasted to the splendid landscape laden with boulders and volcanoes. This shows how the virtual reality can become more influential than the real world, demonstrating the power of games. Heller also uses colour to show the distinction between virtual reality and the actual world. The world of VR uses rich high contrast colours, an example being the blue landscape with the orange skies, while the real world is dominated by the drab browns and greys. As high contrast colours are more eye-catching, it shows how games have power over the real world.
To discuss Lanier’s keen views and anticipations regarding Virtual Reality back in the mid 1980s, it would be useful to first cover exactly how far Virtual Reality has progressed up until today. This essay will begin by discussing the history of Virtual Reality and the usage trends. That discussion will then be used to preface a discussion about Lanier’s views that were expressed in A Vintage Virtual Reality Interview. The essay will then finish off by looking at particularly interesting views held by some of today’s futurists and these views will be related back to Lanier’s original exuberant view of Virtual
“Now, ten years later, they are releasing the most anticipated virtual reality game, [Virtual Fantasy], a classic sword and sorcery game with a modern update to the virtual world.”
Virtual reality defined as to produce and create the effect of an interactive 3D world in which the objects have a sense of spatial presence by using computer technologies. Our perceptual and cognitive system will be presented by precise clues in order for our brain to interpret and understand those clues as outside object in 3D world. In addition, virtual reality suggest a lot of benefits and advantages to education of technical such as delivery information through multiple active channels, addressing of dissimilar learning styles, experiential-based learning and so on ( Bell & Fogler, 2004, p 217).
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.
Virtual worlds have solved many of the challenges faced by educational institutions. Today, hundreds of colleges, universities and other learning organizations are either augmenting their current traditional classroom curriculum with a virtual learning component or are holding classes and entire programs exclusively in immersive learning environments in Second Life. Second Life’s persistent virtual environments give students an opportunity to work together synchronously and then return, individually or as a team. The learning space is always equally available, for geographically dispersed groups as well as for those who meet regularly in the physical world. This is especially useful when students require more flexible schedules or need to work asynchronously on the same project.