This document discusses virtual worlds and Second Life. It outlines the pros and cons of virtual reality and how virtual worlds can be used. Some key points:
- Virtual worlds allow users to interact in 3D online environments through avatars and have both social and role-playing applications. Second Life is a large social virtual world.
- Benefits include improved communication, learning, and skills training without real-world risks. Medical and disability applications also provide benefits.
- However, extensive use could lead to social isolation and desensitization. High costs, lack of true immersion, and difficulties interacting also pose challenges.
- Research shows virtual experiences can influence behaviors in real life by changing self-perception
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Hello Learners! I made this presentation on virtual reality, it covers basic information related to Virtual Reality, what is virtual reality, the History of Virtual Reality, Types of Virtual Reality, Hardware used in virtual reality, Applications of Virtual Reality, Advantages and Disadvantages, Future of Virtual Reality, Metaverse, , Layers of Metaverse and Its trends.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
This is a detailed presentation on the concept of virtual reality which has in-depth knowledge of where virtual reality can be used in everyday life and improve our imagination. VR can be great scope of work and study in the future
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Hello Learners! I made this presentation on virtual reality, it covers basic information related to Virtual Reality, what is virtual reality, the History of Virtual Reality, Types of Virtual Reality, Hardware used in virtual reality, Applications of Virtual Reality, Advantages and Disadvantages, Future of Virtual Reality, Metaverse, , Layers of Metaverse and Its trends.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
This is a detailed presentation on the concept of virtual reality which has in-depth knowledge of where virtual reality can be used in everyday life and improve our imagination. VR can be great scope of work and study in the future
What is the Difference Between Metaverse and Virtual Reality?HarshitTiwari959947
The prefixes “metaverse” and “virtual reality” (VVR) are frequently used interchangeably, but they’re two distinct generalities. Metaverse is a term used to describe a virtual world that’s participated in by multiple drug users, while virtual reality is a computer-generated terrain that simulates a real-world experience.
what are the Pro-'s and Con-'s of virtual reality -SolutionPro-'s of v.docxloisj1
what are the Pro\'s and Con\'s of virtual reality ?
Solution
Pro\'s of virtual reality:
1)Virtual reality defines the idea of communication, expanding it from people you know in real life to anyone connected to the internet. This means that relationships will begin to be formed more based off interests than general location.
2)Virtual reality makes tourism and visiting sites more easy by giving a detailed view of the original place, e.g. Virtual tour.
3)Those who are not able to fully experience reality, such as disabled people, could explore the Virtual World and still experience a full life.
4)virtual reality provides a chance to experience things that are impossible in real life as if you were actually there e.g. fighting zombies in a game.
Con\'s of virtual reality:
1)Those who do not have access or cannot afford this technology will be left out. Could further separate social classes in Information Age based societies.
2)Technology is still developing and there are still many flaws to be worked to.
3) Some people have been known to have motion sickness due to using the VR headset.
4)Communication using this technology would be susceptible to deception.
.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Hololens. Rift. Gear. Pokemon Go. Like 3D televisions, these things are starting to enter our everyday life. While still years away, people are being primed for the idea of what an augmented life could look like by popular media. As companies start creating the early hardware that will support both Virtual and Augmented Reality in the mainstream, we must ask ourselves: What are we attempting to accomplish? What goals are we trying to set? And above all – What will the world we are creating look like?
Talk from #CodeMash 2017
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
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Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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2. OUTLINE
Virtual
Reality
Virtual World
Second Life
Pros & Cons
How Second life Affects Real Life
Are we ready to live in a Virtual World?
3. VIRTUAL REALITY
Virtual reality (VR) is a powerful technique that uses
computer representations to transform people's sense of
presence, so that they feel themselves to be in a virtual
environment rather their current one.
This presence-transforming function enables people's
environments to be precisely manipulated in a way that is
not possible in the psychological laboratory or the
everyday world.
4. VIRTUAL REALITY
Virtual reality(VR) refers to computer-simulated
environments that look, feel, sound and sometimes even
smell like the real thing. As technology advances, virtual
life becomes increasingly more lifelike and is applied
across a broader range of fields from entertainment to
medical therapeutics.
5. VIRTUAL WORLD
The emergence of social networks such as MySpace and
Facebook, has resulted in new ways and channels for people
to communicate and collaborate.
The graphical, three-dimensional technology of Virtual
World create a new stage of collaboration, communication
with an even higher level of interaction and complexity.
6. VIRTUAL WORLD
A persistent online environment that allows users to interac
t with one another and an artificial world
through an agent in that world. The online part allows user
with Internet access to log on to the Virtual World from
any location.
The persistent part means the world continues to exist as a
single instance whether a specific individual is logged on
to the system. This means that while you are logged out of
a virtual world, no one will see you but activity will go on
around you and you will be in the same place you where
when you log back on.
7. VIRTUAL WORLD
In 2008, the Association of Virtual Worlds listed 250 Virt
ual Worlds, and the Gartner Group estimated that by
2011, 80 percent of active Internet users will be using
Virtual World (Frank 2008, 2).
8. VIRTUAL WORLD
There are basically two types of Virtual Worlds
role playing worlds
social worlds
9. ROLE PLAYING WORLDS
Entertainment or gaming is probably the most well
known type of Virtual World
The largest and most well known is the World of
WarCraft.
10. SOCIAL WORLDS
Social Worlds or communities exist more for meeting
and sharing information, and to experience things and
places.
Examples of social worlds are Active Worlds, Second
Life and Smallworlds.
11. VIRTUAL WORLD APPLICATIONS
Three applications that can exist within a social
world: (Wikipedia)
Medical
Commercial
Education
12. MEDICAL
Healthcare agencies offer information on a variety of
illnesses, conditions and addictions in the Virtual
World of Second Life.
The disabled can experience freedom by temporarily lea
ving their disabilities and doing things, through their av
atars, like walking , fishing , exploring and other
physical activities.
Virtual Ability is a hugely popular area within Second
Life that provides support, information and activities for
people of all disabilities.
13. COMMERCIAL
Companies and organizations have established
commercial worlds as a new form of advertising
Virtual Worlds allow companies the opportunity to learn
customer reaction to new products
14. EDUCATION
Educational opportunities are thriving in Virtual World.
Universities have established locations in Virtual Worlds
– either entire campuses or simple classrooms. More
classes are conducted in Virtual World environment.
15. SECOND LIFE
Second Life is probably the most well known and largest s
ocial Virtual World today.
It was created by Linden Labs and open to the public in
2003 (Frank 2008, 1).
It had an early reputation as being mainly a place to
play. Collaborative work, information sharing, and learni
ng activities have become more popular and taken over as
the major activities in Second Life.
16. SECOND LIFE
There are many arguments as to the number of people w
ho have avatars in Second Life, but at any time there are
between 35-50,000 avatars online. (Frank 2008, 2)
According to a 2007 item in Second Life Reuters , 54
percent of users were from Europe with nly around 31
percent from the Unites States (Frank 20o08, 2)
The average self‐reported
age of Second Life users is 33, with 11.5% of users over
45 (Frank 2008, 2).
Communication can be voice or chat and can be public,
or private
17. VIRTUAL REALITY - PROS & CONS
Pros
VR is imaginably more personal than electronic mail
or instant messaging, or even a letter or a telephone
call
VR is a great social leveler, it may find a common
ground across differences in age, culture, and
linguistic orientation (Biocca and Levy 1995)
people will be drawn together by similar interests
instead of purely by geographic location (Biocca and
Levy 1995)
communication will be both challenging and
rewarding, more effective and productive, and thus
more enjoyable (Biocca and Levy 1995)
18. VIRTUAL REALITY - PROS
a tremendous opportunity for every 'connected' person
to find his or her field and/or discipline (Biocca and
Levy 1995)
after using a medium that provides total freedom of
expression face-to-face communication may be found
to be too confining (Cartwright 1994)
19. VIRTUAL REALITY - PROS
When applied to therapeutics, augmented reality can
allow people with disabilities to experience places and
tasks that are otherwise unavailable to them. A person in
a wheelchair can play a basketball game with the aid of
virtual reality games. A person undergoing
psychotherapy to confront a past event can do so safely
in a virtual reality world without the fear of physical
harm.
20. VIRTUAL REALITY - PROS
The advantages of virtual reality extend to the realms of
design and architecture. Computer-aided design allows
architects to build and envision a structure to eliminate
any potential problems before money is spent actualizing
the design. Fashion designers can put together fantastic
creations and see how they move and look before massmanufacturing their collection. Those who design safety
features such as emergency exits or rescue equipment
can see their designs in play without having to
manufacture a prototype and conduct costly testing.
21. VIRTUAL REALITY - PROS
Learning how to react to any given situation,
especially a life-or-death situation, is one of the prime
advantages of virtual reality. Military exercises
performed in a virtual reality environment save lives.
Exercises designed to train military personnel allow
service members to experience a high-pressure situation
without the threat of danger or death. These exercises
can be performed over and over again until the person
feels comfortable and confident in that situation, a
scenario that is improbable and not feasible when
engaging in real-life training exercises.
22. VIRTUAL REALITY - PROS
Productivity also benefits from virtual reality.
―Telepresence‖ refers to a type of technology that allows
a person to feel as if he or she were present in another
location. Used in the business world as a form of
telecommunications, telepresence allows a person to
conduct intimate business transactions in all corners of
the world without ever leaving his place of residence.
23. VIRTUAL REALITY - PROS
It is great social way, users may find a common
interests across the world
Communication and learning will be more effective,
productive, and more enjoyable.
It enables users to interface with each other using a
three dimensional environment through sight, sound,
and touch.
It will improve some users’ skills without causing
any mistakes in real world.
It helps patients recover from strokes, phobias and
other illnesses.
24. VIRTUAL REALITY - CONS
Cons
an inescapable aspect of social life is the formation
and maintenance of interpersonal relationships
(Biocca and Levy 1995)
interaction ought not be substituted for community
(Mayer 1999)
25. VIRTUAL REALITY - CONS
VR will provide a communication environment in
which the dangers of deception and the benefits of
creativity are amplified beyond the levels that humans
currently experience in their interpersonal
interactions. (Biocca and Levy 1995)
could lead to low self-esteem, feelings of
worthlessness and insignificance, even selfdestructive acts.
26. VIRTUAL REALITY - CONS
One of the largest disadvantages of virtual reality is that
the technology required for an immersive or natural
experience has remained elusive.
27. VIRTUAL REALITY - CONS
Even the most basic virtual reality hardware and
software highlights another of the disadvantages of
virtual reality, namely the cost.
Any system that attempts to provide an immersive
experience requires some type of display that will try to
fool the human senses. These systems are very costly and
can be problematic to use, largely because so few people
have the technical knowledge to repair or maintain them.
Additionally, most virtual reality systems are not readily
interchangeable with different hardware, increasing the
cost and reducing the long-term value of an initial
investment in such a system.
28. VIRTUAL REALITY - CONS
Socially, some of the disadvantages of virtual reality as
entertainment have already started to surface, even
without an experience that fully removes a person from
his or her surrounding stimuli. One issue is social
isolation, in which the user of virtual reality relies more
on interactions that take place in a virtual world than on
experiences in the real world. This lack of true, physical
interaction has the potential to create incorrect
associations that are not part of real social settings. The
isolation could eventually cause depression,
disassociation and other conditions, if it is severe
enough.
29. VIRTUAL REALITY - CONS
Another of the possible psychological and social
disadvantages of virtual reality is desensitization. If
some users were to use virtual reality for entertainment
extensively, then they could run the risk of failing to
recognize the true consequences for actions in which
they are taking part or are viewing. When translated to
the real world, in an extreme case, this could cause a lack
of understanding of the effects of some actions when
performed outside the virtual environment.
30. VIRTUAL REALITY - CONS
It will decrease human interaction in the real world.
The cost of creating a virtual reality system is too
high.
Training with a VR environment does not have the
same results as training in the real world.
Programmers are still grappling with how to interact
with virtual environment
If the virtual environment became much higher
quality, they will become attractive to those wishing
to escape real life.
31. HOW SECOND LIFE AFFECTS REAL LIFE
Research being done at Stanford University's Virtual
Human Interaction Lab (VHIL)
Jeremy Bailenson, head of the lab and an assistant
professor of communication at Stanford, studies the way
self-perception affects behavior. No surprise that what
we think about ourselves affects the confidence with
which we approach the world. What is a surprise is that
this applies in the virtual world too.
32. HOW SECOND LIFE AFFECTS REAL LIFE
Bailenson's research suggests that the qualities you
acquire online — whether it's confidence or insecurity —
can spill over and change your conduct in the real world,
often without your awareness.
Bailenson has found that even 90 seconds spent chatting
it up with avatars is enough to elicit behavioral changes
offline — at least in the short term. "When we cloak
ourselves in avatars, it subtly alters the manner in which
we behave," says Bailenson. "It's about self-perception
and self-confidence.‖
33. HOW SECOND LIFE AFFECTS REAL LIFE
In one experiment, published in Human Communication
Research last year, researchers assessed how an avatar's
attractiveness affected human behavior, both online and
off.
Overall, subjects using good-looking avatars tended to
display more confidence, friendliness and extroversion,
just as in the real world
34. HOW SECOND LIFE AFFECTS REAL LIFE
Virtual behavior may even affect real-world health.
Randomly assigned avatars to 75 volunteers and divided
them into three groups: one group watched their lookalike avatars run on treadmills for about five and a half
minutes; another group saw their virtual counterparts
lounge around; and a third watched avatars who did not
look like them, but were of the same age and gender, run
on treadmills. A day later, they found that participants
who watched avatars of their own likeness exercising
had themselves exercised an hour more in the
intervening 24-hour period than people in the other two
groups
35. ARE WE READY TO LIVE IN A VIRTUAL WORLD
Are you really ready to live in a virtual, digitized world?