Thursday, June 18, 2009
MODELING REALITY WITH VIRTUAL WORLDS
Every time a new technology evolves, it is going to have its pros and cons, so is the case with virtual reality.
Modeled in the technology of video games, virtual spaces are today being used for many purposes. IBM for instance is using second life for training purposes, by using this new technology prospect employees are able to mingle, interact and get to know about the company before their actual first day of work. This approach is actually of great benefit for the company and its future employees, it helps the company to save in training costs and at the same time it gives the future employee an opportunity to interact/get to know in a more relaxed manner.
Another great example of how virtual worlds are being used is by organizations dedicated to help people with disabilities. For example; people that suffer autism are getting a second chance to get familiar with an environment similar to real life. Let’s not forget that given the condition of these people, they do not actually know how to interact in the real world, also people that are considered normal (us) don’t like to interact with people with such disability. These two factors make it very difficult for autistic people to integrate in society.
Of course as with everything else, there is a dark side of virtual worlds. One argument suggests that people can become addicted to it and never interact/socialize in the real world. Others argue about the inclusion of sex, drugs, suicide and bad behavior in virtual worlds. These elements can have great influence in real life. If teenagers participate in such activities online, they are more likely to want to do it in real life.
The future of virtual world is unknown. Researchers agree that virtual worlds are so new, but it can be developed into a powerful tool for educational purposes for instance.
References:
Nicole Saidi, “Naughty Auties” CNN, March 28, 2008. http://www.cnn.com/2008/HEALTH/conditions/03/28/sl.autism.irpt/index.html#cnnSTCText
Ed Frauenheim, “IBM Learning Programs Get a 'Second Life'”. Dec 11, 2006; p.6. http://www.workforce.com/section/00/article/24/61/08.html
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