Virtual world, virtual reality and virtual games: A small review
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible. Some, but not all, virtual worlds allow for multiple users. The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree. Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.
Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chartrooms. Sometimes, emotions or 'smiles' are available, to show feeling or facial expression. Emotions often have a keyboard shortcut. […]
Research and recent developments on virtual world,virtual reality and virtual games
Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chartrooms. Sometimes, emotions or 'smiles' are available, to show feeling or facial expression. Emotions often have a keyboard shortcut. […]
Research and recent developments on virtual world,virtual reality and virtual games
- Researchers Find New Way Of Measuring 'Reality' Of Virtual Worlds: A research team has developed a new way of measuring how "real" online virtual worlds are -- an important advance for the emerging technology that can be used to foster development of new training and collaboration applications by companies around the world.[1]
- Real And Virtual Pendulums Swing As One In Mixed Reality State: Using a virtual pendulum and its real-world counterpart, scientists have created the first mixed reality state in a physical system. Through bidirectional instantaneous coupling, each pendulum "sensed" the other, their motions became correlated, and the two began swinging as one.[2]
- MDCT, Virtual Gastroscopy And MPR Images Differentiate Malignant And Benign Gastric Ulcers: Multidetector CT using virtual gastroscopy and post contrast enhanced multiplanar reformation images can be useful in differentiating between malignant and benign gastric ulcers, according to a recent study.[3]
- Children With Autism May Learn From 'Virtual Peers': Researchers are developing an intervention using "virtual peers" -- technology driven, animated life-size children -- to help develop communication and social skills in children with autism. Preliminary findings suggest children with autism produce more and more "contingent" (conversationally relevant) sentences when interacting with virtual peers than with real-life children. What's more, virtual peers are endlessly patient, never tire and can be programmed to elicit socially-skilled behavior.[4]
- Virtual Reality Breathes Second Life Into Language Teaching: An international team has developed a wireless virtual reality environment that can help promote language learning and let students practice. The researchers have demonstrated their Collaborative Virtual Reality Environment with Mexican engineering students carrying out listening comprehension practice in English as a foreign language.[5]
- Animation Aids Psychology In 'Second Life' Experiment: A new project will test how people respond to extreme social situations - particularly the 'bystander effect' - using an immersive virtual environment like Second Life where real people interact with each other socially through lifelike animated characters. The bystander effect suggests that the more witnesses there are to an emergency, the less likely an individual bystander is to intervene. This phenomenon was identified as a particular consequence of the assault and murder of Kitty Genovese in New York in 1964 which was witnessed by some 38 people, all of whom remained bystanders and failed to come to Kitty's aid.[6]
- Virtual Reality Teaches Autistic Children Street Crossing, Study Suggests: Recent research found that children with autism improved their road safety skills after practicing with a unique virtual reality system. The independence of children with autism depends on their receiving treatment in natural settings. One of the main problems they face is their inability to learn how to safely cross the street, a necessary skill for independent living.[7]
- Virtual Gaming No Replacement For Real Exercise: Video games like Wii Sports and Dance Dance Revolution can play an important role in getting kids off the couch and involved in physical activity. But are they a replacement for traditional exercise? Definitely not, a university wellness coordinator.[8]
0 comments:
Post a Comment