Modeling Reality with Virtual Worlds
Virtual worlds are in incredible new addition to new media. They can be used for gaming, social interaction, and creativity in a much more personal and interactive level than ever before. There are a number of games that are coming out for VR that advertise immersion on a while new scale. Social events are easily replicated and enjoyed from home: a good example being Dave from the article I’ve Been in That Club, Just Not in Real Life. Dave was able to enjoy an experience from real life without ever needing to leave home. Not only that, but he was also able to "customize" the experience to avoid the things he disliked in real life. As can be seen in the article, In Room 100, It’s Sid and Nancy All Over Again, creativity and art can be shared and experienced in a 3D plane by anyone anywhere.
As mentioned above there are a lot of pros for VR. However, like with anything good there are some cons as well. With the introduction of VR and the removal for the need to leave home, there is a reasonable concern about potentially less in person human interaction. While I'd argue that VR actually fosters social interaction on the whole, it is important to remember that face to face interactions and experiences cannot be replaced with simulated ones.
Overall as with everything else, moderation and personal awareness are important to avoid the potential dangers of something as potentially addicting as VR. As for the future, I foresee VR growing and helping humanity greatly. We grow by sharing experiences, ideas, and knowledge. Going from text to video, the step of video to VR interaction can be huge in how we can share and learn from one another.
As mentioned above there are a lot of pros for VR. However, like with anything good there are some cons as well. With the introduction of VR and the removal for the need to leave home, there is a reasonable concern about potentially less in person human interaction. While I'd argue that VR actually fosters social interaction on the whole, it is important to remember that face to face interactions and experiences cannot be replaced with simulated ones.
Overall as with everything else, moderation and personal awareness are important to avoid the potential dangers of something as potentially addicting as VR. As for the future, I foresee VR growing and helping humanity greatly. We grow by sharing experiences, ideas, and knowledge. Going from text to video, the step of video to VR interaction can be huge in how we can share and learn from one another.
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