Virtual Worlds can be utilized in many useful ways. One example is to simulate a high volume hospital filled with sick patients to train nurses, “Dozens of hospitals, medical schools and health foundations have staked out space in the online community Second Life, where participants can build their own virtual clinics and stage just about any training drill they can imagine” (Simon 1). Nurses are put through many emergencies situations in virtual reality. Nurses have to assess the scenarios, and figure out the best way to solve issues. With the help of virtual reality, nurses can better prepare themselves for future real life situations in that programs like Second Life simulate hospitals rooms and sick patients rather well. The advantage of virtual reality simulations is that it is relatively cheaper than traditional simulations which involve creating fake physical studios and hiring expensive actors. Furthermore, virtual reality does not interrupt with a hospital’s regular business (Simon 1). Because everything is digital, virtual hospitals do not take up physical space.
Virtual worlds have downsides as well. The experience can be so immersive that people rather live in their fake virtual worlds as opposed to living their real life, “Despite knowing that its real-life inspiration exists right outside my door, I have spent the last few months making such visits to the Virtual Lower East Side (vles.com), a three-dimensional, Internet-based social network fastidiously modeled on a small but influential swath of Manhattan real estate” (Itzkoff 1). It is similar to being addicted to video games. High dosages of Virtual reality is detrimental in that it consumes an incredible amount of the person’s time. Instead of bettering themselves in real life, some people would rather waste their time on Second Life living their fake lives.
Virtual Reality fosters creativity in that the sky’s the limit for creators. Virtual worlds can be about anything a person thinks of. It can be used to solve real life problems faced by business and institutes around the globe. I think Virtual Worlds will be utilized by large corporations to help further their businesses in the future. A cool way Virtual worlds have started to hit the masses is through products like Samsung’s Gear VR. People have started to play around with the technology to give cool immersive experiences for the wearer. If you go on YouTube, there are VR options for some videos where you can watch the video in 360. When you wear virtual reality goggles, if you physically turn your head to any direction your viewing perspective will change: A 360 Degree Virtual Experience.
Works Cited
"Avatar II: The Hospital" by Stephanie Simon, The Wall Street Journal, April 13, 2010. Web. June 18, 2016.
"I've Been in That Club, Just Not in Real Life" by Dave Itzkoff, The New York Times, January 6, 2008. Web. June 18, 2016.
A very well-written response. Although virtual worlds have the potential to be dangerously addicting, I believe the benefits outweigh the disadvantages. As you said, the sky's the limit, and hopefully these innovations serve more to better society.
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