By virtual reality I mean digital representations of environments complete with trees, horizons, and human avatars. The current leader in the virtual world industry is Second Life. Imagine a virtual landscape similar to World of Warcraft, then imagine that it's not a game at all. There's nobody to destroy and no quests to fulfill. Your character just hangs out and does whatever you want. That's Second Life.
The Millenium Eye, a working Ferris wheel in SL modeled after the real-life Eye of London. |
Plus, you can fly.
But this isn't an ode to Second Life (which I haven't even officially used yet--just taken the tour.) I just wanted to introduce it as an example of a virtual world so that I can highlight strengths and weaknesses.
A virtual student at Arkansas State's virtual campus. |
- The University of Texas, the National University of Singapore, and other big schools already have a virtual campuses on Second Life.
- Other non-profit organizations are reaching people through SL. (Survivors of Suicide Project, the UK's National Health Service, etc.)
- Graphics currently remind me of the first Playstation consoles, but the technology will probably progress to stunning realism within twenty years.
- Other advancements will be made to increase 3D immersion.
Weaknesses of Second Life:
- It has a strange, almost fetish feel to it, because people do try to realize fantasies there (lots of fairy wings, vampires, and every woman seems to have a large bosom.)
- Sadly, there is a thriving portion of SL devoted to adult content. (Sounds like the rest of the Internet, huh?)
- Perhaps limitations in connection speeds will never allow the graphics I expect.
I'm sure there's a lot more to the subject than this, but it's something to begin thinking about. Perhaps humanity will always be more comfortable receiving its information from two-dimensional platforms like books and websites. But when we have the capability of advancing to fairly realistic and immersive 3D representations, we might adapt.
A lot of the obstacles that slowed humanity's exploration and colonization of new frontiers in the past dosn't apply to digital frontiers (although new ones might.) We don't have the time costs of crossing the Atlantic ocean by ship. We don't have the financial costs of going into outer space.
The main obstacle we seem to have in exploring the virtual frontier is deciding where our comfort zones are.
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