Information about Virtual World
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). Some, but not all, virtual worlds allow for multiple users.
The world being computer-simulated typically appears similar to the real world, with real world rules such as gravity, topography, locomotion, real-time actions, and communication. Communication has, until recently, been in the form of text, but now real-time voice communication using VOIP is available. This type of virtual world is now most common in massively multiplayer online games (Active Worlds, Citypixel, ViOS, There, Second Life--although not games, per se, but more like virtual environments that can include gaming--Entropia Universe, The Sims Online, Red Light Center, Kaneva, Weblo), particularly massively multiplayer online role-playing games such as EverQuest, Ultima Online, Lineage, World of Warcraft, or Guild Wars.
Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).
In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.
A later virtual world devoted to the education of children was launched as Whyville.net by Numedeon inc. in 1999. Site design included many features that are now common to other virtual worlds, including user-customizable avatars, an "in world" economy, and 'bubble chat". In addition, the site includes educational games and simulations.
As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:
The virtual worlds found in video games are often split into discrete levels.
A growing number of educational institutions are exploring existing general purpose virtual world platforms as a means to extend and enhance their offerings to students. Typically, educators create an online presence where students can interact, using their avatars to learn about new assignments or create projects that are viewable within the virtual world. For example, students taking a computer manufacturing class can log into a virtual world in which they are the inhabitants of a burgeoning village that needs their expertise for the construction of houses, furniture, machines, and other goods. An example of such a program is AWEDU, a project started by Active Worlds, Inc. A number of educational institutions are now running virtual classrooms and discussion sections in worlds like Second Life.
A popular example of a virtual world in fiction is from the movie series The Matrix, a virtual reality so realistic that the great majority of those humans plugged in think they are living in the real world and do not know that they are living in a virtual world.
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The world being computer-simulated typically appears similar to the real world, with real world rules such as gravity, topography, locomotion, real-time actions, and communication. Communication has, until recently, been in the form of text, but now real-time voice communication using VOIP is available. This type of virtual world is now most common in massively multiplayer online games (Active Worlds, Citypixel, ViOS, There, Second Life--although not games, per se, but more like virtual environments that can include gaming--Entropia Universe, The Sims Online, Red Light Center, Kaneva, Weblo), particularly massively multiplayer online role-playing games such as EverQuest, Ultima Online, Lineage, World of Warcraft, or Guild Wars.
History
The earliest virtual worlds were not games but generic virtual reality simulators. The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. They attempted to create sets of avatars for virtual interaction. Community virtual worlds allowed access to the environment and encouraged creating buildings, art, and structures (and many did not include avatars).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).
In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.
A later virtual world devoted to the education of children was launched as Whyville.net by Numedeon inc. in 1999. Site design included many features that are now common to other virtual worlds, including user-customizable avatars, an "in world" economy, and 'bubble chat". In addition, the site includes educational games and simulations.
The virtual world concepts
One perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world. Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:
- massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game
- massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles.
Single-player games
Many of these allow you to save the current state of this world instance to allow stopping and restarting the virtual world at a later date. (This can be done with some multiplayer environments as well.)The virtual worlds found in video games are often split into discrete levels.
In the classroom
In principle, virtual worlds represent a powerful new media for instruction and education. Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education. Virtual world platforms can also provide a foundation for serious games, intended to instruct and illuminate. Some virtual world platforms also provide support for simulation based instruction, increasingly recognized as a powerful new computer enabled approach to learning. Finally, virtual worlds can provide new methods for learning evaluation and teacher professional development, including embedded assessment and teacher training linked directly to student performance.A growing number of educational institutions are exploring existing general purpose virtual world platforms as a means to extend and enhance their offerings to students. Typically, educators create an online presence where students can interact, using their avatars to learn about new assignments or create projects that are viewable within the virtual world. For example, students taking a computer manufacturing class can log into a virtual world in which they are the inhabitants of a burgeoning village that needs their expertise for the construction of houses, furniture, machines, and other goods. An example of such a program is AWEDU, a project started by Active Worlds, Inc. A number of educational institutions are now running virtual classrooms and discussion sections in worlds like Second Life.
In fiction
The concept of a virtual world has become a popular fictional motif and setting in recent years, although science-fiction writers have been portraying similar ideas (for example, cyberspace) for decades. Among the most prominent virtual worlds in the literature is the ones written about by William Gibson. Virtual worlds were prominent in such movies and books as TRON, Neuromancer, The Lawnmower Man, The Lawnmower Man 2, Epic, Snow Crash, and Ghost in the Shell. There are many other examples of the virtual world; for example Lyoko in the French animated television series Code Lyoko.A popular example of a virtual world in fiction is from the movie series The Matrix, a virtual reality so realistic that the great majority of those humans plugged in think they are living in the real world and do not know that they are living in a virtual world.
See also
List of Metaverses
- MTV's Virtual Worlds - Formally known as Virtual Laguna Beach or Virtual MTV
- There.com
- Whyville
- Second Life
- ViOS
- ActiveWorlds
Building Virtual Worlds
- Monumental
- BigWorld
- Multiverse
External links
- Guide to Virtual Bars and Clubs
- Reality Check Chad Vander Veen, July 2007
- Thursday's Fictions in Second Life
- A Guide to Virtual Environments
computer simulation, a computer model or a computational model is a computer program that attempts to simulate an abstract model of a particular system. Computer simulations have become a useful part of mathematical modelling of many natural systems in physics
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User in a computing context refers to one who uses a computer system. Users may need to identify themselves for the purposes of accounting, security, logging and resource management.
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For other uses, see Avatar (disambiguation).
An avatar (abbreviations include AV, ava, avie, avy, avi, avvie, avis, avies, avii, and avvy..... Click the link for more information.
3D computer graphics (in contrast to 2D computer graphics) are graphics that utilize a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images.
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computer simulation, a computer model or a computational model is a computer program that attempts to simulate an abstract model of a particular system. Computer simulations have become a useful part of mathematical modelling of many natural systems in physics
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Real world (also "real life") is generally a colloquialism for the physical reality of everyday life which everyone experiences; it is also referred to as the human condition. More specifically, the term has both context-dependent meanings, and also occurs as a proper name.
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Gravitation is a natural phenomenon by which all objects with mass attract each other. In everyday life, gravitation is most familiar as the agency that endows objects with weight.
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Topography (Greek topos, "place", and graphia, "writing") is the study of Earth's surface features or those of planets, moons, and asteroids.
In a broader sense, topography is concerned with local detail in general, including not only relief but also
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In a broader sense, topography is concerned with local detail in general, including not only relief but also
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In a general sense, locomotion simply means active movement or travel, applying not just to biological individuals.
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- In biology, locomotion is the self-powered, patterned motion of limbs or other anatomical parts by which an individual customarily moves itself from
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real-time computing (RToC) is the study of hardware and software systems which are subject to a "real-time constraint"—i.e., operational deadlines from event to system response.
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Communication is a process that allows organisms to exchange information by several methods. Communication requires that all parties understand a common language that is exchanged with each other.
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Voice over Internet Protocol, also called VoIP, IP Telephony, Internet telephony, Broadband telephony, Broadband Phone and Voice over Broadband is the routing of voice conversations over the Internet or through any other IP-based network.
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Massively multiplayer online game (also called MMOG or simply MMO) is a computer game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and feature at least one persistent world.
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Active Worlds (AW) is a 3D virtual reality platform. The "Active Worlds Browser" runs on Windows. Active Worlds can also run on a Linux computer, although the steps to run it are somewhat complicated.
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ViOS (Visual Internet Operating System) was a client-server software system designed by Julian Lombardi in the mid-1990s and built by a team he led at ViOS Inc. from 1999-2001 as a way of spatially organizing all Internet-deliverable resources (including web pages) into a
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There is a 3D online virtual world created by Will Harvey and Jeffrey Ventrella. There Inc. was founded in the spring of 1998. Closed beta began in July of 2001, with various stages of beta following, and ending with an October 2003 launch date. In June of 2004, There Inc.
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Second Life
Software
Linden Lab • libsecondlife • Linden Scripting Language • CopyBot
Society
Residents
Economy
Economy • Businesses and Organizations • Real estate
Related
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Software
Linden Lab • libsecondlife • Linden Scripting Language • CopyBot
Society
Residents
Economy
Economy • Businesses and Organizations • Real estate
Related
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The Sims Online (TSO) is a massively multiplayer online game variation on Maxis' highly popular computer game The Sims. It was published by Electronic Arts and released on December 17 2002 for Microsoft Windows.
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Red Light Center (RLC) is a privately owned Massively Multi-User Reality (sm) site that was made available to the public early in 2006 by Utherverse, Inc. Its tag line is "Live Your Fantasy".
Red Light Center is modeled after Amsterdam’s Red Light District.
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Red Light Center is modeled after Amsterdam’s Red Light District.
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The Kaneva Game Platform (KGP) is a game development solution geared towards end-to-end MMO games of the first-person shooter and RPG genres. KGP features many current graphic rendering capabilities, while providing back-end and networking features required for supporting
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Massively multiplayer online role-playing game (MMORPG) is a genre of online computer role-playing games (CRPGs) in which a large number of players interact with one another in a virtual world.
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EverQuest (or colloquially, EQ) is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) that was released on March 16, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost.
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Ultima Online (UO) is a popular graphical Massively multiplayer online role-playing game (MMORPG), released on September 25, 1997, by Origin Systems. It was instrumental to the development of the genre, and is still running today.
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Lineage (Korean: 리니지) is a medieval fantasy massively multiplayer online role-playing game released in 1998 by the South Korean computer game developer NCsoft.
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Guild Wars is an episodic series of multiplayer online role-playing games, for the Microsoft Windows operating system. It was created by ArenaNet, a Seattle game development studio and a subsidiary of the South Korean game publisher NCsoft.
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Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special
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Internet is a worldwide, publicly accessible series of interconnected computer networks that transmit data by packet switching using the standard Internet Protocol (IP). It is a "network of networks" that consists of millions of smaller domestic, academic, business, and government
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A chat room or chatroom is a term used primarily by mass media to describe any form of synchronous conferencing, occasionally even asynchronous conferencing. The term can thus mean any technology ranging from real-time online chat over instant messaging and online forums to
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