COMPARISON OF VIRTUAL SOCIAL WORLD AND SOCIAL MEDIA
Generally second life also named as virtual worlds are part of a bigger group of Internet based applications known as social media. This specific term is used to give a description about Internet based applications that help buyers to share views, perceptions, happenings and interpretations. Social media can have many appearances comprising social content communities (e.g., You Tube), social networking websites or blogs (e.g., Facebook), association projects (e.g., Wikipedia). All these applications contain content generated, upgraded and retained through them by discrete Internet users and are provided to different users, usually free of cost in selfless mode. The is what which alters social
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Firstly, virtual worlds enable users to involve with others in real time. Whereas content on pages like Wikipedia, You Tube or Facebook is often displayed and then devoured by others with a delay in time, a discussion within Second life is similar to the one in real life, with an inconsistency that it is not organized in a face-to-face format. Second virtual worlds permit users to produce fully modified virtual self-presentations in the shape of avatars. However a You Tube user might be capable to create some sort of an image within the community by carefully selecting the kinds of video texts posted, avatar customization within virtual lean to be far more versatile. For instance, a Second life inhabitant can create an avatar if wishes, that closely resembles the actual aspect of the affiliated user, or of a very dissimilar person. Eventually, while content communities, collaborative websites and blogs are two-dimensional (i.e., concentrated on content sharing), avatars existing within virtual worlds have the probability of exploring their virtual environment in three dimensions. The basic rules and regulations of physics pursue to confine in most of virtual worlds which makes navigation within them alike to what one is used to the real …show more content…
Whenever firms make conclusions about new product introductions, for example, they also face the alternative between regulating a prolonged and costly test market analysis and initiating the product right away with an increases threat of failure. Test marketing within virtual social worlds may be a way to resolve this dilemma. When the hospitality company Starwood Hotels and Resorts regarded launching a new scope of design hotels under the brand name ‘Aloft’, it is marked to first build the hotel virtually within Second life to get a better understanding of which characteristics may a necessary for users. According to Brian McGuinness, a Starwood VP, this led to many design alterations, including the decision to situate radios in the guest rooms’
...xperience machine, it would still seem that people should not want to log on to second life when they could be experiencing things in reality. However, Second Life boasts that millions of accounts have been created (Second Life Official Site). It remains to be said just why they are doing this, but it appears that the conclusion one could draw from this is that virtual experiences do have meaning to us, insofar as people will choose them over certain real life experiences.
Virtual worlds such as Second Life and IMVU — which show a 3D environment on a 2D screen rather than immersing the user inside a room or by using an HMD — and the more recent rise of Oculus Rift have all contributed to the rekindled interest in VR. However, major technology and usability advances are still required for a low-cost, broadly used immersive virtual environment. In the meantime, growing popularity of 3D entertainment using 3D glasses — and, increasingly, 3D smart television screens and projections that do not require glasses — may relegate immersive VR to permanent niche status. Currently, augmented reality applications (which superimpose information on the user's view of the real world rather than blocking out the real world) or mixed-reality scenarios (where HMDs and context-aware software are used in a hybrid augmented/virtual environment) are more popular technology approaches to the problem of marrying immersive VR to a consumer
The main goal of virtual reality is to take its user into a virtual world. It provides a virtual space where almost everything is possible. Virtual reality works by tricking the parts of the brain that perceive motion.
Facebook, Twitter and other social platforms have become one of the central activities in human affairs. Used by people around the world promoting communication, social media gives scope to everyone to exhibit their ideas and thoughts. The plethora of social platforms is a revolutionary invention that is changing the way of how people moderate and communicate with others in their daily lives. Although many people admire this revolutionary concept, it can be argued that it has a negative impact on society. Extensive usage of social media can cause addiction, affecting productivity, and also reduce the level of human interaction, which in turn leads to isolation. Social media is correlated to many of the issues that revolve feminism and mental illness through anthropology, sociology and psychology.
This is because people tend to become absent in the real world by logging into a virtual world. Turkle states, "Our networked life allows us to hide from each other, even as we are tethered to each other, wed rather text then talk” – The Shallows p 36. This is because people are beginning to believe that they have some sort of companionship with technology. This way of thinking tends to result in a loss of basic social skills. Everyone is so “plugged in” they avoid interacting with the real people around them. This is a problem because social interactions are what we need for proper
There must be a perfect balance between the amount of technology we use to better ourselves and the amount of technology that takes over our lives. People have a false sense of who they are because who they happen to appear as online may be fake. To illustrate this, people can think that they are “friends” with hundreds of people when they could only talk to five people who they think are their “actual friends.” The internet allows people to have this fakeness that is just a given when people try to show themselves online. Turkle illustrated this point perfectly when she was talking about Second Life, an online virtual world where people can develop their own avatars to be them. “On Second Life, a lot of people, as represented by their avatars, are richer than they are in first life and a lot younger, thinner, and better dressed” (Turkle 263). The fakeness that happens while online is only present because people have the option to show themselves in a perfect setting. If there were boundaries set in place so people could only produce an identical version of themselves online there would be a substantial decrease in the use of the internet. There are somethings that must be kept off the internet and away from technology because there are times that technology is just out of place. “Lost in awe at the beauty around me, I must have slipped into a state of
Milk explains how virtual reality works by putting a person in the life of another with technology. “So it’s a machine, but through this machine we become more compassionate, we become more empathetic, and we become more connected. And ultimately, we become more human.” (Milk 3), here we can clearly see the effect of technology on our humanity. Before this Milk states how he took this to the United Nations to show them the lives of those that they are making decisions about, which allowed them to have a deep and personal connection with people they would never meet in the real world. Virtual reality goes further than any media so far to allow people to connect with others. Individuals coming from the videogame world already understand the importance of technology on our humanity.We as people spend our lives focused on ourselves but virtual reality allows us to focus on another person’s life. To be clear, virtual reality and video games are not the same thing, but over time they are becoming one with better technology like the oculus rift. Gamers connect to characters by putting themselves in their place, much like readers with books. They see themselves as the main character, whether it be Lee Everett or Cloud Strife. They make decisions as them, and when horrid things happen in the game they feel as though they are happening to the player. On the top
The term Virtual Reality is a very unique way of bringing life to a world which doesn't even exist. There are many ways by which people have been trying to bring in the consent of the audience and to grab their interest. The history of virtual reality is marvelous in terms of what it was and what it is now. When before 1960s virtual reality existed, it was popular with the term "Pygmalion's Spectacles". Then there was "View-Master" a device in which there was a circular disc having small pictures in it and to view these pictures a person has to use a viewer where he places the disc inside of the designated place and then view in the direction of light. Then from the year 2000 onwards there were many platforms
It is stated in this chapter that Virtual Reality “can potentially reduce, if not eliminate all together, the time and space interval between intention and realization.” Virtual Reality can be looked at as a direct technological extension and the design involved in expression of the mental processes. Virtual Reality has offered much more than many people can see from the human eye. An example of this would be how Virtual Reality situations allow for humans to actually enter the content of their extended minds which allows them to create, understand, and interact with their own personal situations and thoughts. It is stated that eventually one day down the road as Virtual Reality technology continues to progress and advance that people will be able to actually meet up in a virtual reality world and work together in virtual situations to help solve and understand
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Individuals may feel isolated from society wether it be due to their sexuality, likes, or dislikes, and the virtual world is an area they do not feel like they have to conform to certain ...
The majority of the adult American population age 18+ is unfamiliar with the ever-growing virtual community known as Second Life. Second Life is a virtual world developed by Linden Lab, which offers its residents a place to connect, a place to shop, a place to work, and a place to love. There are many advantages for people to create a Second Life for themselves. Second Life’s residents are given the ability to explore any region they choose and allows one the ability to be themselves, or even someone different. For many, it is a freeing experience from the daily routine of “real life”. Second Life’s virtual experience also has sound; audible conversation, babbling brooks, wind in the swaying trees, and built-in chat and instant messaging. Residents purchase property, game with other residents, create objects, join clubs, attend classes, start businesses, or just hang out. The presentation of Second Life is extraordinary, making it a significant, almost guilty, indulgence. Before embarking on a journey in Second Life, one must first create an avatar. New Second Life users choose from standard male and female avatars. Residents and their avatars do not always choose the gender they are in real life. Once the gender choice is completed, residents go on to tailor their avatar’s look in a way they believe mainly suits their style, or the Second Life “lifestyle” they selected. For instance, a trained user may possibly craft a cat that follows him all over the place. Residents build items for diverse reasons. Several do this in order to strengthen the theme of a certain region or specific avatar; some construct items simply for amusement. Even though Second Life extends a convincing adventure for residents from different...
Title: Compare and contrast the presentation of visual information in two different types of media today, focusing on how effectively the information is communicated.
In real life it is hard answer who are you, because our identities are too complex. There are many factors to consider when we talk about who we are. When you put in a variable like a virtual medium the answers to these questions are blurred. There are almost no limits to who or what you can be. Words and pictures are all that are available to describe the created identity. There are many decisions that are made when creating an identity in a virtual reality. Creating my character, Lynn, was no exception. I chose to portray my character as close as possible to who I am in real life. This task is harder than it sounds.
Social Media is defined by Merriam-Webster as “forms of electronic communication (as Web sites for social networking and microblogging) through which users create online communities to share information, ideas, personal messages, and other content (as videos)” (Merriam-Webster), and for many Americans is a method of social interaction that is used often on a daily basis. It has been determined that one in five people use social media at least once a day and that 19% of Americans between the age of 15 and 54 are on sites like Facebook and Twitter(). It’s no longer common place to send handwritten letters or birthday cards, now writing on a wall, sending a tweet or snapping a picture is accepted. Although social media has provided todays society with instant forms of communication and ways to connect, it also created a new standard for living and has caused problems for many groups of citizens in all walks of life and has caused society to re-think its usage. There are two views about social media, either that. It is a positive addition to society and its benefits outweigh the risks, or that social media causes more harm than good and it’s usage should be limited.