Modeling Reality with Virtual Worlds


Virtual worlds are interactive, avatar-based spaces which generally enable multiple users to engage in reality-simulated activities; typically geared towards entertainment and educational purposes. Although it is commonly believed that this form of technology has only benefitted millennials’ online gaming needs, Stephanie Simon’s article “Avatar II: The Hospital,” goes on to show that virtual technology has also gone on to improve certain healthcare facilities’ medical training grounds. Rather than throwing their nurses into actual chaotic scenarios, the mentioned facilities had utilized “chaotic” virtual simulations to help better prepare their professionals for real life emergencies. This practice had not only improved the nurses’ sense of judgement, but had also molded their abilities to effectively work under pressure.

Though it may seem that virtual technology could be the key to unlocking more industries’ growth potentials, we cannot forget the fact that utilizing such an outlet is bound to become costly and time consuming to build for many professions (Dawley and Dede p. 22). With that in mind, the demand for virtual worlds may not be as high as people are currently expecting. However, I believe that for the industries who are willing to invest more towards this technology, they will be able to attain an even deeper immersive program with 4-D capabilities.

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