What is the virtual world?
The virtual world is an animated three -dimensional world created with computer graphics of imagination (CGI) and other rendering software. One of the characteristic features of the virtual world is that the user can interact in an avatar environment or computer character that represents users. Avatar manipulates and interacts with objects in the virtual world of mouse movements and keys issued by the user. To put it simply, Avatar is a remote -controlled character or proxy.
In addition to graphics, the virtual world also provides sound effects and can offer a streaming sound for a list of music, radio or scripts based on a virtual environment. In multiplayer games and chat environment and fast news, they allow the Avatars to communicate in the virtual world.
There are two basic genres of virtual worlds: those created for playing and those created for their own use as a virtual community. Although they share much similarity, it is the ability to render, are youmade up for two different purposes. The virtual world of games is inhabited by an antagonist that the hero must defeat and gives the user a built -in goal to achieve to conquer the game. On the other hand, virtual world communities are places where the user decides what to do. The role of avatar in this virtual world can be as passive or active and creative as the user wants.
Game world or virtual community, there is no doubt that the game has paved the way to the virtual worlds. Wolfenstein 3D , published in 1992, was the first game to offer a fascinating three -dimensional experience of the first person. This provided a spring stone to the more complex virtual worlds created in later games, such as Doom (1993) and quake (1996).
In these initial raids to the virtual world, the point of the View user was Avatar when he saw only the top weapons reaching to the forefront of the giantzov. In some cases, the face of the Avatar Polo was an animated mug on the toolbar that changed terms depending on the user's events. Some first -person shooters continue to follow this style.
virtual communities are fully rendered characters that can be fully adapted. Avatar walks, pass or fly by rich environments from the forests of swaying trees to pounding surfing and underwater sea life. Houses, businesses, clubs, art galleries and shopping centers are created in the virtual world, inhabited and explored by the interaction of avatars. Some virtual worlds replicate the sections of famous cities in the real world, while other virtual landscapes allow residents to take over a creative license to build bizarre floating temples with cascading water fountains, neon sweeping Willow Gardens, marble castles and rotating art plasms. The virtual world can also offer interactive classes, dance, club membership and any number of other activities.
While more billions of dollars are well established, virtual world communities like second life are just beginning, quite said. The founding company Second Life, Linden, Inc., reportedly earned $ 64 million in 2005 - quite impressive because the basic account is free. Although players can consider it a bit embarrassing to inhabit the virtual world that does not have a finished purpose-the less persecuting brain goblin, which is eating-jinly sect is considered a strangely convincing and addictive place to explore and hang. Over time, such communities could even integrate goods and services in the real world, while interactive shopping, customer support, education and participation-proxes have so far considered few of them.
For the time being, virtual worlds offer an alternative reality in which vicarious can be experienced impossible through their avatar. Whether they kill alien monsters, they create dreams,They fly over the floating palaces on star nights, or just hang with other avatars on the boulevard, the virtual world holds something for everyone. Perhaps the most interesting of all, the virtual worlds are just improving.