What is the difference between the static and dynamic virtual world?

The virtual world is an interactive, computer-generated, three-dimensional (3-D) environment. It is provided by a client or software program and can be a static or dynamic virtual world.

In the static virtual world, the environment is created and limited to the original code of the author. Although one can use Avatar to move in the static virtual world and interact with monsters, other objects and other characters, with sufficient experience, the static world can become predictable. This distinguishes from the dynamic virtual world, which is always in change. In the dynamic virtual world, the environment is the subject of constant development and expansion of users' intervention through built -in tools for creation. The dynamic virtual world, which is used more for virtual communities than to play, is a constantly changing world that can never be fully known because at any moment participants create new objects or ground masses.

One example of a dynamic virtuExperience offers secondlife.com . In the second life environment, residents can buy "land", build a house, and thus create permanent accessories in the landscape. When other inhabitants buy ground land in the area to build their own homes, the landscape is expanding. There are also business districts, islands and other interactive environments. Residents "own what they buy" in the dynamic virtual world, so private landscapes cannot be changed by another user.

It is this concept of private ownership in the dynamic virtual world that gives it a consistent basic structure or base that is constantly expanding out. Users can dynamically change aspects of the virtual world that owns while they can travel around parts of the landscape they don't own. The dynamic virtual world mimics the developing city or country in the real world in this way.

The advantage of Dynymic Virtual World is that it is always fresh. Game companies using static virtual worlds have found a way to offer a dynamic experience through expansion packages . These packages provide additional landscapes and challenges that can be downloaded to extend existing games.

The attraction and success of the virtual worlds - measured by the popularity of games in recent decades and membership of dynamic virtual communities recently - is huge. Whether static or dynamic virtual world, computer technology has created a stunning experience for players and virtual reality enthusiasts. Trends suggest that this popularity will lead to the integration of trade in the real world, corporate training and banking into dynamic virtual communities. From there it seems that something is possible.

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