A virtual world is a computer-based simulated environment intended for its users In computing, a user is a person who uses a computer or Internet service. A user may have a user account that identifies the user by a username , screenname (also screen name), or "handle", which is derived from the identical Citizen's Band radio term. To log in to an account, a user is typically required to authenticate himself with a to inhabit and interact via avatars An avatar is a computer user's representation of himself/herself or alter ego, whether in the form of a three-dimensional model used in computer games, a two-dimensional icon used on Internet forums and other communities, or a text construct found on early systems such as MUDs. It is an “object” representing the embodiment of the user. The. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical 3D computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity Gravitation is a natural phenomenon by which objects with mass attract one another. In everyday life, gravitation is most commonly thought of as the agency which lends weight to objects with mass. Gravitation compels dispersed matter to coalesce, thus it accounts for the very existence of the Earth, the Sun, and most of the macroscopic objects in, topography Topography is the study of Earth's surface shape and features or those of planets, moons, and asteroids. It is also the description of such surface shapes and features (especially their depiction in maps), locomotion, real-time actions, and communication Communication is a process of transferring information from one entity to another. Communication processes are sign-mediated interactions between at least two agents which share a repertoire of signs and semiotic rules. Communication is commonly defined as "the imparting or interchange of thoughts, opinions, or information by speech, writing,. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication Communication is a process of transferring information from one entity to another. Communication processes are sign-mediated interactions between at least two agents which share a repertoire of signs and semiotic rules. Communication is commonly defined as "the imparting or interchange of thoughts, opinions, or information by speech, writing,. Communication is usually textual, with real-time voice communication using VOIP Voice over Internet Protocol is a general term for a family of transmission technologies for delivery of voice communications over IP networks such as the Internet or other packet-switched networks. Other terms frequently encountered and synonymous with VoIP are IP telephony, Internet telephony, voice over broadband (VoBB), broadband telephony, also possible.[clarification needed]

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut. [4] Edward Castronova Edward Castronova is Associate Professor of Telecommunications at Indiana University Bloomington as of fall 2004, previously Associate Professor of Economics in the College of Business and Economics at California State University, Fullerton. He obtained a BS in International Affairs from Georgetown University in 1985 and a PhD in Economics from is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.

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