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Generation 3D: Living in Virtual World. Varun Vasireddy Shrinath Bobbili. Overview. The Internet has revolutionized the computer and communications world like nothing before. Several years have passed since we started using World Wide Web.
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Generation 3D: Living in Virtual World VarunVasireddy ShrinathBobbili
Overview The Internet has revolutionized the computer and communications world like nothing before. Several years have passed since we started using World Wide Web. Computer performance has increased 10,000-fold and network speed has increased from 9600 bps to 10mbps.But we are still using the same 2D web browser.
Now the time has come for the world to turn upside down again with the advent 3D Virtual Worlds. In 1967 US developed ARPANETto connect mainframe computers at university research labs. For 25 years, the internet grew with the introduction of applications such as email and file transfer.
In 1991 a 2D graphical interface was introduced to use internet. Jack Thorpe thought that soldiers and airmen can be trained in virtual battles before they are deployed over the globe. Developers sought to explore the VoIP to coonect virtual radios of soldiers.
Developers sought to explore the VoIP to coonect virtual radios of soldiers. Large scale virtual worlds for social networking. Ex. Secondlife. Forterra Systems is working on developement of virtual learning managment system such as Blackboard.
By 2047, 3D virtual worlds might be a part of our life just like cell phones and email of today.
Critical Issues • Gaming environment is used by US defense to train their army men. The author should have projected a clear idea about DSInet in discussion with VoIP. • Many video games like World of Warcrafts and Everquest became a huge hit and this encouraged many media firms in actively participate in virtual world.
The extensive use of second life requires the discussion of many issues related to efficiency, success rate, demand on request and purpose quota which the paper failed to do so. • The concept of second life is fresh in the market and is expected to gain importance courtesy MMORPG. But many things need to reassert like the data extractions, real time comparisons etc which needs lot of renovations into the current conventional computing environment.
The cost factor and credibility of the second life is not discussed in the paper.
Critical Questions • Are the efficient computational methods losing their grip with respect to the generation of 3D video games by becoming more entertainment oriented? • What are the levels of fraudulent activities that may be carried out in virtual world through virtual trading?
How is the validation of the business islands done in second life? What are its confidential constraints? • Since the virtual world concept is based on networking also, Can there be a situation where the entire system can crash due to virus? If it does, how can the loss of real world people investing money into it be recovered?