Monday, October 27, 2008

Virtual worlds and their evolution…

As humankind progresses, there are different avenues for social interaction which are becoming possible. The basic intrinsic need of human beings – is to interact. Higher from basic food and nourishment needs, arise the need to interact with fellow beings or fellow intelligences…

The need to interact with intelligence or sentient being is progressively seen in our search for intelligences from beyond our own world. Search for extra-terrestrial life is an extension of humankind’s desire to seek intelligence. In a manner, this direct result of our deep seated, is almost base fear of being alone.

Earlier, the speed of communication was as fast as one could run or as far as one could shout and carry his own voice – of course I am not counting telepathy here since majority of human beings are denied this facility. This changed with the technological revolution (not OUR technological revolution) in form of mastery of fire. This afforded, among other things, the ability to send out signals through fire and smoke which could be seen over large distances. Domestication of horses also helped to a large extent. The speed of communication was the speed of the fastest horse!

Things have advanced consideration from that point. Today, we have reached a stage where we have almost instantaneous communication with anyone on the planet is possible. First the telegraph, then the radio and telephone brought about an unprecedented revolution in the way people communicated.

They coupled with email (considerably later), were in fact, the ‘killer applications” of the 19th and 20th century!

Development and literal explosion of computing age coupled with networking capabilities have taken this to the next level. Now we have computers talking to other computers – almost instantaneously and the social consequences could not be far behind.

With the coming of gaming industry onto computer platform, we have witnessed another social revolution, of a sort, in terms of virtual worlds.

A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

According to an article on Wikipedia – “The concept of virtual worlds predates computers and could be traced in some sense to Pliny. The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.

I won’t go much into the detailed history of virtual worlds – there is sufficient literature already available in the article quoted above. But the core philosophy behind virtual worlds is that 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 to a certain degree.

As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:

- massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example).

- massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles

Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.

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, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.

There are many different types of virtual worlds; however there are six features all of them have in common:

1. Shared Space: the world allows many users to participate at once.

2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments.

3. Immediacy: interaction takes place in real time.

4. Interactivity: the world allows users to alter, develop, build, or submit customized content.

5. Persistence: the world's existence continues regardless of whether individual users are logged in.

6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc

There is a virtual plethora of information available on virtual worlds at the virtual worlds review.

The use of virtual worlds in training arena is picking up fast, including military training. Simulators for various types of aircrafts are, at the end of the day, a kind of virtual world only.

If we speculate further, the kind of social revolution that has come about due to virtual worlds is tremendous. People can meet over media which is more immersive than ever and I think I have seen the future of virtual worlds as well – for those who are followers of the Star Trek – holodeck is the ultimate expression of virtual world!

Personally, I eagerly await the development of virtual world technology to holodeck level. It would afford those who are infirm or otherwise unable to travel due to certain kind of disability – to visit people, culture and places they would otherwise have never dreamt of…

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