The term “virtual world” can be used to describe an electronic environment that visually mimics complex physical spaces, where the interaction of people occurs with each other and with virtual objects, and people are represented by animated characters also known as avatars, an avatar specifically refers to a character that represents an online user. Avatars are typically created and customized by each individual user.

Avatars may be a reflection of the user, an alternate persona, or a reflection of a completely different person. The range of different virtual worlds can e represented by the creativity-oriented environment Second Life and the multilayer online role-playing game World of Warrant. The user enters each virtual world through a personal computer running specific software that connects to one or more servers that moves information back and forth between users over the Internet.

These are both simulated through very large three- dimensional environments filled with virtual objects through which the user may choose to walk, swim or fly and in the case of World of Warrant, there are thousands of simple Artificial Intelligence (AAA) characters to interact with. Artificial Intelligence is he theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception. Each user is represented by an avatar and can speak with others by typing in a chat channel or through optional voice communication.

Each world supports complex internal economies with its own currencies, each enabling users to perform helpful work for each other, and each offer software tools to facilitate social interaction, although some features which are specific are relatively different. Second Life is an internet-based virtual world or AD world entirely created by its students launched in 2003 by Linden Research Inc. The inspiration for Second Life was Snow Crash, a novel by writer Neal Stephenson who is known for his science fiction work which focuses on technological developments in near future society.

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The stated purpose of Second Life is to create a user-defined world that people can play, interact, complete business transactions, and communicate. Second Life also has a fully integrated economy, also called a marketplace, architecture to reward risk, innovation, and craftsmanship. DISCUSSION QUESTIONS The first Discussion Question asks: Why are AAA features and avatars proliferating in Second Life and other virtual worlds? The utilization of information systems relieves workers and businesses from countless mourn AT tiresome ladder.

Nevertheless, users AT International systems frequently become frustrated with the system’s incapability to grasp simple common sense knowledge for the reason that it is working outside the framework for which it was designed. Experimentalists in the social and economic sciences have viewed the internet as a resource of increasing the scope of their research, and virtual worlds may finally turn hopes into opportunities. The resolution is to make computer systems that use AAA and armies what the user needs provided with little input or prompting.

Computer scientists have been challenged for decades by true artificial intelligence. A majority of researchers believe that to create a thinking machine, a requirement the machine must have is a physical presence with which to experience its environment. Robotics has been used by researchers to attempt this approach, however it is expensive, and especially since robotics technology is still in its early stages. Numerous AAA researchers are opting to virtual worlds to provide their systems with an environment from which to experience life.

Second Life is one of many virtual worlds which provide a landscape which primarily exists online providing hypothetical situations in virtual reality for people to research through the use of avatars, characters within the environment which is controlled by the user. Virtual worlds like Second Life supply environments and tools that simplify creating online laboratories that can automatically recruit potentially thousands of research subjects, over a period of months, at low cost.

Second Life presents scripting and graphics tools that permit anyone to build a virtual laboratory building, functioning equipment to run the experiment, and encouragement to motivate participation, such as giving each research subject a virtual helicopter to fly around Second Life. The second Discussion Question asks: What types of research are being conducted using AAA avatars? The virtual world, second life permits users to build houses and businesses and sell products to other avatars. It endeavourers to show a reflection of the physical, social and economic sentiment of the real world.

For the reason that Second Life is not limited by the laws of physics, users carry out actions that aren’t able to be done in eel life, for example, flying or time travel. A company has created an AAA-driven avatars in a virtual world. Movement LLC have created avatars that appear as manias that are eager to learn. For example, a Movement dog avatar can be taught how to play soccer, through the use of praise and correction. The AAA system will learn how to play soccer, including the rules and strategies. Movement also has a parrot avatar that is learning language skills by speaking with people.

Many AAA avatars are moving to second L T I e Ana toner virtual worlds. I nee perfect environment is presented in Second Life for AAA systems to encounter the world and acquire knowledge from those experiences. AAA researchers have found Second Life to be an ideal environment for training AAA systems and allowing them through virtual avatars to interact with real people. When in Second Life, you may run into Deed. Deed is an avatar that was created by researchers to converse and reason, although his intelligence is at a four year old level.

Even the intelligence of a four year old takes an immense amount of complex calculus to accomplish. Deed can still communicate and influence a real life user’s actions. Researchers see the study applying to practical needs in other virtual environments such as entertainment and gaming, and generating a three-dimensional image that appears to surround the user for training and education. In reference to scientific research methodologies, interviews and ethnographic research in each environment could be conducted however; other methods would work better in one than the other.

Second Life is particularly well designed to set formal experiments in social psychology or cognitive science, as the researcher can build a facility equivalent to a real-world laboratory and recruit research subjects. World of Warrant possibly is better for intrusive statistical methodologies horology investigating social networks and economic systems, for the reason that it naturally generates an immense trove of varied but standardized data about social and economic interactions.

Both Second Life and World of Warrant allow users to create new software modules to extract data. CRITICAL THINKING QUESTIONS The first Critical Thinking Questions asks: Why might AAA avatars eventually make Second Life users uncomfortable? What might be done to calm the fears? There are both legal and ethical issues surrounding virtual worlds. It would take an immense effort to encompass the completeness of these issues. To moderate extent virtual worlds like Second Life are a new thing to our society.

The benefit of virtual worlds seems very nearly infinite with a list of uses including entertainment, social interaction, business, education and research. As researchers, developers and users plunge into these intense utilities, situations of an ethical nature are occasionally disregarded, dismissed, or neglected. It is significant that those who use, develop, or research virtual worlds are aware of ethical and legal standards coupled with the tool they choose to use. Glove ten countless cap I t D II less AT second Elite, marksmen can take place In many ways.

Communicating or behaving in a manner which is offensively coarse, intimidating or threatening, combining to form unwelcome sexual advances or requests for sexual favors, or is likely to bring about annoyance or alarm is Harassment. There are regulations set in place to ensure the Second Life functions, properly, as a friendly social environment. Violations of these standards result in user warnings, suspensions, or terminations. The seriousness with which Second Life views their virtual world as a social tool is shown in the fact that these kind of regulations exist.

There could be a concern over the ownership of Intellectual property. Intellectual property is the ownership of creative work or design that exists virtually. An example of intellectual property in Second Life is creative works which can be clothing, buildings, objects, or scripts. These objects can be sold for real money via the Linden dollar which gives these creative works that do not physically exist real-world value. Although intellectual property legally belongs to users in Second Life, it’s not guaranteed your items will always belong to you.

In a case, a user lost his items for n alleged infraction of the user terms and services which all Second Life users must agree to. Limitations on a user’s true ownership of their intellectual property may be placed through general terms such as user agreements. It is a very difficult task to determine the true level of ownership of a user’s intellectual property because of these limitations. Privacy in a virtual world can be defined as the obligations a company takes to secure your personal information from those who may try to access it.

Second Life gives each user the chance to recreate or reinvent themselves. Linden Lab respects the opportunity of each user to take advantage of this, but lets users freely share information about themselves . In Second Life, if land or Linden dollars are purchased, you must make the purchase through Linden Lab directly. Because of this direct purchase, Linden Lab has records of users real-world identities. It is their obligation to keep this information private. For other in-world purchases such as virtual goods and services, Linden dollars are used to pay other users which may be transferred without record.

Second Life users must register with personal information to Join the virtual world. Users are required to submit their real names, gender, birthday, country, and a valid email address. Additionally, if the user wants to receive Linden dollars to use within Second Life, the user must provide valid credit card information and a valid address. Linden Lab’s Privacy Policy states that this information is to be kept free from any third party. However, Linden Lab’s Privacy Policy does not state anything specific when it comes to user to user transactions.

In-world surveillance can napes on ten part AT Ulnae Ala or any virtual world developer. Although not as quick or powerful, user-conducted in-world surveillance is Seibel. Though data collection by a user of this sort is not permitted by the Second Life Terms and Services, it may exist as surveillance can be difficult or impossible to detect. It could be considered that AAA systems might be used to work on behalf of a business by having a salesperson create a thousand avatars of himself and sending the team out to sell the products.

AAA systems could also be used to collect information and survey the population for marketing or other uses. There is a need for rules to be developed to govern the use of virtual reality in business such as an avatar identifying itself as a virtual being so that people do not assume it is a human they are interacting with. Although Second Life has a vast list of terms and conditions as a user, there still needs to be an external policy or regulation that virtual worlds should abide by. The second Critical Thinking Question asks: What types of business applications might be provided by AAA avatars in Second Life?

The number of business applications provided by AAA avatars available in Second Life is only limited by user’s imagination, you can be wildly creative or not. Business applications that currently exist in Second Life are; Real Estate Apparel Pets Vending Machines Advertising The avatar Anise Chunk was the first Second Life business tycoon with a net worth of over $1 million dollars which she generated from her cash business transactions through virtual real estate. Virtual real estate has become an extensive money maker as proven by Chunks success.

Land in Second Life can either be on the Mainland or on an Estate. Land can be owned either by an individual avatar or by a group. Avatars can be dressed in Second Life with the latest styles by shopping for fashions ND clothes at one of the many fine stores. American Apparel is the first major retailer to establish a shop in Second Life, and since the opening of the store the company has sold “about 2,000 items” for $1 or less. Purchasers can dress their online avatars with digital renderings of slim-cut It’s and dresses modeled after real- life merchandise.

There is an incredibly wide selection of virtual pets in Second Life and they all come In very Deterrent styles, price range & levels AT quality silence teen are developed Day different groups/individuals, there are new animals all the time. Back in 2006 pet options in Second Life were very limited, since then there has been an explosion in the diversity of virtual life. Cowboy’s stable of pets goes far beyond Just dogs and cats. Lions, wolves, reindeer, and even fantasy creatures like dragons (alive and undead) are also available for the more eccentric pet owner. There’s also a line of trainable virtual pets, including the popular Goby Monkey.

All vending machines have a generally understood set of behaviors that look and work slightly different. It is typical for a vending machine to have arrow buttons to navigate forward and backward. The vending machine will usually indicate the price of the current object that is currently being viewed. In most situations, right click and pay the vending machine the specified amount to buy the shown object. After doing so, the object will be dispensed, but Accept must be clicked to take the object to be placed in the inventory. If Accept is not clicked the object (I. E. Accidentally hit Decline), the vending machine will not know. In that case, the vendor’s ‘redeliver’ feature will need to be used to ask for it again (if it has one) or the item’s creator will need to be contacted to receive the copy paid for. Advertising applications promote brands, businesses and services across the Second Life. By utilizing advertising a large percentage of Second Life residents can be reached through such applications as MGM Billboards Networks for promotion of Second Life or Real Life brands, shops, clubs, malls, websites, businesses, services, products or events to increase traffic to a business.

MGM Billboards have a high-end design and are large and highly visible for maximum exposure. MGM Billboards are strategically located in high traffic areas. All MGM Billboards are connected, they impolite and send Real Time Statistical reports of their activity. Business applications that could be provided by AAA avatars in Second Life are; Cooking Classes University Weight Loss Program Dating TV Shows/Movies An application that has a possibility to be applied to real life that could be created is a cooking class to show avatars how to bake and cook with different ingredients and tools to master tasty recipes from around the world.

Another application which could be beneficial to both avatars and real life experience Is creating a multiversity winner avatars can attend lectures Ana totals real Tie experience and knowledge through a virtual university that avatars can attend any time or day but obtain credentials which can further their careers in both Second Life and maybe in the future real life. Weight Loss is very important in real life health and wellbeing.

An application in virtual life similar to the biggest loser program could assist people in real life to lose weight by seeing the effects that obesity can have on real life people by applying the same principles to avatars in Second Life. A dating application such as Raymond could be created in Second Life and work similar to that of the real life application and encourage interaction between avatars which could be applied in real life or not.

If both parties agree real life contact details could be provided to engage in real life experiences or parties could Just choose to only have a relationships or the like in Second Life. An application could be created to develop TV shows or movies such as series, documentaries and news events that avatars can pay to watch and can also be viewed by the avatars user at the same time to provide entertainment in both the virtual world and real world environments.

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