...Psychological effects of heavy usage of Virtual Reality Smith is a fourth grader who is all into video games; his goal is to have the latest video game. He lives in his video games. He goes to school every day physically and but mentally he is in his video game world, where he is the king of the racing cars and he is rich enough to buy the whole city. He always skips his homework because he cannot remember what he learned in school. While teachers are teaching, he is playing with his video games in his head and not paying attention in class. Teachers always contact smith’s parents and even parents seem to be helpless, because according to Smith’s parents, he gets very aggravated if they try to take his video games and Smith really gets violent with his siblings and friends. Smith wants to sit in locked room holding the remote controller in his hands where he can control several different cars in a second. He cannot remember anything what he does throughout the day because in his mind he is always in the second world. One day Smith was sitting in living room plying with his video games, suddenly his mom falls off from stairs and broke her arm. Instead of calling for help, Smith continues with his games and when his dad asks what happened he could not tell him exactly what happened. Smith told his dad, he does not remember if he sees mother falling down because all he could see that he is losing the game and he has to get more cars in the race. After that Smith’...
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...Moral and Ethical Implications of Virtual Reality Every endeavor and ambition in life requires some form of decision making. The better we are at making good decisions, the more we can gain a favorable outcome from our endeavors and ambitions. Good decision making requires both moral and ethical fortitude. Virtual Reality (VR) in the psychological sense is an ambition to experience a world free of inhibitions and social judgments. Because this apparition of reality pays no immediate consequences for the mistakes we make in it, moral and ethical guidance is imperative. Does this virtual experience of reality impair ones judgment of actual reality? The ethical and moral questions raised by this phenomenon are very important to preserving our continuous perception of what is real and what isn’t. This section of the research paper is going to explore the moral and ethical equivalents of participating in virtual reality. Questions about impairment of moral and ethical compasses will be answered. Psychological representations and definitions of VR will further enhance our understanding of how VR can be either be a tool for social reform or a danger to moral and ethical aptitude. A Third State of Consciousness Imagination is a very powerful exercise for escaping pain or peril. It fuels creativity and builds hope. It can also unconsciously or consciously be used to exaggerate fear that either imprisons or save us from imminent threats and danger. The human...
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...Virtual Gaming Video games are a universally part of almost all children’s and adolescents lives. And most of the research done by Psychologist is on its negative impact and has less information regarding its possible positive effects. And still, after decades of research into the negative effects of video games, the result remains controversial (Vitelli, 2014) but is video game playing necessarily harmful? Now, multiple of reviews suggest that we need to look at the positive aspects of virtual games, as well as the negative. Granic, Lobel,& Engels (2013) agreed that in order to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed, one that considers not only the possible negative...
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...The Effectiveness of Virtual Training in Organizations Lisa R. Sickinger University of Maryland University College ITEC 610 Section 9042 Abstract This paper discusses how virtual training is a cost effective training solution for organizations without sacrificing training quality. Three major motivations for implementing virtual training are discussed: 1) To replace traditional training; 2) To develop new training capabilities; and 3) To augment traditional training. In each of these scenarios, this paper shows how cost effectiveness is realized through cost savings, reduced risks and increased proficiency of trainees. Table of Contents Introduction 4 Background 4 What is Virtual Training? 4 What is Cost Effectiveness? 5 Virtual Training Effectiveness 6 Replacing Traditional Training 6 Developing New Training Capabilities 9 Augmenting Traditional Training 13 Conclusion 18 References 19 Introduction Virtualization is a term often heard today with regards to information technology innovations. One area of virtualization that is widely being adopted by organizations is virtual training. Is the adoption of virtual training simply a popular trend or are there greater benefits? Like any project, the development and implementation of a new technology like virtual training requires extensive planning and resource allocation. Are the extensive investments needed to implement a virtual training program worth it to the organization in the long...
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...An Insight Into Virtual Reality Virtual Reality is a creation of a highly interactive computer based multimedia environment in which the user becomes a participant with the computer in a "virtually real" world1 We are living in an era characterized by 3D virtual systems created by computer graphics. In the concept called Virtual Reality (VR), the virtual reality engineer is combining computer, video, image-processing, and sensor technologies so that a human can enter into and react with spaces generated by computer graphics. In 1969-70, a MIT scientist went to the University of Utah, where he began to work with vector generated graphics. He built a see-through helmet that used television screens and half-silvered mirrors, so that the environment was visible through the TV displays. It was not yet designed to provide a surrounding environment. It was not until the mid '80's that virtual reality systems were becoming more defined. The AMES contract started in 1985, came up with the first glove in February 1986. The glove is made of thin Lycra and is fitted with 15 sensors that monitor finger flexion, extension, hand position and orientation. Connected to a computer through fiber optic cables. Sensor inputs enable the computer to generate an on screen image of the hand that follows the operator's hand movements. The glove also has miniature vibrators in the finger tips to provide feedback to the operator from grasped virtual objects. Therefore, driven...
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...Elizabeth Shreve September 20, 2015 Eng 111 4-5:15 Professor Roof Paper 1 Prosecution in the Virtual World Many online gamers will pay for virtual items with real money. Some people want laws in effect for the real world to protect their rights to their belongings. Theft in the virtual world occurs quite often. In an article titled, “Should Gamers be Prosecuted for Virtual Stealing?” the author Alex Weiss calls out a young teenage boy who is being prosecuted for stealing in a video game. It seems to be a legal blunder that is very straight forward, but becomes a heated debate. It begins with the argument should we prosecute a gamer for stealing via the virtual world? Alex Weiss is correct in saying that prosecution for virtual theft is wrong in the scheme of things, because each player reacts differently to behaviors. Even though a person is a “raider” in a game, it doesn’t make them a criminal in the real world. Weiss opens up his article with, “As a reformed online gaming thief, this ruling makes no sense to me. It places too much value on the time people spend playing video games. Video games are not work or investments for which people should be compensated; they are escapism.” (Alex Weiss) Some may say that time is money, but that may not be the case. The productivity in the game is what makes each individuals’ time valuable. Therefore compensation for piracy of an object that does not exist would place the value of the time spent to gain a merely...
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...about technology, surely you have come across the term Virtual Reality technology. Usually this term often appear when we're reading an article that discusses about the gaming world. However, you must be wondering what is the technology of Virtual Reality? Well, at this time the article I'll invite you guys to get to know closer about the sense of Virtual Reality technologies and also with kegunaanya. What Is It The Technology Of Virtual Reality? Virtual Reality is a latest technology innovations that were developed to enable a person performing an interaction of a graphical object with 3D visualizations or images berhologram. This technology is able to provide a new experience for the user, because...
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...education, communication and entertainment. In this paper I explore three types of advanced Virtual Reality, Augmented Reality and Tele-immersion technologies compare some distinguish characteristics between them as well as some of the ramification of these technologies on current and future life. Virtual Reality This topic was a sub-topic discussed in week 5 of the ISYS100 course which briefly introduced what Virtual Reality is about and how people perceive this new trend and concepts of inventing and sharing a virtual space in the future. The term of "virtual reality" is described as new interactive software programs which allow the user to immerse into a 3D surreal environment that is generated by a computer. The sight and sound from the three-dimensional monitor stimulates senses of reality; even the users are able to feel and touch the objects (Human Factors and Ergonomics Society 2006). The ultimate immersed experience is when the users are allowed to move around, touch things, and talk in this virtual environment. Virtual Reality (VR) −Virtual −Interactive −Immersive Familiarity with Virtual Reality Most ordinary people may consider themselves to be acquainted with virtual reality experience through television and movies such as Star Trek: The Next Generation, The X-Files, Minority Report and The Matrix (Koltko-Rivera 2005), whereas for online cybers, virtual reality engaging them through gaming activities such as Second Life which has number of visitors...
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...have come from board games, to video games, and finally computer games. The computer games have developed from two dimensional (2-D), three dimensional (3-D), and virtual environments. Gamers get to experience revolutionary virtual realities known as massive multiplayer online role-playing games (MMORPG). To understand the growth into MMORPG’s, a game developer must research the history, theory, some negative implementations, and contemporary best practices of networking, the opportunities, and innovation with the field of MMORPG’s. Historical development of the field The first computer game produced was 2-D in 1962 (Thomson, 2008). This was just a simple game where two players controlled his or her spaceship and attempted to destroy the opposing player. This was the lead into an ever-evolving world of gaming. The gaming industry has evolved into virtual world environments. This type of gaming has unleashed a world where players create an avatar in which can look anyway they want. This has allowed the gamers of today a way to communicate in a new way. It has even gone as far as allowing people a new way of learning (Barnett, 2010). Colleges are making a virtual presence for reaching to their students. For instance, Northeastern State University of Oklahoma (NSU) Library has been putting many books to virtual copies in which students can view anywhere they have a browser. Brandon Tarr, technical lead for the system service department at the NSU Library, was part of...
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...emergence and development of Virtual Reality leads to the loss of the ‘real reality’ in the future. II. Body A. Virtual Reality (VR) is an artificial three-dimensional environment created by computer technology and presented to the user in such a way that he/she almost accepts it as a real environment (Rajvanshi, 2005). 1. The way VR works a. Virtual reality immersion b. Virtual reality gear 2. Immersion and interactivity a. Requirements of a successful VR experience B. Human beings are endowed from their nature with a rich imagination. 1. Refuge from real life problems a. Imagination utopia b. VR utopia 2. Illusion of comfort created by VR C. Communication between people has been technologically modernized and in the future this tendency will probably continue. 1. Technologically modernized way of communication a. Telephone, internet today b. VR in future 2. Negative impact of technology a. Psychological, physical damages b. ‘Second Life’ influence c. Degradation of students D. Virtual Reality will cause a number of significant changes in people’s life and activity. (Cline, 2005) 1. Influence of technologies on behavior and interpersonal communication 2. Communication between people 3. Migration to virtual space 4. Degradation of mankind III. Conclusion In conclusion it can be said that the development and integration of such new technologies as Virtual Reality into everyday life...
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...new field of enquiry in developmental psychology. This field is important because developmentalists need to understand how children and adolescents live in a new, massive, and complex virtual universe, even as they carry on their lives in the real world. We have selected six empirical articles to showcase various aspects of child and adolescent development in this virtual universe. These articles reflect three major themes of this new field: the Internet. Encompassing the broad areas of cognitive and social development, these articles address a number of different specific developmental functions. Yan analyzes the factors influencing the development of an understanding of the Internet in both its technical and social dimensions. Jackson et al. demonstrate the positive impact of home Internet access on the reading achievement of low-income, mostly African American children. In the arena of social development, articles deal with five important foci of adolescent development: identity (Subrahmanyam et al.); self-worth (Whitlock et al.); sexuality (Subrahmanyam et al.; Borzekowski et al.); health behaviors (Borzekowski et al.; Whitlock et al.); and leadership (Cassell et al.). The selection of articles reflects a second editorial goal: to sample both the positive and negative aspects of the virtual world in which children and adolescents are increasingly living. For example, from Whitlock and...
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...Video Gaming Addiction and its Effects on Job Performance, Interpersonal Social Interaction, and Marriages Western Governors University Video Gaming Addiction and its Effects Within society there are several addictions that plague us and are mainly associated with substance abuse. There are addictions to drugs, alcohol, food and multiple others that are too numerous to list. However, within this century we have seen the rise of video game addiction among the young, the old, male and female. Video game addiction is related to other underlying disorders such as depression, obsessive-compulsive disorders, other anxiety disorders, and impulse control disorders (Oggins, 2012). The American Medical Association has considered adding this addiction to their manual of mental disorders (Northrup, 2014). There have been several studies on the addiction to video gaming. These studies correlate the negative effects of excessive time spent playing video games with the associated risks that result from this behavior. Research shows that video gaming has become one of the new addictions of the 21st Century due to the loss of interpersonal social interaction, negative effects on job performance, and the debilitating effects on marriages or relationships. Video game addiction is a direct result of the great leaps that we have made in technology. With the invention of the personal computer and following the inception of the internet this has spawned a new addiction that now plagues...
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...many virtual worlds for young people and it is hard to know which world and game is for each age group. Here we have tried to split the virtual worlds into categories with descriptions for you. Best Virtual Worlds for Kids: 1. Neopets: This is a very popular virtual world for kids and some tweens. 2. Lulilab: This used to be called Playdo, Lulilab lets players travel, chat and build their own worlds. Lulilab has won some awards for its graphics. 3. Nicktropolis: Nicktropolis boasts over 8.6 million citizens, who actively surf, skateboard, snowboard, play games, create avatars and meet friends. It’s sponsored by Nickelodeon, so you know it’s kid friendly. 4. Club Penguin This is a virtual world for kids with penguin avatars where they can chat, play games and hang out. Club Penguin seems to be very addictive for those who play. I like this virtual world, but doesn’t seem to stick for those about 11. 5. Build-a-Bearville I might be a bit biased because I LOVE Build-a-Bear and this is the perfect continuation of the Build-a-Bear workshops into the online world. Best Virtual Worlds for Tweens: 6. Toon Town Toon Town USA is a website for kids from the Walt Disney Company. It uses familiar characters from Disney to interact with users. I think this is great because it lets kids do more with Disney Characters than just watch them on TV or see them at Disneyland. 7. Wizard 101 If your kids love Harry Potter, they are going to love this. I like that this virtual world is more...
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...such as virtual reality, VR is instead a material artifact that remediates the desire for transparent immediacy, and also the male gaze described by Mulvey in “Visual Pleasure and Narrative Cinema.” The male gaze refers to the way visual arts are structured around a male viewer, and the tendency in cinema and visual culture to depict the world...
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...IMPACT OF SECOND LIFE (A VIRTUAL WORLD) ON BUSINESS PRITAM DEY pritam.dey@gmail.com 2007 Pritam Dey pritam.dey@gmail.com ABOUT THE AUTHOR Pritam Dey has an extensive background in IT and business consultant. He has designed and developed IT solutions for customers across domains and technology platforms. Having joined Tata Consultancy Services in 1999, Pritam has handled complex project assignments for Global Insurance and Financial Services firms. With specialization in Internet technologies and objectoriented design principles, Pritam has led cross-functional teams to execute IT projects for clients such as Tata Internet (India), Prudential Financial (USA), ING Bank (Netherlands) and A.P. MollerMaersk Group (Denmark). Pritam has also played a significant role as a business consultant. To maximize his education during the MBA program, Pritam has led and mentored teams to provide data-driven business consulting and recommendation to deliver bottom-line results to his clients. He has executed a wide array of projects on business strategy, market research, business process analysis, competitive landscape study, new market entry and pricing strategies. He has consulted for Fortune 500 organizations such as 3M, UnitedHealth Group, Thomson-Reuters, and Northwest Airlines (now Delta). Post his MBA program, he has also consulted for a plethora of non-profit and startup organizations and has created marketing and business development opportunities for the respective organizations...
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