Virtual world  

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-== History ==+{{Template}}
-* 1849: [[Richard Wagner]] introduces the idea of [[immersive experience]]s using a darkened theatre and surrounding the audience in imagery and sound.+A '''virtual world''' is a [[Computer simulation|computer-based simulated environment]] which may be populated by many users who can create a personal [[Avatar (computing)|avatar]], and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, two or [[3D computer graphics|three-dimensional]] graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users but single player computer games, such as Skyrim, can also be considered a type of virtual world.
-* 1938: [[Konrad Zuse]] invents the first digital computer known as the [[Z1 (computer)|Z1]].+ 
-* 1948: [[Norbert Wiener]] creates the science of [[cybernetics]]: transmitting messages between man and machine.+The user accesses a [[computer-simulated]] [[world]] which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of [[Immersion (virtual reality)#Presence|presence]].
-* 1962: [[Morton Heilig]], a cinematographer, creates a motorcycle simulator called [[Sensorama]] with visuals, sound, vibration, and smell.+ 
-* 1966: [[Ivan Sutherland]] invents the [[head-mounted display]] suggesting it was a window into a virtual world.+Such modeled worlds and their rules may draw from [[reality]] or fantasy worlds. Example rules are [[gravity]], [[topography]], [[animal locomotion|locomotion]], [[real-time computer graphics|real-time]] actions, and [[communication]]. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
-* 1975: [[Myron Krueger]] creates [[Videoplace]] that allows users to interact with virtual objects for the first time.+ 
-* 1989: [[Jaron Lanier]] coins the phrase [[Virtual Reality]] and creates the first commercial business around virtual worlds.+[[Massively multiplayer online game]]s depict a wide range of worlds, including those based on [[science fiction]], the [[reality|real world]], [[super heroes]], [[sports]], [[Horror fiction|horror]], and [[history|historical]] milieus. The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare.{{Original research inline|date=November 2013}} Most MMORPGs have [[real time (media)|real-time]] actions and [[communication]]. Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time [[VOIP|voice communication]] is also possible. The form of communication used can substantially affect the experience of players in the game.
-* 1992: [http://www.ece.unm.edu/morenews/profile_caudell.html Tom Caudell] coins the phrase Augmented Reality while at [[Boeing]] helping workers assemble cables into aircraft.+ 
-* 2003: [[GeoVector]] along with partners [[Vodafone]], [[HP]], [[Microsoft]], Virtual Spectator and Animation Research Ltd showcase at America's Cup Sailing Races in Auckland, New Zealand. +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. [[Edward Castronova]] is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.
-* 2007: Sony released [[the Eye of Judgment]] for [[PlayStation 3]] in Japan on October 25, 2007 and in America on April 24, 2008. [http://uk.youtube.com/watch?v=8EA8xlicmT8 Wikitude AR Travel Guide] launches on Oct. 20, 2008 with the [[HTC Dream|G1 Android phone]] and was downloaded about 50,000 in the first year of release.+ 
-* 2009: Sony scheduled to release the EyePet software for use with the [[PlayStation 3]] camera.+==See also==
 +* [[Metaverse]]
 +* [[Simulated reality]]
 +* [[Transreality gaming]]
 +* [[Virtual globe]]
 +* [[Virtual reality]]
 +* [[NECA Project]]
 +* [[OpenSimulator]]
 +* [[Open Wonderland]]
 +* [[Sinespace]]
 +* [[Web3D Consortium]]
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A virtual world is a computer-based simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, two or three-dimensional graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users but single player computer games, such as Skyrim, can also be considered a type of virtual world.

The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence.

Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online games depict a wide range of worlds, including those based on science fiction, the real world, super heroes, sports, horror, and historical milieus. The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare.Template:Original research inline Most MMORPGs have real-time actions and communication. Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time voice communication is also possible. The form of communication used can substantially affect the experience of players in the game.

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. Edward Castronova 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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Unless indicated otherwise, the text in this article is either based on Wikipedia article "Virtual world" or another language Wikipedia page thereof used under the terms of the GNU Free Documentation License; or on research by Jahsonic and friends. See Art and Popular Culture's copyright notice.

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