Virtual world

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Virtual worlds are digital spaces that allow users to interact with each other and the environment. Originating even before the advent of computers, concepts of virtual worlds have been explored by individuals like the Roman naturalist, Pliny the Elder, and cinematographer, Morton Heilig. These worlds can be created to depict real, fantasy, or historical settings and offer immersive experiences by engaging users both mentally and emotionally. Communication within these spaces is typically through text, but options for real-time voice interaction are also available. The development of virtual worlds has been significantly influenced by the gaming industry but they aren’t just limited to games. Users can personalize their interaction through avatars, which can be either textual, graphical, or live video. These virtual environments often mimic real-world rules like gravity and topography. Virtual worlds provide a platform for activities like computer[2] conferencing and chatrooms, enhancing the overall user experience[1].

Terms definitions
1. user experience. User Experience (UX) is a broad term that encompasses every aspect of an end-user's interaction with a company, its services, or its products. This includes users' perceptions and responses, both emotional and cognitive, during and after the use of a system, product, or service. User Experience also involves users' beliefs, preferences, and behaviors. While usability, a component of UX, focuses on the practical aspects of a system, UX incorporates a holistic view of system use. User experience is a vital factor in increasing brand loyalty and customer base growth. Its history dates back to the Machine Age, with notable contributions from figures like Frederick Winslow Taylor, Henry Ford, and Donald Norman. Today, technology advancements continue to shape and expand the field.Developer Experience (DX) is the analog of UX for software developers. It represents the experience developers have with the tools, processes, and software they use in their work. A high-quality DX can significantly impact the overall user experience, thus contributing to the success of the product. The importance of DX is increasingly recognized in the field of software services, where ease of use can serve as a key market differentiator. This concept has been explored by various authors and researchers, and it's also emphasized in international standards like ISO 9241-210, which advocates for human-centered design.
2. computer. A computer is a sophisticated device that manipulates data or information according to a set of instructions, known as programs. By design, computers can perform a wide range of tasks, from simple arithmetic calculations to complex data processing and analysis. They have evolved over the years, starting from primitive counting tools like abacus to modern digital machines. The heart of a computer is its central processing unit (CPU), which includes an arithmetic logic unit (ALU) for performing mathematical operations and registers for storing data. Computers also have memory units, like ROM and RAM, for storing information. Other components include input/output (I/O) devices that allow interaction with the machine and integrated circuits that enhance the computer's functionality. Key historical innovations, like the invention of the first programmable computer by Charles Babbage and the development of the first automatic electronic digital computer, the Atanasoff-Berry Computer (ABC), have greatly contributed to their evolution. Today, computers power the Internet, linking billions of users worldwide and have become an essential tool in almost every industry.
Virtual world (Wikipedia)

A virtual world (also called a virtual space) is a computer-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, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.

Users exploring the world with their avatars in Second Life

In a 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 the real world, science fiction, super heroes, sports, horror, and historical milieus. 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. Media studies professor Edward Castronova used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted.

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms.

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