Virtual world in the context of "Cyberspace"

Play Trivia Questions online!

or

Skip to study material about Virtual world in the context of "Cyberspace"

Ad spacer

⭐ Core Definition: Virtual world

A virtual world (also called a virtual space or spaces) is a computer-simulated environment which may be populated by many simultaneous users who can create a personal avatar 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.

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.

↓ Menu

>>>PUT SHARE BUTTONS HERE<<<

👉 Virtual world in the context of Cyberspace

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging.As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as "cybernauts".

The term cyberspace has become a conventional means to describe anything associated with general computing, the Internet and the diverse Internet culture. The U.S. government recognizes the interdependent network of information technology infrastructures and cyber-physical systems operating across this medium as part of the US national critical infrastructure. Amongst individuals on cyberspace, there is believed to be a code of shared rules and ethics mutually beneficial for all to follow, referred to as cyberethics. Many view the right to privacy as most important to a functional code of cyberethics. Such moral responsibilities go hand in hand when working online with global networks, specifically when opinions are involved with online social experiences.

↓ Explore More Topics
In this Dossier

Virtual world in the context of Special effect

Special effects (often abbreviated as F/X or simply FX) are illusions or visual tricks used in the theater, film, television, video game, amusement park and simulator industries to simulate the fictional events in a story or virtual world. It is sometimes abbreviated as SFX, but this may also refer to sound effects.

Special effects are traditionally divided into the categories of mechanical effects and optical effects. With the emergence of digital filmmaking a distinction between special effects and visual effects has grown, with the latter referring to digital post-production and optical effects, while "special effects" refers to mechanical effects.

↑ Return to Menu

Virtual world in the context of Online game

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. The existence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities. Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them.

↑ Return to Menu

Virtual world in the context of Computer-generated imagery

Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static (i.e. still images) or dynamic (i.e. moving images). CGI both refers to 2D computer graphics and (more frequently) 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects (in films, television programs, commercials, etc.). The application of CGI for creating/improving animations is called computer animation (or CGI animation).

↑ Return to Menu

Virtual world in the context of Sociology of the Internet

The sociology of the Internet, also known as the social psychology of the Internet, studies how sociological and social psychological theories and methods apply to the Internet as a source of information and communication. It examines the social implications of technology, including new social networks, virtual communities, online interactions, and issues such as cybercrime. A related field, digital sociology, focuses on understanding digital media as a part of everyday life and its influence on social relationships, behavior, and identity.

The Internet, as a major information breakthrough, is of interest to sociologists both as a research tool and as a subject of study. It enables online surveys, discussion platforms, and other methods of data collection. The sociology of the Internet focuses on online communities, virtual worlds, and organizational changes driven by digital media, as well as broader social transformations from industrial to information societies. Researchers examine online communities using statistical methods, such as network analysis, and qualitative approaches, including virtual ethnography. Social change is studied through demographic data or the interpretation of evolving messages and symbols in digital media.

↑ Return to Menu

Virtual world in the context of Chat room

A chat room, chatroom, or group chat (GC), is an online technology of synchronous conferencing, and occasionally even asynchronous conferencing. Chat rooms comprise technology ranging from real-time online chat and online interaction with strangers (e.g., online forums) to fully immersive graphical social environments. The ability to converse with multiple people in the same conversation differentiates chat rooms from instant messaging programs.

The first chat system was developed by Murray Turoff and for its first by the US government in 1971. Talkomatic, the first public online chat system, was created in 1973 on the PLATO System. Chat rooms gained mainstream popularity with AOL, and many peer-to-peer clients were created to host chat rooms. Further innovations include visual chat rooms, which add graphics to the chat experience.

↑ Return to Menu

Virtual world in the context of Multi-user dungeon

A multi-user dungeon (MUD, /mʌd/), also known as a multi-user dimension or multi-user domain, is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar.

Traditional MUDs implement a role-playing video game set in a fantasy world populated by fictional races and monsters, with players choosing classes in order to gain specific skills or powers. The objective of this sort of game is to slay monsters, explore a fantasy world, complete quests, go on adventures, create a story by roleplaying, and advance the created character. Many MUDs were fashioned around the dice-rolling rules of the Dungeons & Dragons series of games.

↑ Return to Menu