Human beings must be driven by a strong urge to create, express, share and interact. This is the only explanation for the emerging popularity of virtual worlds. People are building their own unique playgrounds within which they can enjoy virtual lives, free from the constraints and monotony of the everyday. These are personalized places where one can interact with the fantasy avatars of other users and were once only the stuff of dreams envisioned by science fiction and "cyberpunk" authors such as William Gibson and Neal Stephenson. Virtual world platforms like "Second Life", "There", "Eve" and others, can today make these virtual dreams come true for the average person.
Second Life, the world's largest and most widely recognized virtual world by far has proven that there is now a market for "other lives" and virtual world technology. Therefore it won't be long before the number of new entrants developing new virtual worlds begins to rise to meet the increasing demand of users, numbering in the millions, eager to creatively express themselves in this new medium.
Why aren't there currently more new virtual worlds with dynamic user bases and always fresh content? Although state of the art hardware, content and 3D software can today almost meet the high demands of such applications, in practice there are still significant barriers remaining, most notably with naturalistic rendition of virtual worlds and characters (avatars). This also may explain why virtual worlds are sometimes judged in a harsh light as often the virtual representations look rather lifeless, unrealistic and dull.
Link to video of the HSV Arena: http://www.sportbild.de/...
Link to Bertelsmann World Atlas: http://www.web3d.org/... 2/2
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