Tuesday, May 6, 2008

Task 7 - Implementing Virtual Worlds into Society

Virtual world is an upgrade from the ordinary chat room. This allows the user to step out of the purely verbal form of communication and gives the option for users to express non-verbal expressions. Another fun feature is customizing your character to either match your own personal features or just have fun with it and make an imaginative character. The possibilities are endless for interaction.
By using this concept people can interact without concern of losing face if they hold a lower status in a business setting. Virtual worlds give the user the ability to roam and explore varies cites saving the user both mileage and gasoline money for their automobile. A prime example to support this argument is the virtual construct of the Ohio State University. By simulating each building brick for brick it allows high school students on the verge of graduation a visual tour if they may be strapped for time with in the comfort of their home. Using an avatar to walk around a campus such as Carroll College, this would permit them to see how class rooms look, dormitories, eating facilities as well as technology labs. "The challenge is to enable a user- selected format, to create choices that feel intuitive in any context (Murphy, 1999)." "A number of studies have indicated that information processing increases or decreases depending on the complexity or variety of the organization's task (Tushman 1978, 1979; Daft and Macintosh 1981; Bavelas 1950; Leavitt 1951)." Knowing this may be an issue with people who may not be tech savvy an introduction course for mobility and conversation as well as search tactics are available to the user. They make this capable by implementing a tool bar at the bottom of the computer screen for easy access. This would perhaps be the best interest for those who are either unable to attend the college of their choice physically but by taking the step by step process of the virtual world it can be plausible via virtual world. If a problem were to ever arise as well then the user could ask mentors who are posted at an information desk ready and willing to answer any questions that may arise. This technology wouldn't just be useful for this sort of situation either.

Another possibility that may be considered extremely useful would be business dealt with across the world. Business deals with Japanese regarding importing more fuel efficient Toyotas for our inflating gasoline prices. Instead of taking a have a day or full day trip around the world depending on the weather; both businesses can meet on a mutual plain for negotiation. Time isn't wasted, appropriate gestures can be made to agree or disagree and neither party is required to lose time with their family. Sure this form of technology still has some credibility to build so it won't be viewed as a game. Arthur R. Murphy worded it best when he said "Content was understood to be information, not entertainment in the mode of visual arts." Yes this concept could be used as a game but also has the capability of being used as a professional tool the decision rests with the user.

A way that seems to be very affective today for letting the general public be a wear of a business or advertisement is the internet. By posting pop ups regarding this Second Life concept people would grow more knowledgeable of the variety of tasks they could accomplish by using this method. Every day new and sometimes useful concepts are being introduced to people who could use it to attempt to enhance their communication depending on the situation. According to Daft and Lengel (1984):
"That face to face media were preferred for messages containing equivocality, while written media were used for unequivocal messages."
In other words sometimes face to face conference is the best way to transfer information depending on the complexity of the message. Then again with each new day advancements are being made and who knows what new concepts will be introduced to us in the future.

References
Daft, R. L., & Lengel, R. H. (1986). Organizational Information Requirements, Media Richness Theory and Structural Design. Managemen Science , 32 (5), 554.
Murphy, A. (1999, January). Web Usability and Technology. CMC Magazine .

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