Title :
Virtual world for education and entertainment
Author :
Jain, R. ; Iyengar, Sudarshan ; Arora, Abhishek
Author_Institution :
Univ. of Mumbai, Mumbai, India
Abstract :
Interest in virtual worlds and their application to learning have increased significantly in recent years. There are many different types of virtual worlds and they are used for a multiplicity of purposes including gaming, play, social networking, learning and development, work, and also business. Virtual worlds are a new tool that we can use to enhance realtime online communication and collaboration and to construct engaging online activities. They provide users with a very strong sense of presence through their avatars and also a sense of space. When we´re immersed inside a virtual world, we usually feel that we´re really sharing a certain space with other users. There are a number of promising examples showing the benefits of using virtual worlds in i) entertainment and social networking, ii) education and training, iii) e-commerce and e-business; iv) research and development, v) tele-working and tele-conferences; and vi) e-government and public sector information. This paper aims at concentrating on the virtual world in education and entertainment sector.
Keywords :
computer aided instruction; entertainment; virtual reality; avatars; e-business; e-commerce; e-government; education sector; entertainment sector; gaming; learning; public sector information; realtime online communication; research and development; social networking; teleconferences; teleworking; virtual world; Avatars; Collaboration; Entertainment industry; Games; Three-dimensional displays; Training; Learning; Virtual Entertainment; Virtual Reality; Virtual Theater;
Conference_Titel :
Computing, Communications and Networking Technologies (ICCCNT),2013 Fourth International Conference on
Conference_Location :
Tiruchengode
Print_ISBN :
978-1-4799-3925-1
DOI :
10.1109/ICCCNT.2013.6726516