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・ Virtual USA
・ Virtual user interface
・ Virtual Valerie 2
・ Virtual value chain
・ Virtual Valve Amplifier
・ Virtual Villagers
・ Virtual visitation
・ Virtual volunteering
・ Virtual war
・ Virtual wards
・ Virtual water
・ Virtual Weapon
・ Virtual Woman
・ Virtual work
・ Virtual workplace
Virtual world
・ Virtual World (novel)
・ Virtual world framework
・ Virtual world language learning
・ Virtual XI
・ Virtual XI World Tour
・ Virtual zoo
・ VirtualAcorn
・ VirtualBox
・ VirtualCourthouse.com
・ VirtualDJ Radio
・ VirtualDrive Pro
・ VirtualDub
・ VirtualDubMod
・ VirtualGL


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Virtual world : ウィキペディア英語版
Virtual world

A virtual world or massively multiplayer online world (MMOW) is a computer-based simulated environment 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, two or three-dimensional graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users.〔
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 the 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 science fiction, the real world, super heroes, sports, horror, and historical milieus. The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare. 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.
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available to show feeling or facial expression. Emoticons often have a keyboard shortcut. Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.
==History==
The concept of virtual worlds significantly predates computers. The Roman naturalist, Pliny the Elder, expressed an interest in perceptual illusion.〔(Pliny: A Virtual World )〕 In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)--and so draw them more effectively into the productions
Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Such devices are characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, in particular the multi-user online environments, emerged mostly independently of this research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.
Maze War was the first networked, 3D multi-user first person shooter game. Maze introduced the concept of online players in 1973-1974 as "eyeball 'avatars' chasing each other around in a maze.” It was played on ARPANET, or Advanced Research Projects Agency Network, a precursor to the Internet funded by the United States Department of Defense for use in university and research laboratories. The initial game could only be played on an Imlac, as it was specifically designed for this type of computer.
The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. The first MUD, known as MUD1, was released in 1978. The acronym originally stood for Multi-User Dungeon, but later also came to mean Multi-User Dimension and Multi-User Domain. A MUD is a virtual world with many players interacting in real time.〔Mitchell, Don. (“From MUDs To Virtual Worlds” ), Microsoft Research, March 23, 1995. Accessed February 28, 2008.〕 The early versions were text-based, offering only limited graphical representation and often using a Command Line Interface. Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players. Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.
Some prototype virtual worlds were ''WorldsAway'', a two-dimensional chat environment where users designed their own avatars; ''Dreamscape,'' an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and ''The Palace'', a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to ''Habitat'', developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).
In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.〔("Helsinki Goes Virtual" ),(The Infowin Newsclips Archive for 1997 )〕
In 1999, Whyville.net the first virtual world specifically for children 〔(【引用サイトリンク】publisher=Routledge )〕 was launched with a base in game-based learning and one of the earliest virtual currency-based economies.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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