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Revision as of 17:16, 10 April 2019
It's 1994 all around, however, the stakes are higher this time around. A new struggle for development, acceptance, and control of information delivery is underway in Silicon Valley and throughout the world. Which firm will triumph? What business models are they employing? How does the future look? The shift in technology will be so good it will affect how you use the world wide web, how you communicate, and also alter the equipment you use to access the Internet.
It's not Netscape and Microsoft that moment. Facebook and MySpace have already lost. The new guard is Second Life, Active Worlds, World of Warcaft, IMVU, Shanda, Red 5 Studios and many others. Their new landscape isn't the quaint two dimensional reproductions that we've become accustom to in Explorer, FireFox, and Safari. It's a rich and robust three dimensional world which could convey information and culture in an effective and engaging way. Within these robust virtual worlds, the only limitation is our own imaginations. imvu credits hack are in their nascent growth stage, but are increasing quicker than anyone could have predicted. A confluence of infrastructure, computer technology and social behaviour concept is yielding strong new methods to interact and interact over the Internet. imvu credits hack of"goggling into the Metaverse along with your personalized Avatar to get a meet and greet" as predicted in the futuristic fantasy of Neal Stephenson's novel"Snow Crash" is truly not far from today's reality.
Second Life, World of Warcraft (WoW), also IMVU offers a fantastic view into the future of immersive communications and the next generation browser development. Watching how people team together to overcome the match challenges in WoW has spawned interest from social interaction to leadership development academics, as well as the Military. The use of immersive environments on learning and education are infinite. In the future, teamwork and direction might no longer be a pedagogical exercise contained to sterile classrooms; it is going to be a totally immersive hands-on learning experience in which students learn skills in various virtual settings and scenarios. Ubisoft, the game's developer, wrote that"America's Army" was the"deepest and most realistic military game ever to hit games " A small audience by WoW and Shanda standards, the game has over 30,000 players everyday and can be available on Xbox, PlayStation, cell phones and Game Boy. Another and possibly better use for your tech is education. What would imvu credits hack pay to employ an MBA graduate that had spent a few hundred real hours in Jack Welsh's simulated shoes? And we believed EA's Madden Football was large. In the long run we will have the ability to teach, test and hone key skills to produce better knowledge workers and leaders together with the advances in new immersive browser technologies.
These days, the virtual world business models are in evolution. WoW has a subscription service where it charges about twenty dollars each month to login into the virtual fantasy world. China's Shanda with its Legend of Mir along with other digital properties has a pay-per use and subscription models. IMVU has a novel version. Its conversation environment is indeed rich and realistic that users real pay for virtual garments for their avatar and virtual gifts for others. Active Worlds has obtained a much more stage centric approach charging to the base application for others to grow upon. Second Life has virtual money named Linden dollars which is utilized to cover service and goods within the virtual universe. Linden bucks can be bought with actual money. Walking around in Second Life and viewing all the billboard type ads does make me consider the Internet's early days where advertisements popped up from nowhere and there were not any usability tips or design best practices. But, which model will win? There is room for many versions, but it's too early to tell that browser will win.
I bought my last background seven decades ago and don't plan on ever buying another. Being tethered is no more an option. Surfing while walking between rooms, booting up in the coffee shop, and logging on at the airport is standard behavior for the majority of us. However with new emerging technologies, our computing habits can change even further. Myvu and iTheater are creating goggles that job information right in front of your own eyes. It's mostly for game consoles and iPod movies today, but it's potential. In the near future, you might have a pair of goggles that have a higher resolution and are lighter than your laptop LCD screen, as well as delivering more privacy while on your airplane. With progress such as these, will our future computers look more like a soda could hooked up to goggles compared to rectangular paperweight of now? Hardware advancements together with the growing interactive digital software will merger to provide us a brand new completely immersive user experience.
One downside is the most virtual worlds call for a huge application download and setup. Every digital universe requires its own program, so if you develop for Second Life you are confined to Second Life residents and have no access to additional audiences. The program diversity is a big drawback for revenue scaling. It harkens the browser back interoperability of the'90s, in which firms had three variations of the websites to accommodate browser differences. But eventually, there'll be a de facto standard and the winning program will come preloaded in your computer. I am interested in seeing if this shakeout also generates anti-trust litigation.
The new 3-D browser battle is being waged today and the future of interactive communications is up for grabs. Will Silicon Valley produce the next 3-D interactive browser standard or will China? Only time will tell. On the other hand, the impact of immersive 3-D digital worlds on communications, social interaction, and instruction may change our lives just as much as the microwave and remote control. . .and maybe TiVo.