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Modeling Reality with Virtual Worlds

     With the advent of the Internet, Web 2.0 and the great computing power of our technologies, things can mirror virtually what exists in reality. This phenomenon has led to some great inventions that have crucial and useful purposes in real life.
     These virtual worlds can come handy in just many spheres of real life as noted in the various articles: educational, film, scientific, medical, military, business, etc., etc., etc. These uses while varied across the different functional areas of need and use, the benefits are mostly two-fold: enhancing convenience and fostering and pushing the envelope of creativity. These lead to newer inventions and innovations in whatever sphere or walk of life and that is ultimately the great aspect and power of these technologies.
The negatives can be quite many as well. They ultimately lead to more human isolation. This Second Life tend to dehumanize people and younger folks are especially susceptible. Addiction becomes the after effect of this virtual world participation and desolation.
The use of virtual world extends creative thinking and minds beyond what is usually within the possible realm of the human mind and capacity. This almost jolt to the mind to reach far and beyond the ordinary, incorporating aspects of all things physics, mathematics, geometry, etc.

     While out there, Virtual World is still not dominant. Indeed the people of the Lower East Side still (as noted in the NYT & the CNN articles) like to go to their real-world clubs, bars, etc but they're quite worried the VLES is the way of the future. I think that most things will go virtual. The experience will be far richer than current models and versions and hence the technology will take on the world, ubiquitous and commonplace for use among the populace, worldwide. 

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