Virtual Reality

Overview

 * Many Virtual Worlds, each with its own cultures, customs and crossovers into RL
 * Deceased loved ones can visit and communicate with you in AR/VR
 * Virtual sculpting, creation of whole VR worlds by hand
 * Procedurally-generated spaces, art, and weird commodities
 * Continuing education in VR: Academic Classes, Occupational Training, even Sensai and Gurus
 * Many people spend all their time there
 * You can get paid (points) for watching or doing stuff
 * Some Jobs and job training done in VR: remote presence, noxious or hazardous duty
 * VR UIs for working in places without "real" equipment (e.g. mixer boards, call centers, trouble tickets, etc)
 * Virtual Touring, concerts, sports, games
 * Volumetric cameras (convey what they capture and translate it into VR models for online displaying)
 * You can sell actions or items to another person’s avatar (sometimes this requires a hack)

Virtual Habitats may play an increasingly significant role in future culture, though they are not likely to parallel the structure of the Internet in the way envisioned by past ‘cyberpunk’ science fiction writers. These environments will be hosted by, but be largely independent of, the Internet as a whole and play a primarily social role, the Virtual Habitat providing a bridge across space and time for the general society, a new medium of mass entertainment, and, ultimately, a native habitat for future generations of artificially intelligent beings.