{"id":437629,"date":"2018-08-30T13:38:20","date_gmt":"2018-08-30T13:38:20","guid":{"rendered":"https:\/\/essaypaper.org\/computer-science-assignment-my-online-homework-helper\/"},"modified":"2018-10-24T08:52:07","modified_gmt":"2018-10-24T08:52:07","slug":"computer-science-assignment-my-online-homework-helper","status":"publish","type":"post","link":"https:\/\/www.benedictsol.com\/blogs\/computer-science-assignment-my-online-homework-helper\/","title":{"rendered":"Computer science assignment &#8211; My Online Homework Helper"},"content":{"rendered":"\n<div>\n<p>Humans are art making creatures. From the evocative hunting depictions of our ancient ancestors to modern dance, humans have reacted to their environment by painting, singing, dancing, writing, and recording the things they encounter. In this week\u2019s assignment, you will be asked to select an artifact to analyze. Make sure that you choose something that really resonates with you, but also make sure that you would not mind sharing it with the members of the class. Understand that this is an academic workspace, and select an image, poem, or song that you would be comfortable sending to the entire class. You are free to select any object that is shareable electronically with your classmates.<\/p>\n<blockquote>\n<p><em>Photo credit: Microsoft Corporation. (Producer).\u00a0MP900309017 [photo of brushes and art supplies]. Retrieved February 6, 2014 from\u00a0http:\/\/office.microsoft.com\/en-us\/images\/results.aspx?qu=art&amp;ex=1%20-%20ai:MP900309017|#ai:MP900309017<\/em><\/p>\n<\/blockquote>\n<p>Evaluating a work of art requires some distance from the piece. You will be asked to analyze the artifact that you select and to describe why the piece was selected. Please choose something that you would not mind others critiquing. For example, if you select a painting that your sister painted, you might not want to have someone write that they didn\u2019t like the subject or style. Make sure that you are comfortable with the piece being viewed and analyzed by other members of the class.<\/p>\n<p>In this Assignment you will identify and analyze an artifact of your choice. The resources used in the Week 2 Notes and Readings are just a few of the options for types of media you might select as meaningful to you.<\/p>\n<p><strong>To prepare for the Assignment:<\/strong><\/p>\n<ul>\n<li><strong>Read<\/strong> the Reading Images and Texts document in this week\u2019s <strong>Learning Resources<\/strong>.<\/li>\n<li>Select an artifact, something that is important to you or resonates with you in some way. Make certain you have a way to share the artifact electronically. You can save the website\/link to the artifact if you found it online or take a photo or scan the artifact.<\/li>\n<\/ul>\n<p><i>How could we create a virtual world with technology?<\/i><\/p>\n<p><b>Answered by Meredith Bower and HowStuffWorks<\/b><\/p>\n<p>1. <a rel=\"nofollow\" name=\"answer_PRD__4e73545bb87cc6_17856159\"\/> <img decoding=\"async\" src=\"https:\/\/www.homeworkmarket.com\/files\/howcouldwecreateavirtualworldwithtechnology-docx\" alt=\"https:\/\/web.archive.org\/web\/20120423095838im_\/http:\/curiosity-media.discovery.com\/profileImages\/D\/E\/V\/DEV__4daf1a49e1ee74_66942310\/4df66f9bcaad9_94_94.jpg\"\/><\/p>\n<p> <a href=\"https:\/\/web.archive.org\/web\/20120423095838\/http:\/curiosity.discovery.com\/user\/meredith-bower\" rel=\"nofollow\"> <b>Contributor<\/b> <\/p>\n<p> <b>Meredith Bower<\/b> <\/p>\n<p>Some people just don\u2019t \u201cget\u201d the virtual worlds of Second Life and similar massive online environments. These people aren\u2019t necessarily luddites; they simply prefer to keep their heads in the real world. And even to tech-savvy Internet warriors, the idea of a completely virtual world may seem incomprehensible. What would it look like? How would it feel? And what effect would it have on the real world? When you look at the advances constantly being made in technology, it becomes apparent that we are closer to building convincing and useful virtual worlds than many of us realize.<\/p>\n<p>Maybe you\u2019ve played one of the games in\u00a0<i>SimCity<\/i>\u00a0series, using a computer to design and simulate life in a virtual population center. If you have a talent for games like this, you may also have a talent that can be applied to the real world. The annual Future City Competition, hosted as part of National Engineers\u2019 Week, provides middle-schoolers the opportunity to design complex simulations of a proposed city of tomorrow, first using the virtual environment provided by\u00a0<i>SimCity 4<\/i>software to build their city, then actually translating their virtual designs into physical models in three dimensions. The stated goal of the competition is to pique the interest of middle school students in engineering, technology, science and math. It\u2019s conceivable that the ideas the kids have today will eventually be part of life in the future. In the 2011 challenge, contestants were tasked with designing a product or system to improve the quality of life for sick, injured or disabled people. The winning team created a city focused on helping people with type 2 diabetes [source:\u00a0 <b>Future City<\/b> ].<\/p>\n<p>In the same way that virtual modeling could help us design better cities, virtual augmentation could help make existing cities more user-friendly, so to speak. The idea of a virtual city is not too far-fetched. The University of Southern California offers the community a geospatial social networking Web portal \u2014 in other words, real-time data overlaid on Google-style maps. Dubbed iCampus, the technology is a hybrid of the real and virtual worlds, enabling users to see and avoid traffic problems, determine the exact location of the campus-wide tram, find out what pedestrian routes to avoid due to recent crime and locate a place along their route to get a bite to eat. Developers believe it won\u2019t be long before this technology will be applied to entire cities [source:\u00a0 <b>USC<\/b> ].<\/p>\n<p>\u00a0<\/p>\n<p><a rel=\"nofollow\" name=\"_GoBack\"\/>It\u2019s 1 a.m., and the \u201cDublin\u201d nightclub is packed. Women in trendy ball gowns and men in miniskirts dance to Bon Jovi. Simon Stevens spins his wheelchair across the room, then leaps up and starts dancing, a move he can execute only here in Second Life, a 3-D virtual world that Stevens roams on his PC screen, using an avatar\u2014a graphic rendering of himself, liberated from his cerebral palsy. \u201cI flourish in Second Life,\u201d says the 33-year-old, who heads a disability-consulting firm called Enable Enterprises, out of his home in England. \u201cIt\u2019s no game\u2014it\u2019s a serious tool.\u201d\u00a0<\/p>\n<p>Rhonda Lillie and Paul Hawkins live thousands of miles apart\u2014she in California, he in Wales\u2014and until this week, had never met face to face. But they\u2019ve been dating for more than two years\u2014in Second Life. The detachment of meeting through their avatars allowed them to open up to one another in a way they might never have done in the real world. \u201cWe felt like we could go in and really be ourselves,\u201d Lillie says.<\/p>\n<p>Anshe Chung is a virtual land baroness with a real-life fortune. The woman behind the Anshe avatar is Ailin Graef, a former language teacher living near Frankfurt, Germany. Three years ago she started buying and developing virtual land in Second Life to see whether its virtual economy could sustain a real life. Turns out it can: Chung became Second Life\u2019s first millionaire in 2006. Her business, Anshe Chung Studios, with a staff of 60, buys virtual property and builds homes or other structures that it rents or sells to other denizens of Second Life.<\/p>\n<p>When San Francisco software developer Philip Rosedale dreamed up the idea for Second Life in 1998, he never imagined that it might have such an impact on the world at large. Just as Google sexed up the way we search, and instant messaging altered the way we interact, Second Life is fast becoming the next red-hot tool on the Internet.<\/p>\n<p>The numbers tell the story. Rosedale launched Second Life in 2001, but it got off to a slow start, reaching only 1.5 million registered users in 2006. In the past year, membership has soared to more than 8 million users\u20142 million having signed on in the last two months alone. This hypergrowth, driven mainly by word of mouth, is now attracting competitors. South Korea\u2019s Cyworld started out as a social-networking site, but has evolved into a two-dimensional equivalent of Second Life, claiming 20 million registered users from Asia to Latin America. Richard Branson\u2019s Virgin recently announced plans to create its own 3-D community called A World of My Own. By 2011, four of every five people who use the Internet will actively participate in Second Life or some similar medium, according to Gartner Research, which recently did a study looking at the investment potential of virtual worlds. If Gartner is to be believed (and it is one of the most respected research firms in the field) this means 1.6 billion\u2014out of a total 2 billion Internet users\u2014will have found new lives online.<\/p>\n<p>The power of Second Life lies in its utility for the gamut of human activities. It\u2019s a potent medium for socializing\u2014it provides people with a way to express, explore and experiment with identity, vent their frustrations, reveal alter egos. The likes of MySpace and Facebook have already created online communities, but they lack the three-dimensional potential for interaction that Second Life provides. The people who are coming to this online universe aren\u2019t just socializing, however. They\u2019re also doing business, collaborating on research, teaching courses, dating and even having sex. More than 45 multinational companies, including the likes of American Apparel, IBM, General Motors and Dell are beginning to use the medium for customer service, sales and marketing. Many people are coupling the Second Life chat technology with Skype, the popular audio Internet software, so they can talk out loud while interacting inside the virtual world. Or they use live streaming video to talk and see each other in real life (sitting in front of a computer screen), as well as through their avatars inside Second Life. \u201cThe unique thing about Second Life is that it\u2019s immersive,\u201d says Michael Rowe, head of IBM\u2019s digital convergence team. \u201cThere\u2019s a huge opportunity here, just as in the early days of the Internet.\u201d<\/p>\n<p>The medium sucks people in. A recent Dutch study found that 57 percent of Second Lifers spend more than 18 hours a week there, and 33 percent spend more than 30 hours a week. On a typical day, customers spend $1 million buying virtual clothes, cars, houses and other goods for their avatars, and total sales within this virtual economy are now growing at an annual rate of 10 percent. As a result, the money flowing through Second Life has attracted the attention of the U.S. tax authorities, who are currently investigating profits made in online businesses. And as it has evolved, those with ill intentions have apparently discovered Second Life, too. FBI agents are investigating possible gambling operations, and the German TV news program \u201cReport Mainz\u201d recently revealed allegations of child abuse in the virtual world. (Adults were purportedly using their avatars to have sex with the avatars of minors; they were expelled.)<\/p>\n<p> <a href=\"https:\/\/www.newsweek.com\/topic\/slideshows?utm_source=NWwebsite&amp;utm_campaign=Slideshows&amp;utm_medium=in-article-tech\" rel=\"nofollow\"> <b>See All Of The\u00a0Best Photos Of The Week\u00a0In These Slideshows<\/b> <\/p>\n<p>Back in 1998, Rosedale simply hoped to create a vivid three-dimensional landscape in which graphic designers could create likenesses of their real-world ambitions\u2014houses, cars, forests, anything one might find in a virtual game like EverQuest or World of Warcraft. Except Rosedale\u2019s creation wouldn\u2019t be a game: Second Life had no rules, no levels, no dragons to slay. It was open-ended, a digital landscape without regulations (much like the Internet in its early days). It was created on software that operates across multiple servers\u2014a grid system that could easily grow to accommodate a large, far-flung community. A user in Germany could easily partner with a peer in Mexico to form their own mini-community inside Second Life, based on common interests\u2014architectural designs, whatever. \u201cIt\u2019s basically Tom Friedman\u2019s flat world,\u201d says Philip Evans, an economist at Boston Consulting Group who studies the industry. \u201cIt\u2019s the globalization of the virtual world.\u201d<\/p>\n<p>At first, it was a world with no rules. Rosedale\u2019s company, Linden Lab, oversaw the allotments of server space, which translates into virtual real estate, but imposed no controls over what went on inside the Garden of Eden it had created. A user\u2019s representation in Second Life\u2014his avatar\u2014would be bound by no social constraints. And anything could be built, as long as you could write good enough code. The first pioneers\u2014graphic designers, for the most part\u2014simply set up display spaces for their technological projects. Then small communities with common ideas and visions\u2014much like an artistic community, say, in the real world\u2014sprang up. Since then, cities have grown, with urban amenities from stores to clubs. Upon arrival, users are given the PC commands that enable them to move around (walk, run, fly), dress their avatar and communicate with others.<\/p>\n<p>Newcomers agree to a list of several do\u2019s and don\u2019ts, but within the communities they form, residents can impose their own codes of conduct. That laissez-faire attitude seems unsustainable\u2014as Second Life expands, eventually Linden Lab will have to figure out a way to deal with the darker elements. In one of the first troublesome incidents, residents reported last year that \u201cgangs\u201d were forcing avatars out of public spaces. Rosedale declined to intervene, saying his hope was that residents would organize to police their own communities. They are currently doing so successfully, with rare exceptions like the recent alleged child-abuse incident.<\/p>\n<p>For the moment, the social freedom is one of Second Life\u2019s big draws. One can teleport to a nightclub like Dublin, find a pristine beach on which to relax or start looking for business opportunities right away. Crowded urban streets are lined with clothing stores, car lots, supermarkets and nightclubs. Real estate is the hot moneymaking market, with \u201cislands\u201d\u2014 private invitation-only plots of Second Life land\u2014selling for as much as $1,650.<\/p>\n<p>Real-world entrepreneurs and businesses sense the opportunity. With its large, densely settled population, which allows for division of labor, and citizens universally armed with ownership rights and the tools to produce just about anything, Second Life is in some ways the ideal free market. Consider 40-year-old Peter Lokke. Toiling away as a department manager at a Pathmark supermarket, the New York native had dreamed of opening his own design business, but \u201cnever pushed myself to get into it professionally.\u201d Two and a half years ago, a friend urged him to chase his goals in Second Life. So Lokke paid $230 to Linden Lab to buy a 375-square-meter plot of Second Life land, and opened up his own clothing shop.<\/p>\n<p>Today his avatar\u2014a woman, incidentally\u2014earns nearly $300 a day selling clothing he designs for users to drag and drop onto their avatars\u2014twice what Lokke earned at the supermarket. As for the clothes, he can make \u201cinfinite copies of anything.\u201d Once he\u2019s designed a T shirt, he can make millions of replicas at no additional cost. \u201cMy supply is limitless,\u201d he says. \u201cThere\u2019s no bottom line. The costs are only what I pay Linden Lab.\u201d<\/p>\n<p>Linden Lab\u2019s \u201cno control\u201d policy allows for any income made inside Second Life (the virtual world\u2019s currency is the Linden dollar) to be cashed out through the company into U.S. dollars\u2014even deposited directly into your checking account (at an exchange that has remained fairly stable at about 270 Linden dollars per U.S. dollar). A product created in Second Life can also be sold outside it\u2014on eBay, for example, a private island was recently listed for $1,395.<\/p>\n<p>And unlike, say, Sony, which owns the rights to anything created in EverQuest, Linden Lab has relinquished all intellectual-property rights to creations in its world, spurring entrepreneurship. Roughly 90 percent of Second Life\u2019s content is created by the users themselves\u2014Linden Lab built the basic architecture, like \u201cOrientation Island,\u201d where users first create their avatar and learn about Second Life. Indeed, the barriers to entry and to commerce are so low, it is hard to imagine a more ideal business environment for entrepreneurs, which may prove to be the biggest driver of Second Life\u2019s growth. Lokke is so hooked, he says, \u201cI\u2019d rather panhandle on the street than leave Second Life.\u201d<\/p>\n<p>A kind of alternate global economy is emerging in Second Life. Linden Lab keeps information on transactions within the virtual world to itself, but economists who study it closely forecast that by the end of the year users will have spent 125 billion Linden dollars in Second Life (about $460 million). About 5 billion Linden dollars were changed (through the official currency exchange, the LindeX) into $19 million in 2006. So far this year, they\u2019ve converted $37 million, much of it earned in virtual-world transactions.<\/p>\n<p>The multinational companies are using Second Life in a different way: some are holding staff meetings where avatars representing employees can discuss ideas via instant message, e-mail or Skype, in a souped-up virtual office. Others are using it to connect to customers. For instance, IBM is working with clients like Sears and Circuit City to enhance the shopping experience: adviser avatars can walk customers through models of, say, televisions, and actually show them how the product might fit in the living room. The 3-D, real-time experience also allows multiple customers, who might not be together in the real world, to communicate while shopping. A husband and wife on separate business trips can pick out a new couch \u201ctogether,\u201d discussing the dimensions, color and material in real time. \u201cSecond Life allows you to strike up a natural conversation that you can\u2019t do on a two-dimensional Web site,\u201d says IBM\u2019s Rowe.<\/p>\n<p>With face-to-face interaction on the decline in offices\u2014where it\u2019s easier to e-mail or videoconference than schedule a live meeting\u2014and companies increasingly use the Web for everything from distribution to customer service, a virtual world offers the potential to form relationships that are far more personal than online forms or e-mail. Nissan, for instance, lets customers talk to salespeople and even \u201ctest-drive\u201d its new Sentra on a virtual driving track in Second Life. The Dutch bank ABN AMRO has financial advisers available as avatars.<\/p>\n<p>That communication potential also makes Second Life attractive as an educational and research tool. Architecture professor Terry Beaubois began teaching a Montana State University course in Second Life two years ago, remotely from his California home. Now at MSU full time, he meets with classes each week out of \u201cUniversity Island,\u201d a mock campus that his students designed and built, with classrooms, workshops and an oceanside gallery where they display their work. Rather than using paper sketches and cardboard models, they build interactive replicas of real buildings and neighborhood-development projects, adhering to proper structure, gravity and physics. The texture of these structures, though certainly animated, is detailed to the point where even a reporter can find herself lost in the arches and hallways of a virtual workshop.<\/p>\n<p>The idea has caught on. Although Beaubois\u2019s colleagues questioned his decision to teach through what they called a \u201ccomputer game,\u201d he\u2019s now head of MSU\u2019s Creative Research Lab and has the backing of the university\u2019s president (who has an avatar of his own). And more than 250 universities, including Harvard and MIT, now operate distance-learning programs in Second Life. Students meet in virtual classrooms to discuss history and political science. Teachers give virtual presentations, and lead virtual field trips. Guest lecturers visit from all over the world.<\/p>\n<p>At the University of California, Davis, psychiatrist Peter Yellowlees has set up virtual simulations to show students what happens in a schizophrenic episode. Students can walk through a replica of his psychiatric ward, analyzing terrifying voices and eerie laughs, and can even see simulated schizophrenic hallucinations. Many students find the images disturbing, but Second Life helps them comprehend the \u201clived experience\u201d of patients who \u201cconstantly complain\u201d that doctors don\u2019t understand them, says Yellowlees.<\/p>\n<p>True to the unofficial Second Life mantra\u2014by the people, for the people\u2014patients themselves are utilizing that clinical potential, too. \u201cBrigadoon,\u201d for instance, is a Second Life island inhabited by a group of adults who suffer from Asperger\u2019s syndrome, a form of autism characterized by awkward, eccentric and obsessive behavior. Asperger\u2019s patients have trouble interacting socially and don\u2019t perceive things that should come naturally\u2014how to introduce themselves or strike up a conversation, for instance. But in Second Life, these patients are learning to interact in ways that would be terrifying for them in real life. One sufferer has re-created a favorite restaurant, where the group regularly meets. Gradually, they are leaving their private island to venture into the rest of Second Life, integrating into the larger community. \u201cThe one thing that really amazes me about Second Life is the way it empowers people,\u201d says John Lester, the former Harvard Medical School researcher who set up the group (and now works for Linden Lab). \u201cIt frees them from the role of the biological device.\u201d<\/p>\n<p>Not everyone is convinced that Second Life is a good thing. Some critics are uneasy with the idea of people\u2019s getting more and more of their social activity online. \u201cNo matter how you beef it up with little icons or fancy colors, [virtual worlds] don\u2019t have the nuance of face-to-face interaction,\u201d says Oxford University\u2019s Susan Greenfield, who heads the U.K.\u2019s Institute for the Future of the Mind. It all depends, of course, on whether you see Second Life\u2019s taking the place of ordinary social interaction or supplementing it, or as just another kind of diversion\u2014like \u201cthe 21st-century version of the novel,\u201d says Greenfield.<\/p>\n<p>For diehard inhabitants, Second Life is a novel they won\u2019t put down soon. Elizabeth Ward, who suffers from reflex sympathetic dystrophy\u2014a severe and chronic pain disorder that now keeps her at home\u2014says \u201cthe interaction goes one step further than anything that could be achieved online.\u201d Ward, who lives with her husband, a software engineer, in Rhode Island, says her disability can make life \u201cfrustrating and lonely,\u201d but Second Life \u201chas opened up another world.\u201d It\u2019s allowed her to continue working, to meet people, to visit her son, who lives in Nevada, and her best friend in India. She\u2019s gone sky diving, ice-skating\u2014even played an eight-piece violin concerto with a group of mermaids under the sea. \u201cI told my husband when I first started, \u2018I felt joy as I did when I was little, playing with paper dolls\u2019,\u201d Ward explains. \u201cBut now the paper dolls are virtual and can interact with real people.\u201d Whether you think it\u2019s a pale imitation of reality or a vivid world of the mind, it\u2019s captivating the globe.<\/p>\n<div style=\"text-align:center\"><img decoding=\"async\" src=\"https:\/\/www.myonlinehomeworkhelper.com\/wp-content\/uploads\/2016\/04\/ordernow.png\" width=\"700\"\/><\/div>\n<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Humans are art making creatures. From the evocative hunting depictions of our ancient ancestors to modern dance, humans have reacted to their environment by painting, singing, dancing, writing, and recording the things they encounter. In this week\u2019s assignment, you will <a href=\"https:\/\/www.benedictsol.com\/blogs\/computer-science-assignment-my-online-homework-helper\/\" class=\"read-more\">Read More &#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[152,15],"tags":[],"class_list":["post-437629","post","type-post","status-publish","format-standard","hentry","category-completed-assignments","category-essay-paper-writing"],"_links":{"self":[{"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/posts\/437629","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/comments?post=437629"}],"version-history":[{"count":0,"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/posts\/437629\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/media?parent=437629"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/categories?post=437629"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.benedictsol.com\/blogs\/wp-json\/wp\/v2\/tags?post=437629"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}