Note: Students must acknowledge (i.e., through citation, through attribution, by reference, and/or through acknowledgment in bibliographic entry) the source or author of any and all information or evidence taken from the work of someone else. This includes any images, video, or music that might be incorporated into a computational artifact, and the use of program code written by another person. A student who fails to acknowledge the source or author of any and all information or evidence taken from the work of someone else will receive a score of 0 on that particular component of the performance assessment.
For information about the points this response earned, please see the Explore High Commentary.
1. Computational Artifact
Your computational artifact must provide an illustration, representation, or explanation of the computing innovation's intended purpose, its function, or its effect. The computational artifact must not simply repeat the information supplied in the written responses and should be primarily nontextual.
Submit a video, audio, or PDF file. Use computing tools and techniques to create one original computational artifact (a visualization, a graphic, a video, a program, or an audio recording). Acceptable multimedia file types include .mp3, .mp4, .wmv, .avi, .mov, .wav, .aif, or .pdf format. PDFs must not exceed three pages. Video or audio files must not exceed 1 minute in length and must not exceed 30MB in size.
2. Written Responses
Submit one PDF file in which you respond directly to each of the prompts below. Clearly label your responses 2a–2e in order. Your responses must provide evidence of the extensive knowledge you have developed about your chosen computing innovation and its impact(s). Write your responses so they would be understandable to someone who is not familiar with the computing innovation. Include citations, as applicable, within your written responses. Your response to prompts 2a–2d combined must not exceed 700 words. The references required in 2e are not included in the final word count.
2a. Provide information on your computing innovation and computational artifact.
- Name the computing innovation that is represented by your computational artifact.
- Describe the computing innovation's intended purpose and function.
- Describe how your computational artifact illustrates, represents, or explains the computing innovation's intended purpose, its function, or its effect.
(Approximately 100 words)
Sample response to 2a:
The computing innovation that is represented by my computational artifact is that of virtual reality. Virtual reality is using technology to create a reality outside of the real world by tricking fooling your brain to think you are in a different environment. The artifact attached with this starts by going through the basic functions that allow vr to work. With the headset and a cpu working together to seamlessly stream this information back and forth. The bottom part goes more into the stats associated with vr, and that this is a growing industry for young people, and seesm to be on the move to grow even more.
2b. Describe your development process, explicitly identifying the computing tools and techniques you used to create your artifact. Your description must be detailed enough so that a person unfamiliar with those tools and techniques will understand your process.
(Approximately 100 words)
Sample response to 2b:
I used a website called piktochart to create my artifact. So what I did is I split up the infographic area into separate blocks to contain the graphics on how vr works and the other block on stats associated with it. I then chose pictures off of the internet that fit the background with a vr headset and computer tower so that I could simulate the stream of data in between and how the system works as a whole and show that it is a cycle. I then added all of my text to explain this along with arrows that were in the graphics area to show the cycle that the data takes. I found some graphs that showed huge popularity and projected popularity and added those in with an explanation to show how big vr is becoming.
2c. Explain at least one beneficial effect and at least one harmful effect the computing innovation has had, or has the potential to have, on society, economy, or culture.
(Approximately 250 words)
Sample response to 2c:
A beneficial effect that vr has on society is the ability to run simulations using this system. For the things in career paths with dangerous situations it is much better to be able to simulate this using a created environment where no one will get hurt but still allows for people in training to learn valuable skills.(3) Another great effect is that it can revolutionize the entertainment industry with the ability to go on film sets or into a video game, or even see a fashion show without being there and experiencing it as if you were.(2) This really makes you feel like you are there and get all new experiences out of it you might have never been able to get before. There are harmful effects as well. One of the harmful effects is that with this being such an immersive technology many people tend to forget about their real life and only focus on the virtual one.(3) This can lead many to be much more antisocial and distract them from what they should be doing. This is why society as a whole still needs to do some thinking on the subject of vr as it has huge possible social consequences that could affect many later on down the road.
2d. Using specific details, describe:
- the data your innovation uses;
- how the innovation consumes (as input), produces (as output), and/or transforms data; and
- at least one data storage concern, data privacy concern, or data security concern directly related to the computing innovation.
(Approximately 250 words)
Sample response to 2d:
The kind of data that vr would work primarily with are visual representation with RGB values, user input such as direction of view or 3d location of headset, and the sound files that go with it all. The headpiece tracks the user’s relative position to previously and sends this to cpu in the form of coordinates in this virtual world. The cpu takes that data and moves the user in its virtual reality that it is keeping track of. It decides how the screen should change to to keep up this new environment as it is tracking of the movement of the user and sends it to the user so that they receive believable imagery and sound that they believe they are in this new environment. If there is any lag or lack of bandwidth in between the headset and cpu then the user immediately tells out that it is not real and this the new world falls apart. That is why this data stream must be seamless in the communication between the headset and the cpu for the user to receive a great time. This creates issues that you need to be able to transfer huge gobs of data in this connection in as little time as possible. This creates issues of how much ram the cpu has and as of now most vr systems require about a 8 gb of ram.(1)
2e. Provide a list of at least three online or print sources used to create your computational artifact and/or support your responses to the prompts provided in this performance task.
- At least two of the sources must have been created after the end of the previous academic year.
- For each online source, include the permanent URL. Identify the author, title, source, the date you retrieved the source, and, if possible, the date the reference was written or posted.
- For each print source, include the author, title of excerpt/article and magazine or book, page number(s), publisher, and date of publication.
- If you include an interview source, include the name of the person you interviewed, the date on which the interview occurred, and the person's position in the field.
- Include citations for the sources you used, and number each source accordingly.
- Each source must be relevant, credible, and easily accessed.
Sample response to 2e:
1 http://iq.intel.com/how-virtual-reality-works/, Kevin Ohannessian, "How Virtual Reality Works," source: intel , date viewed: 1/26/16
2 http://www.forbes.com/sites/rachelarthur/2016/01/20/virtual-reality-and-robots-head-for-stockholm-in-latest-fashion-week-technology-integration/#4360553c6600, Rachel Arthur, "Virtual Reality And Robots Head For Stockholm In Latest Fashion Week Technology Integration," source: Forbes, date viewed: 1/25/16, posted: 1/20/16
3 http://reporter.rit.edu/views/dangers-giving-virtual-reality, Tim Henry, "The Dangers of Giving in to Virtual Reality," source: Reporter, date viewed: 1/25/16, posted: 10/2/14