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Artifacts and Writing Samples

Plagiarism Research Paper

I would like to add my research paper about plagiarism from my PROV 504-P02 class. In George Mason University, plagiarism is considered as a fraudulent activity which can direct the students to Honor Code committee. The committee then decides on what conditions and up to what context the students are plagiarism and then imposes the necessary action. All the work submitted is scanned in a software called “SafeAssign” which will help in keeping the student’s work authentic.

Plagiarism.pdf

 

Developmental Methods and Uses of Immersive Virtual Reality Environments in Avatar Based and Gesture Based Interfaces Implemented in Gaming and Education

I would also like to add this research paper from my EAP 508-P02 class. Three-dimensional perceived virtual worlds with gestures implemented by the avatars are a networked desktop virtual reality in which users move and interact in simulated 3D spaces (Michele D. Dickey, 2005). However, the virtual gaming with avatars and gestures were introduced in the mid 2000’s but were not developed in the later stages. It is still the same and has the scope for future improvement which can be made much more fun and interactive by introducing it either to the world of gaming or to the world of education (Matthias Deller, Achim Ebert, Michael Bender, and Hans Hagen, 2006) (Otto Parra González, 2014). Predominantly, the avatars of the three dimensional virtual world can act independently without gestures but the gesture recognition rely on a substance to recognize the object practically in the virtual environment (P. Fillatreau, J.-Y. Fourquet , R. Le Bolloc’h , S. Cailhol , A. Datas , B. Puel, 2013). The avatar is the user’s on-screen persona which helps enable direct visual interaction with the 3D environment and with other avatars in the virtual world (Bailey & Moar, 2001). A gesture is an interpretation where users can interact with nearby objects without physically touching those, instead sensing virtually using mathematical algorithms. The purpose of this research is to examine the development of different implementations of gestures through avatars in gaming and classroom education in three dimensional virtual environments. There is also a need for more research examining the unique attributes or affordances of virtual world where the students have the opportunity to be immersed in the 3-D learning content and context and to interact with objects in the surrounding environment (Khe Foon Hew and Wing Sum Cheung, 2010). As mentioned earlier, the avatar can act independently, but the gestures cannot. The significance of this article is to implement them together using the required equipment so that they can be applied in different applications such as gaming and classroom education to create a whole new immersive virtual world. My primary question driving my research is, how the modifications of gestures through avatars in gaming and classroom education might be implemented in three dimensional virtual environments?

PDF COMING SOON.

 

An Analytical Summary of Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education

The analytical summary of an academic article in the EAP 508 course helped us analyze the articles and explore key concepts, rhetorical elements and language pattern of the article. This helped us get accustomed to the western style of academic english writing and to different ways to critically analyze a situation.

Analytical Summary.pdf