Thursday, October 31, 2019

Can Character and Communities Survive in the Age of Globalization Essay

Can Character and Communities Survive in the Age of Globalization - Essay Example This has made a world a â€Å"global village† where we interact with peoples of different cultures, use their products and services, and also sell them ours. All these have a significant influence on our lives as is discussed in the later part of the essay. Online Oxford Dictionary defines character as â€Å"the mental and moral qualities distinctive to an individual. Whereas community means â€Å"a group of people living in the same place or having a particular characteristic in common†. While nations on the whole seem to be benefited from the advantages of globalization which includes economic development, cheap availability of goods and their consumption, high mobility of goods, capital and plentiful labor; the communities within the economy are in fact negatively influenced by the increased globalization. The aforesaid advantages are often associated with globalization but its potential weaknesses are never discussed in great detail, and that is a growing concern t hese days. To show the connection or the relationship between globalization and character/communities let us consider the example of Pak Mun Dam in Thailand. It was constructed with the support of World Bank in 1994 on two rivers flowing in Thailand. Initially the dam was built to meet the power requirements of the country and for the welfare of the people, but it resulted in severe damages to the groups and communities living there. As soon as the dam was built, around 117 square kilometers of land was flooded which caused around 3000 families to move from their living place, fisheries of the Mun River were also adversely affected. Around 25,000 villagers claimed to have been affected by the construction of dam and many protests were also staged, but inadequate compensation was paid to them in return of all they lost. The dam also failed to produce the projected power output and therefore the entire project was unsuccessful. So this was just one of the many examples where economic prosperity and development was exchanged for dislocated people and destroyed communities. Communities play a vital role in any society. Through small groups and communities people find ways to interact with each other, to learn about themselves. Besides, every group or community has its boundaries and its very own identity and culture which gives the people living within it a good sense of belonging and fulfills their social needs as well. At the core of these communities lie the families. The people belonging to different families and the relationships existing among them give any community its true meaning and reason for its existence. Through families people participate in different social activities organized through the community. Hence the family-community exchange is very crucial for the survival of both communities and the character. Communities provide the families with culture, facilities, values and protect it from the measures that could otherwise jeopardize the satisfac tion of wants. And families, then again, protect these cultural values and norms through its social activities and passing these values from one generation to the other (Robertson). With the advent of globalization, the world today exhibits the nature of a global village with everything global, new, different, faster and turbulent. Globalization results in economic development and

Monday, October 28, 2019

Art is an expression Essay Example for Free

Art is an expression Essay Art to me is an expression. Society has a way of creating social norms, and through this influence people to become inspired to be different, to express themselves in many ways and to share with others this passion, in the form of art. Cultures have utilized art in the form of drawings, patterns, and techniques; for example the type of clothes they wear, and type of houses they live in. Art is everywhere. Albert Einstein once said, you could look at life as if nothings a miracle or as if everything is. I think that you can look at art in the same way. I remember watching a film in class on a man and a woman who were in charge of the community project that consisted of hanging sheets for miles. I have no idea why they would do that over a different art project, but I got their message. It was all about working together, doing something that was unique and of their own works, regardless of everyone else’s opinion. They had to fight the system for a while before they were able to begin. That’s passion. After the readings I can’t help but to agree that art offers us a way to go beyond physical existence. What the author is saying to me is that art in every form changes our values our ideas in an effect change our lives. We are not robots, we don’t have to stay within regulations; we have the ability to be creative. Being creative is the most powerful tool we have some may argue. To touch back on why people make art, I can remember watching movies as a kid and there was this one kid out of the prep school that did wear the dress uniform to standard like all the other students. He was seeking to be different. Changing your uniform up a little to be different is art. Indians may paint their faces and their horses differently so that they stand out of all the others so that they can be found and identify. Same cases Indians made art was to distinguish themselves from other tribes as to not kill  their own people during a raid or battle. I used to become stressed with school and/or with relationship issues so I started drawing. I never liked being told what to draw and how to do it. I mostly like to begin with lines and later find out it looks like something that was unplanned. The reasons why I draw was take my focus off of life. Sometimes drawing something that makes you happy can help you to recall memories from good experiences and can turn your day around. Art is my tool and is my passion.

Saturday, October 26, 2019

Louis Armstrong: From Childhood To Adulthood Essay -- essays research

Louis Armstrong: From Childhood to Adulthood   Ã‚  Ã‚  Ã‚  Ã‚  When you think of Louis Armstrong you probably think of a jolly middle-aged man who can play the cornet like no one else, a man who had it all, a man who had the good life. Well, Louis was not always that lucky. From childhood to his adulthood, Louis Armstrong changed much as a person and a musician. He worked very hard to become what he became and did not let anything get in the way of becoming a musician. In this paper, you will read about how Louis Armstrong became one of the most influential people/musicians of his time.   Ã‚  Ã‚  Ã‚  Ã‚  Louis Armstrong’s childhood was not of the normal childhoods most of us have had. He had a very hard and painful childhood. He was treated very harshly by his family and the people around him. His mother did not even care enough to keep his birth certificate. That is why no one is really sure of Louis’s birthdate ,but people believe he was born around 1898, in New Orleans. Around Louis’s time of birth, many blacks were confined to live in the slums. The slums were in a way like ghettos. They were very poor, dirty areas where people who hadn’t much money would live. In the slums, there was much violence, drug circulation and prostitution. The only people that made any money in the slums were either the hustlers or the musicians. Considering Louis was not related to anyone of that status he and his family had very little money. That left Louis with no possessions whatsoever. He hadn’t any toys to play with, he didn’t even have a simple stick just to keep him occupied. His clothes were at the lowest of the low class. He was confined to wearing a dress as a younger child until he was a little older, then he had hand me down shirts and shorts to wear. His choice of foods was limited to rice and beans. His family did not make enough money to get better food than that. His family did not have enough of anything to keep him happy. He felt like nobody loved him. When he was born his father left his mother and him to start another life with another family. His mother always was out leaving Louis to fend for himself. But before Louis had lived with his mother he lived with his grandmother. His grandma took the best care of him out of anybody in his family. She always made sure that Louis was fed and that he was not alone. She was the only per... ...uch that he could not get his shoes on. Soon after that Louis was ordered to stay at the Beth Israel Hospital under doctor’s orders. After his final concert he returned there for the last time. He was planning another concert when he died July 6, 1971. Louis’s death was deeply saddening for everyone, but especially Lil. She conducted the band at his funeral in his memory. A memorial service followed which President Nixon attended and spoke at. That was the sad ending of Louis Armstrong.   Ã‚  Ã‚  Ã‚  Ã‚  To conclude my paper I would like to highlight Louis’s life. He was just a poor child from New Orleans. He had very little education. He had to take care of his sister and himself 90% of the day until he was and adult. He had to work twice as hard as most people have to worked to get where he got to. He was just a simple man who from the beginning just wanted to play music. But he got so much more than just that and was able to fulfil his life to the fullest. Louis Armstrong will always be remembered as a wonderful man with a passion for playing the cornet beautifully. At least we have his music, movies and television appearances which keep him a live to this very day.

Thursday, October 24, 2019

Bernard Shaw :: essays research papers

George Bernard Shaw is known by many as the most significant English playwright since the seventeenth century. He wrote fifty-seven plays in his lifetime, and a vast majority of them were revolutionary in their themes. On July 26, 1856, George Bernard Shaw was born in Dublin, Ireland. Shaw was the first son of his parents, George and Lucille, but had two sisters upon his arrival. Although they lived in Ireland, the Shaws were Protestants and George Bernard was baptized in the Church of England; however, he was never very religious and never enjoyed attending church. He also did not care much for his formal education, even though he attended many different schools. He started his schooling at the Wesleyan Connexional School and ended his fifteenth year at the Dublin English Scientific and Commercial Day School. Overall, Shaw’s childhood was an unhappy one. By the age of fifteen, his parents had split up. His mom deserted her husband and left for England to live with her two daughters. In order to support himself, Shaw left school and got a job working as a clerk and cashier for a firm of land agents for nearly found and a half years. During this time, George Bernard took it upon himself to read and visit the theatre as much as possible. At the age of nineteen, Shaw’s sister Agnes died from food poisoning. Saddened by her death, Shaw left London to live with his mother and sister Lucy in hope of becoming a musician or painter. Being the shy young man that he was, he could not find a place in the arts community there. At the age of twenty-four, Shaw decided to establish himself as a writer. When newspapers and magazines repeatedly rejected his articles, he then decided to become a novelist. Although all publishers rejected his first novel, Shaw continued to write and produced four more novels between 1880 and 1883; he found no publisher for any of them. Finally, in 1886, Shaw’s first novel, Cashel Byron’s Profession was published. This novel was very popular, but after publishing his second novel, An Unsocial Socialist, his novel writing career came to an end.   Ã‚  Ã‚  Ã‚  Ã‚  Shaw finally found his specialty around 1885 when William Archer suggested that he became a playwright. The play he is most well known for is Pygmalion. It is a classic play that comes from an ancient myth in which a statue is made of an ideal woman, and by prayer to the gods she is brought to life.

Wednesday, October 23, 2019

Future Developments of Video Games Essay

The field of video games is one of the most exciting because it is constantly developing and advancing so quickly. Unlike a lot of areas of ICT which have reached a level of stability, all parts of games, gaming and games development are still growing and will continue to grow. This means there is the potential for individuals to have completely new ideas and be the first to create something in the field. The popularity of games is growing exponentially, with more and more people discovering an interest and passion for games all the time. A game now will reach a much larger, international audience and games developers can bring enjoyment to a vast array of people. Console manufacturers, games developers and other involved in the game industry and notoriously secretive about new projects being developed until they are almost ready for announcement and release – and even then sometimes games and products can be cancelled at the last minute. All employees working in the industry have to sign a non-disclosure agreement (NDA) most of the time which forbids them legally from revealing any of their company’s secrets. Releasing any information about a product could potentially jeopardise its sales. Technology evolves in amazingly rapid speeds. If you need any real observable proof of the speedy advancement of digital technology over the years, take a look at the gaming industry. From the very early years of black-and-white 2D games like Pong (1972) to the first 3D game, 3D Monster Maze in 1981, and from primitive first-person shooters like Wolfenstein 3D (1992) to complex, life-like shooters like Battlefield 3 (2011), there’s no doubt that the gaming industry has seen its fair share of technological evolution. Hardware Developments Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colours, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way console makers marketed these advances to consumers was through the measurement of â€Å"bits†. The TurboGrafx-16, Sega Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit. The bit-value of a console referred to the word length of a console’s processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit Motorola 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console’s overall ability. For example the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit cpu. The difference in their processing power is due to other causes. For example the Commodore 64 contains 64 kilobytes of RAM and the Atari has much less at 128 bytes of RAM. The jump from 8 bit machines to 16 bit machines to 32 bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8 bit or 16 bit consoles. However, the â€Å"bits† in a console are no longer a major factor in their performance. The Nintendo 64, for example has been outpaced by several 32 bit machines. It’s only inevitable that gaming hardware is going to constantly be improved, with more processing power, graphics capabilities, sound quality and memory capacity. The input method using a controller has drastically developed over the years beginning with a clunky controller and simple joystick on arcade games, the video game controller has evolved to be ergonomically designed to feel comfortable to avoid injuries such as the ones in the repetitive strain injury group or carpal tunnel syndrome. Most modern controllers are designed with the relaxed position of the hands in mind, resulting in the â€Å"pronged† design that reduces soreness and cramps after extended use, compared to older pads such as the NES or the Sega Master System. There are still a vast array of input methods to create an even more immersive experience, these include: steering wheel, pedals, light guns, dance pads, balance board, fishing rod, microphone and rhythm game controllers (drums and guitars). Many of these have been specifically designed to be used for a certain game or gaming series, such as guitar hero for example. The evolution of the controller to include more buttons proves that video games themselves are advancing as more buttons are required to complete different tasks within the game. New input methods are being developed to make the gaming experience more enjoyable and interactive, such as being able to control the character by body movement with sensor pads or clothing such as gloves. This type of input method can be seen back in the EyeToy for Playstation 2 which used a video camera. Most recently this market had been taken by storm with the introduction of the Wii and its totally unique controls. Many console manufactures have adopted this technique can be seen in the Playstation Move and the Xbox Kinect which both involve the player as a means of controlling the game instead of pressing buttons. This means of input is being pushed forward by many of the console manufacturers as it removes the stigma of video games being only for people who sit down all day and are lazy, and they are also seen as an alternative to exercising. The gaming industry has helped develop graphics and sound technology that can be incorporated as VR (Virtual Reality). An early 1990s attempt at a headset for console gaming and for hobbyists, was made by Future Vision Technologies. A modern example would be the Wii where the controller tracks and sends motion input accurately. There is also a new VR headset system in development designed specifically for gaming called the Oculus Rift. The headset provides approximately a 110 degree field of view, absolute head orientation tracking, USB interface and a 1200Ãâ€"800 resolution with the final consumer version aimed at 1920Ãâ€"1080. Some of the future games that will support the Oculus Rift includes Doom 4, Strike Suit Zero, Team Fortress 2, Miner Wars 2081, Minecraft and many more. Virtual reality has always been something that was portrayed in movies and television shows as something that will be ‘the future of gaming’. Attempts at creating it in the past have not shown popular results. However, it is something which is becoming more of a reality as technology advances, although whether we will ever reach the point of it becoming the standard of gaming is yet to be seen. Software Development The aim of software development is usually to reach a new level of realism or immersion. As processing power and memory increase, enhanced art and animation are able to be created. This allows images and movement to be more realistic. In the early days of first-person shooters, non-player characters (NPCs) had the intelligence of nicely rounded rocks. But they’ve been getting much better lately — look no further than Half-Life’s storytelling NPCs and Unreal Tournament’s excellent bot AI. The market success of titles such as these has prompted developers to put more effort into AI, so it looks as if smarter NPCs will continue to show up in games. AI researchers rarely use computer games for their research, outside of classic board and card games such as chess, checkers, and bridge. Possibly they see most game AI problems as simple â€Å"engineering† problems. This view has not been completely unjustified because often the goal of game AI is not to create intelligence, but to improve gameplay through the illusion of intelligent behaviour. Many of the techniques used to improve the illusion of intelligence have nothing to do with intelligence, but involve â€Å"cheats,† such as giving game AIs extra production capability or the ability to see through walls, or â€Å"faking it† by creating bots that â€Å"talk† to each other but completely ignore what is said. There also has been a drift in AI research toward problems and approaches where precise empirical evaluation is possible. Needless to say, gameplay isn’t something that today’s AI researchers feel comfortable evaluating. Although there is currently a significant gap between game developers and AI researchers, that gap is starting to close. The inevitable march of Moore’s law is starting to free up significant processing power for AI, especially with the advent of graphics cards that move the graphics processing off the CPU. The added CPU power will make more complex game AI possible. Still, game developers should still be wary of AI researchers who say, â€Å"My algorithm doesn’t run in real time right now, but just wait. In a few more years, I’m sure the processing power will be there.† A second, equally powerful force that is closing the gap is sociological. Students who grew up loving computer games are getting advanced degrees in AI. This has the dual effect of bringing game research to universities and university research to game companies — already there are at least five AI Ph.D.s at game companies. AI researchers are discovering that building interesting synthetic characters in computer games is much more than just an engineering problem. Moreover, games provide cheap, robust, immersive environments for pursuing many of the core AI issues. They could be the catalyst for a rebirth in research on human-level AI The final force is the game-playing public, who are starting to demand better AI. With the saturation in the quality of computer graphics, better physics and AI are the two technologies that have the most potential to improve gameplay. Players are looking for more realistic AIs to populate their worlds with interesting non-player characters (as in The Sims) and humanlike opponents who must be out-thought and not just out-shot (and who don’t cheat). AI can also provide dynamic game control, adjusting the gameplay based on how the game is played. Imagine playing a first-person shooter where the AI not only reacts to your behaviour, but also anticipates your actions by using an internal model of the way you play the game to make its plan. It also adjusts its skill at the tactical level to match yours, so that the game is never a blowout for either side. What can computer game developers do to hasten the collaboration of developers and AI researchers? The most important thing is to make commercial computer game interfaces available to AI researchers. Developers of games such as Unreal, Quake, and Half-Life publish DLLs, making it possible for not only hobbyists but also AI researchers to build bots that play games. If developers from other genres such as real-time strategy games follow suit, you would see an explosion of research on AI for these games. Game developers can also join AI researchers in discussing AI problems and solutions in open forums. There is now a yearly symposium sponsored by the American Association for Artificial Intelligence (AAAI) on AI and interactive entertainment that brings together game developers and AI researchers. Building good AIs is hard and difficult work. Automated learning approaches such as neural nets and genetic algorithms can tune a well-defined set of behavioural parameters, but they are grossly inadequate when it comes to creating synthetic characters with complex behaviours automatically from scratch. There is no magic in AI, except for the magic that emerges when a great programmer works very hard. With the development of artificial intelligence, NPC characters are becoming cleverer. It is predicted that this AI will continue to offer more and more realistic opponents who can think almost like a human. New Technologies It is becoming more popular to connect the Xbox 360 to a Windows PC, which is easily possible as both are Microsoft products. XNA is a set of tolls which allowed games to be built for Xbox and tested through this connectivity. Where hobbyists had been frowned upon by consol manufacturers in the past, Microsoft are positively encouraging homebrew gaming. They run competitions to find newly developed XNA games and release them on Xbox Live Arcade. This is not only evidence of the future of homebrew games and hobbyist being accepted, but it also signals the integration of console with other media equipment with the seventh generation being best known for major consoles branching out into other types of media rather than solely focusing on games. All three consoles offer basic abilities such as photo-viewing, listening to music and browsing the web, as well as the ability to connect to external memory such as USB flash drives and SD cards. The Xbox 360’s DVD player was plagued by quality issues but other media options became available later such as an external HD-DVD drive (now a dead standard), Zune downloadable content, Netflix streaming and Last.fm internet radio. PlayStation 3, on the other hand, offered HD movie playback out of the box via Blu-ray in addition to later services like Netflix streaming, and Qriocity music. This new generation for the first time has all of the major consoles focusing on online integration. All three have their own connection services: Wii’s Nintendo Wi-Fi Connection, Xbox Live, and PlayStation Network. Competition has branched now from simply offering the best games to the best online content; smaller games can now be purchased and downloaded from online stores within the consoles, and extra applications such as Netflix streaming and Facebook connectivity are heavily supported. Almost all games sold in retail have online support, including online multiplayer and downloadable content for bug patches and new features, potentially increasing replay value in certain games for even years. Another notable feature in current-gen gaming is the use of avatar characters. Nintendo first introduced Miis with the Wii console, caricatures of players that could be created and used in flagship titles such as Wii Sports; however they lack the ability to customize that Xbox’s avatars have, as clothes and accessories can be purchased online or unlocked in games played. PlayStation 3, instead of an in-game character, offers PlayStation Home, a social simulator where avatars can talk and explore, and customize their homes with elements from games played. This basic idea allows the person playing the games to have a more personalised feel to their console and that they have become truly integrated with it. The console is becoming a central element that is integrated into a whole media system. People may become to get rid of their stereos and DVD players as this one central piece of equipment makes many other defunct. It may even be that in the future the console is the integral part for controlling a house, including the lighting, temperature and other devices. With more reliable and faster internet connections, the technology of cloud computing has begun to gain some momentum. The Sims creator Will Wright embraces the idea of cloud gaming as a crucial part of the future of the industry. For one thing, the gaming industry sees it as an opportunity to make games as easy to access as music and movies.

Tuesday, October 22, 2019

Comparison of kiekegaard and The movie the Frailty essays

Comparison of kiekegaard and The movie the Frailty essays THE COMPARING AND CONTRASTING OF FRAILTY AND KIERKEGAARD. According to Kierkegaard in the Philosophy book, despair is sickness until death And is the central problem in philosophy. Kierkegaard poses the question, Is there anything in this world or outside it to which the individual can cling to keep from being swept away by the dark tides of despair? According to Kierkegaard, only a subjective commitment to the infinite and to God can grant relief. This is so, in his belief because the world is irrational and in order to have any type of peace or rationality, this peace must come from a higher power. This personal relationship with the individual is only between the certain individual and God and all actions mandated from God are correct. The belief that the personal relationship with the individual is only between the certain individual and God and all actions mandated from God are correct ties directly in with the theme of the movie Frailty. In the movie, the main character, Fenton believed that the murders were immoral. But according to the father the actions had been mandated from God and because of that mandating, the murders were not really murders, they were demon slayings. Also they were disciples of God and doing his will. Dad is a true definition of what Kierkegaard was speaking of when he discussed that two people could be totally in line with obeying God although performing contradictory acts. This movie forced me to look again and really change my mind on how I view the act of other people saying that they are in Gods will. You may truly never know the connection that another person has with God. According to Kierkegaard you can never really know if the action a person proclaims is really mandated by God or just by their own will, only they will know. In Frailty, the disciples of God who were on earth can tell who did what and believed that they were right to murder because of the mandating ...

Monday, October 21, 2019

The Multiple Meanings of Hail

The Multiple Meanings of Hail The Multiple Meanings of Hail The Multiple Meanings of Hail By Mark Nichol When listing hail as one of the words used to describe precipitation recently, I thought about the other definitions of the word. Hail is also used as an interjection to acclaim (â€Å"Hail to the chief!†) or salute (â€Å"Hail, fellow well met!†) someone, though it’s an archaic usage rarely applied anymore. This meaning stems from the Old Norse word heill, used for the same purpose but derived from that word’s original meaning, â€Å"healthy.† The homophone hale, rarely used outside of the expression â€Å"hale and hearty,† carries a connotation of good health persisting into old age. (The archaic salutation wassail, with a second syllable sharing the same etymology, stems from an Old Norse exhortation to be well; modern usage refers to a hot alcoholic drink served from a bowl at a Christmas celebration, or to revelry in general.) The verb hail means not only â€Å"acclaim† but also â€Å"greet† or â€Å"summon.† It’s rarely used in the sense of greeting, but the expression â€Å"hail a taxi† (or â€Å"cab†), referring to summoning a vehicle for hire, is common. (The rare verb hale, meaning â€Å"drag† or â€Å"pull† in the sense of drawing a horse’s reins or a weapon, or to haul a net or an anchor, is cognate with haul and is distantly related to hail in the sense of â€Å"call.†) Meanwhile, the Catholic devotional salutation â€Å"Hail, Mary† inspired the colorful expression â€Å"Hail Mary pass† or â€Å"Hail Mary play† to describe a desperate gambit in football. One who hails is a hailer, though this term is all but unknown except in the British English term loud-hailer, the name of a device also known as a megaphone or a bullhorn. In maritime usage, sailors are said to hail one another as their vessels pass each other, identifying themselves and passing news; in earlier times, they would be said to speak each other. Also, to stay within hail or within hailing distance is to remain close enough to be heard. A related usage from the nautical sense is to say that someone hails from somewhere, meaning that the person is a native or a resident of a place. Want to improve your English in five minutes a day? Get a subscription and start receiving our writing tips and exercises daily! Keep learning! Browse the General category, check our popular posts, or choose a related post below:45 Synonyms for â€Å"Food†English Grammar 101: Verb MoodPreposition Mistakes #3: Two Idioms