Monday, December 2, 2019

Platos Allegory of the Cave in Pleasantville Essay Example

Platos Allegory of the Cave in Pleasantville Paper Writer and director Gary Ross captured the essence of Plato’s philosophical views in his movie, Pleasantville. The movie is about two siblings, David and Jennifer, who live in completely different high school social scenes. Jennifer is the wild, extroverted teen who is obsessed with partying and boy drama. David, on the other hand, is a social outcast and spends most of his time watching TV, specifically, his favorite show, Pleasantville. David idolizes the show because of the perfect town in which everyone is accepted and there is never anything that goes wrong. When the siblings’ mother goes away, the two are left arguing over what TV channel to watch. As their fighting develops, they eventually break the remote, which leads to the plot twist when the two are transported into the town of Pleasantville. This movie directly relates to Plato’s philosophical beliefs, specifically his conclusions about the Allegory of the Cave. However, the movie can also be loosely related to Plato’s noumenal and phenomenal realms in the sense that it is hard to tell the difference between the intelligible and sensible realms. Plato’s beliefs are interpreted and modernized in the movie, which demonstrate the four truths that Plato realizes in his Allegory of the Cave conclusions. Pleasantville helps the audience understand the conclusions Plato draws from the Allegory of the Cave. Plato’s first conclusion explains why gathering knowledge and education can be difficult. The movie is a parallel because David and Jennifer’s cave is the life they lead as high school students. They are brought to the light when they are transported to Pleasantville. We will write a custom essay sample on Platos Allegory of the Cave in Pleasantville specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on Platos Allegory of the Cave in Pleasantville specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on Platos Allegory of the Cave in Pleasantville specifically for you FOR ONLY $16.38 $13.9/page Hire Writer There, they must adapt to a different lifestyle and confront the truths about themselves that they ignored in the superficial world they once inhabited. When they are brought to Pleasantville, they also act as a philosopher who is bringing knowledge to the small town. For the people that live in Pleasantville, they are stuck in a cave and David and Jennifer are their keys to the light. The movie contrasts parallel universe’s, showing that perspective is what makes someone stuck in a cave. Because the people of Pleasantville and David and Jen learn new things about themselves, they all escaped the cave and gathered knowledge. The road to enlightenment was not an easy road, however. David and Jennifer had a difficult time maturing and leaving behind their old masks; the town of Pleasantville had a very difficult time gaining a new perspective—the town leaders tried everything they could to forbid people from leaving their perfect little world. This parallel of the cave explains Plato’s first conclusion of how education can often be difficult because it means turning your back on everything familiar. The movie also very clearly identifies with Plato’s second conclusion that explains why philosophers are often ridiculed. When Jennifer and David were transported to Pleasantville, they were immediately hated for disrupting the order in the town. They had to learn how to cope with a completely different world, while also instilling in others their new perspective and experience. While Pleasantville is black and white, the town represents the ignorance that people in the cave feel. However, when the town begins to turn to color, the people are finally seeing the light and escaping from the cave. This I somewhat ironic because, for both the people of Pleasantville and David and Jen, they all begin their journey in black and white. This is interesting because, from Jen and David’s perspective, the two had already experienced the world and were sent to Pleasantville to not disrupt anything. They, however, were very mistaken. They were just as ignorant as the people of Pleasantville, just in a different way. Jen’s radical actions of having sex when she goes on a date in Pleasantville do not make her turn to color because her actions are what would be expected from her back in her own cave. She only turns to color when she gets in touch with her emotions and relieves some insecurities that had hindered her from being her full self. The people that first turn to color are ridiculed by town leaders and people that had not yet left the cave. This explains why philosophers are often ridiculed; the people that were in color, representing philosophers, had divorced mundane concerns and found their true inner spirit. Plato’s final two conclusions describe the nature of education and the role of the philosopher, which are also dramatized in the movie. Plato tells that the role of an educator is to point their students in the right direction. In Pleasantville, the people are both students and teachers. They are teachers to Jen and David; the townspeople teach Jen and David the importance of tradition and good values. The townspeople are also students: they learn from Jen and David how to ignite their inner flame and break from the cave that Pleasantville once was. Similarily, Jen and David are also both students and teachers. They are students in that they take the lessons from the people of Pleasantville in order to help them reach the sun and gather knowledge about a world they were unfamiliar with. They are teachers in that they help orient the people of Pleasantville to get in touch with their daring and adventurous side. In this way, being a teacher is the role of the philosopher—the teacher must help others escape from the cave to experience life. Everyone that turned to color towards the beginning of the movie were the â€Å"philosophers† or â€Å"teachers† that helped instigate everyone else to turn to color. They helped share their knowledge and encouraged people to reach the sun and gather all new kinds of knowledge. Plato’s final two conclusions explain the nature of the philosopher in educating others and how the student has all the information inside them, they just need to tap into their inner mind to retrieve it. Plato’s Allegory of the Cave and Gary Ross’s Pleasantville each were very insightful in helping understand the other. By studying the allegory, it was very easy to understand the themes and symbols present in Pleasantville. Conversely, by watching Pleasantville, it was very easy to understand and modernize the conclusions Plato draws in his allegory. Through comprehending both, it is easier to understand Plato’s four truths: why knowledge can be difficult; why philosophers are ridiculed; the nature of education; and the role of the philosopher.

Wednesday, November 27, 2019

Free sample - The Pros and Cons of Video Games. translation missing

The Pros and Cons of Video Games. The Pros and Cons of Video GamesThe world of electronic gaming has undergone radical transformation since it was conceived more than two decades ago. At the beginning, games like Super Mario Brothers, and Pong were just childish, enjoyable, and essentially harmless. However, today, video gaming has become a thriving industry that has a wide range of customers, spanning various ages, genders, nationalities, and moral beliefs. Just like books, television, and movies, some video games are aiming at the older audience through the use of violence, sex, and adult content. Despite the existence of a rating system and recognition for people wishing to purchase adult video games, some politicians and parents claim that video games have a hugely negative impact on the young generation. In efforts to locate the blame about the content of video games, politicians and developers alike seem to have forgotten that parents have a responsibility to make decisions on the type of material that is suitable for their children. Farrales observes that Video game content appears to have become an issue for the first time when Mortal Kombat was released in 1993 (12). Many parents complained the high degree of violence evident in the graphic depictions of blood, fighting, and death. The ESRB (Electronic Software Ratings Board) was formed by the Entertainment Software Association with the aim of coming up with a rating system for monitoring the content of video games. Fernandez indicates that video games stand accused of bringing about violence, obesity, and lousy grades (3). However, some people beg to differ, pointing out that the games are ideal for children’s mental well being. Video games are not just hard, they are adaptively hard. The games tend to challenge the players at the edge of their mental abilities. As players become better and score higher points, they are challenged to move up the ladder of more demanding play levels. This adaptive challenge can be stunningly powerful in the case of entertaining video games. Scientists point out to the importance of video games in ascertaining the extent to which the human brain is malleable. In this regard, fast-paced video games that are action-packed have been proven, in different studies, to boost spatial perception, visual acuity and the ability to pick out objects easily in a scene. Complex games that are strategy-based can significantly improve many cognitive skills, including reasoning and memory. These findings fit in well with the scientists’ increasing understanding of the malleability of the human brain. Researchers are now aware of the way in which practicing and learning an extremely challenging task can change the human brain. The question of generalizing gaming situations to non-game situations remains one of the main issues that surround many emerging game software being marketed as a way of keeping the human neurons spry as we continue to age. It is still unclear whether these games are helpful in situations that are outside the context of the game. However, in a promising study carried out in 2008, senior citizens who began playing Rise of Nations, a game devoted to nation building and acquisition of territory, started improving on many cognitive abilities, thereby performing impressively on various subsequent tests of memory, multitasking, and reasoning. The tests were administered after training was carried out for eight months. Unfortunately, no follow-up testing was carried out to determine whether the gains lasted or not. There are attempts by researchers to concentrate on the most crucial aspects of off-the-shelf games, potentially allowing designers to come up with many new games that can boost the human brain power. In the same light, there has also been some focus on determining how video games can be used to promote socially acceptable behaviors, particularly actions that can be of help to other people. Unlike, say books and movies, video games do not just have content, they are also defined by rules that are clearly stipulated. In every video game, certain actions are rewarded while others are punished. For this reason, they contain an immense potential to train children about values and ethics. However, the same games could also be used to reward antisocial behavior just as easily as the pro social behavior. A significant number of off-the-shelf games contain strong pro-social themes, for instance, the Oregon Trail or The Sims. These two video games make the players fully responsible for the well being of each other. A big challenge for developers of new games will be to figure out ways of wrapping virtuous features into a highly engaging package. Ultimately, quips Gallagher, every video game should be an entertaining experience (2). On the other hand, it is true that some of the most popular video games are the violent ones. The reason why the market is flooded with violent games is that violence sells. People enjoy action-packed violent games most. It is rarely a matter of contention whether a game is violent or not. The contention arises regarding how violent the games actually are. In an interview with Dr. Craig Anderson, a leader in the current research on the various effects of prolonged exposure to violent computer and video games on aggressive behavior, the General Aggression Model was discussed at length. Dr. Anderson pointed out that he was motivated to research about aggression in video games by the work he did on the model as well as on media violence literature. Dr. Anderson pointed out that although there were hundreds of studies on aggression and violent video games, many questions remained unanswered. Students were looking for compelling and publishable research topics, and in this way, they were able to come up with many gaps in the literature. In the beginning, Dr. Anderson looked at priming issues in the context of media violence effects. However, after debating with cognitive psychologists, the researcher thought about modifying the Stroop test, although he chose to adopt reading reaction time tasks among participants. Dr. Anderson pointed out that many researchers in the media violence generally think that everyone who is high on trait aggression is influenced more by exposure to media violence than by anything else. In other words, the conviction among many scholars is that highly aggressive people are the ones who are most susceptible to the video games’ harmful effects. In the early years of video gaming, violence used to be cartoonish. In games such as Space Invaders and Wonder Boy, when a player killed an enemy, this would be shown by the unfortunate subject disappearing in a small explosion or a cloud of smoke and debris. At the time and with the technology that was current, these games were considered violent. Today, with improvements in technology, people no longer disappear in a cloud of smoke and debris. Today, enemies have to bleed before they die. The grotesque image of the corpse also has to appear, complete with a gunshot wound. A game such as Metal Gear Solid 2 portrays enemies performing elaborate maneuvers when a player shoots them. It is always thoroughly entertaining to shoot them at the limbs and to see them go limp, or to shoot at their radio, rendering it useless. Some people say that what has increased is the level of realism and not violence, since the aim has always been to shoot and kill anything that comes in one’s way. However, this very aspect of realism makes some forms of violence appear acceptable, for example, in Wonder Boy, and others unacceptable, for example, in Metal Gear Solid 2. Yet others do not notice any difference in various types of violence, insisting that violence of whatever nature brings about the same effect on society. Farrales highlights the views of General Everett Koop, a U.S. surgeon, who once claimed that home and arcade video games are among the top three reasons where there is family violence (4). There are many instances that would perfectly make Koop’s statement on the negative impact violent video games on behavior agreeable. However, there are also many instances that portray violence as having little or no any negative effects on the individuals playing them. Some kids play video games and end up becoming violent people. Others play them but do not become increasingly aggressive. These varying outcomes make it difficult for the effects of video violence on all players to be determined accurately. Meanwhile, the most undesirable aspects of violence in video games include lack of punishment for killing, constant killing and hurting of other people, and perpetual justification for killing other people. This situation makes players to start accepting killing as an acceptable means of solving problems. They are also made to believe that there is nothing wrong with violence. In other words, violence is desensitized, and players start seeing human beings as mere objects rather than human beings, thus drastically lowering their empathy levels. Of course older players can differentiate between fantasy and reality, but children cannot. Surprisingly, argues Anthes, these older people are affected by video games as well, though not in the same way as kids. Among kids, the violence contained in video games leads to increase in aggression. A common effect of video games is to make players developed abnormally high adrenaline rates, which may result to hyper-aggressiveness together with the symptoms of Attention Deficit Disorder. Increase in adrenaline rates leads to stimulus addiction, a common response among children who are often immersed in violent video games. People who suffer from stimulus addiction require stimulation that is increasingly strong in order to attain the same emotional experience. Sometimes, this search for stimulation leads them so go looking for more violent video games. Meanwhile, the question of whether video games result in violence in the real world remains unanswered. Many parents are worried that violent games will not only bring about restlessness in their children, they will make them more violent their behavior as well. Farrales points out to the research that was done in 1998 on a group of children aged between 5 and 7 years (9). In this study, the children were observed to imitate during free play whatever they had experienced in video games. Children who had played games with violent themes were aggressive, while those who played active, nonviolent games reflected their experiences in their play. The level of stimulation in both cases appeared to be more profound in girls than in boys. This could be because, generally, males are exposed to violence more, making a significant increase in aggression to be more profound in females. Unlike TV or movies, which present a predominantly passive viewing experience, violent video games require an individual to shoot, stab, rob, and kill enemies actively. With a movie, even if one was to watch it several times, some additional details may be obtained but it is fundamentally about the same thing. With a video game, many things can be changed according to one’s way of thinking, level of play, and dexterity in pressing the control buttons. Fernandez points out that Cho Seung-Hui, a student who killed 32 people at the Virginia Tech Campus back in 2007, is reported to have been played video games obsessively, and many commentators have been instinctively linking game violence with the killings in the campus. Claims of Cho Seung-Hui’s stint with obsessive video games were debunked by the campus panel that investigated the killings. The obvious problem with the desensitization claim made on video games after the Virginia Tec incident is that millions of adults and kids play violent video games every day and they never engage in any violent behavior. In fact, during the past decade when video games have surged in popularity, violence by youth has declined. According to a study that the Center for Disease Control and Prevention released, the number of school killings reduced considerably between 1992 and 2006. However, this is not where the debate ends. Although video games may not directly result in school shootings, it is undoubtedly strongly linked with aggressive feelings. Those who are opposed to computer and video games would want to see them censored. These people cite many reasons for their stance. They insist that over-dependence on video games fosters social isolation, since in some cases the games are played alone. They also point out that women are portrayed as the weaker sex, sexually provocative and always helpless. Moreover, game environments are always based on gender bias, aggression and plots of violence. Additionally, video games have inspired criticism because of the way in which they fail to provide actions that require creativity and independent thought. Instead, they confuse fantasy with reality. In most of these games, there is no alternative route to winning other than being a violent player. Furthermore, not surprisingly, academic achievement tends to be negatively related to the overall time that is spent playing computer and video games. Anand indicates that there is a correlation between use of video games and academic performance, if the grade-point average (GPA) and scholastic aptitude tests (SAT) on students who use video game are anything to go by (555). According to Anand’s study, there is a negative correlation between the time spent by student playing video games and the student’s SAT and GPA scores. The research findings presented by Anand suggest that video and computer games could be having a detrimental effect on the GPA of the individual, and possibly, on SAT scores as well. Although the results portray statistical dependence, it still remains rather difficult to prove a cause-and-effect relationship. This difficulty arises from the complex nature of academic performance as well as student life. In a New York Times article published on the November 15, 2010 edition, the question of whether stores should sell violent video games to minors was raised. Indeed, the question was not of the article writer’s own making, it was being debated by the Supreme Court in an attempt to determine what the writers of the Bill of Rights would have thought about a violent video game like Postal 2. In the New York Times Article, Adam Liptak wrote that the justices struggled to define the manner in which the First Amendment ought to apply to video games. A suggestion was made on the imposition of a $1,000 fine on all stores that continue to sell violent video comes to minors. The violence in the computer games, according to the Supreme Court, is characterized by acts of killing, dismembering, maiming, and sexually assaulting a human being’s image, in a manner that is ‘patently offensive, lacks serious artistic, scientific, political or literary value’, and appeals to the deviant and morbid interests of minors. In summary, the cons of video games by far outweigh the pros. There is a need for these games to be regulated, particularly with regard to access by minors. The regulation standards imposed by the ESRB should be revised to reflect the need to protect children and students from being lured into the world of aggressive video games.       Anand, Vivek. â€Å"A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markers†, CyberPsychology Behavior, 10.4(2007): 552-559. Anthes, Emily. â€Å"How video games are good for the brain.† The Boston Globe, NY Times Co., 12 Oct. 2009. Web. 18 Oct. 2010 Farrales, Bernard. â€Å"Violence in Video Games.† Violence in Video Games,   N.p., n.d. Web. 18 Oct. 2010 Fernandez, Alvaro. â€Å"Playing the Blame Game: Video Games Pros and Cons.† SharpBrains, SharpBrains, 26 Sept. 2008. Web. 18 Oct. 2010 Gallagher, Richard. â€Å"Video Games: Cons and Pros.† NYU Child Study Center, n.d. Web. 18 Oct. 2010. National Society Honor in Psychology, Sarah Howe, Jennifer Stigge, and Brooke Sixta interview with Dr. Craig Anderson: Video Game Violence, Web, (n.d) The New York Times, Should Stores Sell Violent Video Games to Minors? November 15, 2010.

Saturday, November 23, 2019

The 5 Worst Ways to Hunt for a Job

The 5 Worst Ways to Hunt for a Job Doing everything right and still not getting the gig? Make sure you’re not breaking any of these five hard-and-fast rules before despairing. The problem could be your strategy! 1. Getting stuck in search enginesFor every online application you submit, try to find an ‘in’ somewhere instead. Troll your LinkedIn for personal connections. Reach out. Use your network. That direct introduction could be the difference between an online application and an actual interview. Instead of doing keyword job searches, sign up to get Job Matches based on your entire profile.2. Applying to everythingYou’re amazing and you’re versatile, but you’re not qualified for everything. Make sure you’re not applying blind to absolutely every job, no matter whether you are qualified. Or, if you don’t look right on paper but can make a case for yourself, try and reach out directly to the hiring manager. If you’re not matching up to job requirements, co nsider taking a class or honing a new skill for the next round of applications.3. Expecting a breakSure, you’re a fast learner. But sometimes a company wants to hire someone who can jump right in the ring. Being a â€Å"fast learner† is great, but don’t expect that that will always get you through the door. Focus your energy instead on convincing your interviewer why you’d actually be perfect for the job, rather than claiming you can catch up as you go along.4. Being too aggressiveOkay, we get it. You’re looking for work. But networking is networking. Allow time to build a relationship before sticking your resume in a new connection’s face. Try and build a real relationship before you start asking for favors- or a job!5. Calling too muchIf you haven’t heard anything, play it cool. A simple, respectful follow-up email checking on their decision-making timeline will do fine. There’s a difference between proactivity and desperatio n. Make sure you’re on the good side.If you’re guilty of any of these five faux pas, consider trying a new strategy. These common sense guidelines should be a productive start.5 Job Search Tactics You Should Stop Immediately

Thursday, November 21, 2019

UPS Invests Essay Example | Topics and Well Written Essays - 750 words

UPS Invests - Essay Example Many of these objectives are going to be attained by monitoring, fuel consumption which will mean that they will be able to use less fuel during their activities. Another thing that the company aims at by introducing the new technology is to encourage responsibility and accountability of their employees. With the new technology they will be able to monitor their activities throughout the world. There are a number of things that United Parcel Service is doing in the bid of embracing technology. They are fitting their delivery vans with sensors that enable them to collect data about the activities that these vans are involved in. For the data that is collected to be inclusive the sensors are installed various parts of the vehicles. The parts of the vehicles that are fitted with these sensors include: the brakes, engine boxes, and the accelerators. A combination of data collected from these parts can help in coming up with inclusive information on the performance of these vehicles. The data that they aim at collecting include information about the routes used by the vans, the amount of fuel consumed by the vans, and amount of time that the engines are left idle. Given that most of their parcel transportation takes place through air transport, they also aim at conserving flight fuel, moderating flight speed, and regulating the routes that are used by their flights. The sensors that are used by their trucks will also see to it that the consumption of fuel is minimized. Every morning the drivers are briefed on the data that was collected from the vehicle that they drive (Sobey, 2009). Apart from the briefing the company also offers advice to the drivers on things that they could do to make sure that their activities contributes to the sustainability of the company. There are a number of ways in which United Parcel Service will benefit from virtualization. The

Tuesday, November 19, 2019

Using the data and information from the Why we still love IKEA case Essay

Using the data and information from the Why we still love IKEA case study - Essay Example According to Kwapong (2005), IKEA’s diversification strategy has been characterized by a direction and a scope targeting long term achievement through configuration of resources for manufacturing of the best furniture to fulfill the expectation of the customers. As clarified in the above case study, it is very clear how IKEA has implemented the Bowman’s Strategy Clock model together with the diversification strategy effectively through organizational activities. From an organizational perspective, IKEA Company has diversified into production of varied types of types of furniture stationed at different outlets across the world (Verbeke, 2013; Plunkett, 2008). As such, it has been possible for an organization to charge affordable cost on organizational products while still able to meet the market demand. Using the Bowman’s Strategy Clock, the case study has pointed out that the company communicates the organizational contents while encouraging the customers to adop t the concept of building IKEA’s brands in the market. With the adoption of perceived value characterized by low pricing, IKEA Company has gained popularity in different outlets thus achieving the organizational competitive advantage. As such, it has embraced the Bowman’s strategy clock as a framework for achieving more edge against various competitors in the furniture industry. As mentioned below, IKEA has incorporated varied directions as part of the strategy to ensure that potential customers receive a more affordable pricing in the market clarifies (Thomson, 2009). Based on the In Doyle (2011) clarification, IKEA Company has never chosen to compete in the furniture trade. As such, it has embraced the concept of bargain basement since some of the organizational furniture has not drawn the element of differentiation in Asian countries. However, IKEA has won customers loyalty

Sunday, November 17, 2019

Why Do Many People Choose to Illegally Download Music Essay Example for Free

Why Do Many People Choose to Illegally Download Music Essay Maybe it is all to do with the possibility at each one of us has purchased and album or a c.d. in the past with high expectations of it being all great, only to be completely let down and left un-impressed with your latest  £15 Investment which you and i both believe that is worth much less . Maybe then â€Å"steeling† that artists next album by downloading it for free from many different sources scattered across the internet is your way of letting them know of your frustration. If you dont like it , you have no loss i guess ! Should we be paying for music, still? The more I think about it, the more I question it all. But there is one thing I don’t question, as it is fact: when I get music and don’t pay for it, nobody but myself benefits. I am the only one coming out ahead. Ive paid nothing for what i have got. I’ve acquired something for nothing. Did I just steal? Is it stealing if I can justify to myself that it isn’t? Is stealing even wrong anymore? In this moderen day and age looking through the iPods of others i am fully aware that i am definatly not the only one that is not paying for the music that i have on my computer, does this mean that we are all criminals? But first, I’ll explain to you that I didn’t always purchase music. I’m sure you all remember The Pirate Bay. There were many other bit torrent sites avaiable at the time , however this is the one that has been brought to the publics attention over the past few years due to its founders being sent to court and charged millions in costs and left them facing a jail sentence. This site, as you all know, allowed people to download music for free. Well, as a teenager with little spare cash to actually buy albums, I just went ahead and downloaded and basically â€Å"stole† hundreds of songs for free. Aside from the personal benefits of purchasing music, I do it to support the artists that make it for me to enjoy. I’d like to think that if I poured my heart and soul into something, they’d return the favor by spending some money on it. It’s a sign of respect and gratitude. If I enjoy an artist’s music, why wouldn’t I purchase an album to support them so they can continue to make more music? Having said all this, I mentioned that I still download free music on occasion, and this is not something I’m ashamed of. The offering of â€Å"free music downloads† is a relatively new marketing technique first popularly attempted by Radio-head back in 2007 when they self-released their album In Rainbows online for a â€Å"pay what you want† price. Since then,  many musicians have adopted this marketing technique under the premise that if you allow people to pay a price of their choosing—even if it is zero dollars—more people will pay something for your album than if you have a higher, set price. There are many other examples and variations of this â€Å"free music† regime, including iTunes’ free Single of the Week, along with Starbucks offering a free iTunes download each week, as well. Several online artist friendly sites such as have emerged, giving artists control over how much they wish to charge their listeners for their music, or if they want to charge them anything at all. This is all well and good, but it still begs the question of why we should pay for music, especially since some artists are willing to literally give it away? I read recently stated that musicians should no longer feel entitled to be compensated for their music. The argument to support this claim explained that nowadays, one can simply record a whole album on one’s computer avoiding the high costs of producers, recording studios, and mixing and mastering engineers. I think my point is clear: if we don’t invest in the arts by way of purchasing music, we will eventually extinguish the option of even listening to it. There’s only so long that musicians will be able to make quality music for the masses without being compensated or receiving funding for it. Thanks to the Apple’s revolutionary iTunes store, as well as sites like, this is no longer valid. All these sites allow you to purchase an artist’s single for between  £0.89  £1.00 per song. You no longer need to pay for a whole album to get those one, two, three songs you want and the ones that you like. This new format of purchasing music has also inspired bands to write and record better albums, as they can no longer rely on one radio single to sell their whole album when people can sample the thing on the internet and realize the rest of it isn’t any good. It’s a win for the artists and maybe even more-so for the fans. With all of the options these days for sampling and purchasing music that are both artist- and listener-friendly, it still surprises me how many people still aren’t willing to pay for music. I know that we all struggle with finances as students, and can understand that money is in short supply for many of us, so paying for something you can get for free doesn’t make a ton of sense; I just hope that if you are saving your money right now by not  paying for music, you’ll remember this and not hesitate to throw a abit of money in the way of the artist that have spent their own time, money and energy creating music for all of us to enjoy.

Friday, November 15, 2019

Topology Essay -- Math Mathmatics

Topology The two main figures of Topology, the spheroid and the torus. Shown together like this, they create the symbol for the sun in ancient times (2, 1). The field of mathematics encompasses many different sub-fields which have been studied and researched for a very long time. One of the most intriguing divisions of mathematics is topology. Topology, the mathematical study of the properties of objects which are preserved through deformations, twistings, and stretchings (4, 1), is rooted far back in time; so far back that it outdates all recorded history (2, 1). Modern topological mathematics was introduced in the late 19th century by a mathematician named Henri Poincare` (2, 2). Poincare` Pictures Henri Poincare` was born in Nancy, France in 1854. He received his education at The Ecole Polytechnique and the Ecole Superieur des Mines in Paris (8, 1). Poincare` then spent from 1879 to 1896 lecturing and teaching an array of fields ranging from physical and mathematical mechanics to celestial mechanics at both the University of Caen and the University of Paris. Although Poincare` was considered a physicist, his greatest accomplishments came in the fields of topology, differential equations, and probability, all mathematical fields (8,1). Poincare`’s greatest exposure to the public came in 1887, when King Oscar of Sweden announced that he would award 2,500 crowns to any man who could prove the stability of the orbital dynamics of our solar system. This was a great problem for the mathematicians of the day, and a very significant problem for every being on our Earth (2, 2). If the stability of the orbits could not be proven, one could not rule out the possibility of Earth be ing hurtled into space by the influence of the other p... ...logy and its functions. Works Cited Fauvel, John. MÃ ¶bius and his Band, Oxford University Press, New York, 1993. Gilmore, Tom. Mathematics of Topology,, 4 pp., 12/5/99. Klein,, 2 pp., 12/9/99. MÃ ¶bius Strip,, 4 pp., 12/9/99. Paper Strip,, 5 pp., 12/14/99. Poincare,, 2 pp., 12/9/99. 7. Poincare, Henri,, 1 p, 12/9/99. 8. Poincare, Jules Henri, Microsoft Encarta 1999 ed., Microsoft Inc. 9. Tarot FAQ Version 2,, 12/10/99. Topology,, 3 pp., 12/9/99.