Thursday, December 26, 2019
Essay about Power Plant - 2198 Words
Project Charter Cambridge Bay, NWT Power Generating Station Replacement Submitted by: Student # MSTM4040 ââ¬â Assignment #1 Feb 10, 2013 Table of Contents Section 1. Charter Introduction 3 1.1 Document change control 3 1.2 Executive summary 3 1.3 Authorization 4 Section 2. Project Overview 5 2.1 Project summary 5 2.2 Project goals, business outcomes, and objectives 6 2.3 Project scope 6 2.3.1 Boundaries â⬠¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦7 2.4 Milestones 8 2.5 Deliverables 8 2.6 Project cost estimate and sources of funding 9 2.6.1 Project cost Estimate â⬠¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦.9 2.6.2 Sources of Funding â⬠¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦Ã¢â¬ ¦...9 2.7 Project risks, assumptions, and constraints 10 Section 3. Projectâ⬠¦show more contentâ⬠¦To develop a reliable source of electricity for Cambridge bay Risks: working in remote location when building a large construction project, there are unknown cost involved. An important new risk is the cost of complying with potential greenhouse gas emission regulations. Sea lift delays and the potential of not having the contracts written on time and developed in detail. Estimated total costs. 3 x 2 mega what generators - $1,500,000; Building - 2,000,000; auxiliary equipment- $1,000,000; other costs - $500,000 1.3 Authorization _______________________________________________ ____________________________ Lorne Kusugak Date Executive Sponsor Minister Responsible for Quilliq Energy Corpââ¬â¢s _______________________________________________ ____________________________ Simon Merkosak Date Project Sponsor Chair, Board of directors for Quilliq Energy Corp _______________________________________________ ____________________________ Peter Mackey Date Project Manager CEO Quilliq Energy Corpââ¬â¢s ______________________________________________ ____________________________ Frank Downey Date Project Engineer Quilliq Energy Corpââ¬â¢s _______________________________________________ ____________________________ John Smith Date Mayor,Show MoreRelatedThe Power Of Power Plant Essay1515 Words à |à 7 Pages Power plant (also known as power plants or plant) is a manufacturer of power generation plants. Use it to indicate the engine plant in large vehicles, ships, aircraft, etc.. Some people like to use the word energy center because it more accurately describes what to do with the plant, it is converted into other forms of energy, such as chemical energy, gravitational potential energy, thermal energy into electricity. However, this plant is the most commonly used term in the United States, and in theRead MoreThe Fukushima Nuclear Power Plant Essay760 Words à |à 4 PagesThis paper will address how the Fukushima Nuclear Power plant violated the following NSPE Canons of Engineering Ethics: holding the paramount of safety, health, and welfare of the public, and avoiding deceptive acts. The misjudgment and underperformance by the engineers during the 2011 Tohoku Earthquake caused a large uproar of rejection towards nuclear power in Japan, which could have been prevented if the engineers h ad not misconducted before the events. On March 11th, 2011, the northern sectionRead MoreNuclear Power Plants1965 Words à |à 8 Pageseconomists praised it as the future of energy. While nuclear power remains the most efficient form of energy (Nei.org, 2013), its early proponents failed to take into account the potentially devastating effects of a power plant overloading and exposing radioactive waste to nearby populations, and catastrophic events like the Chernobyl and Fukushima disasters have substantially undermined the promise of Nuclear Energy. The question of whether nuclear power will become the standard of energy production remainsRead MoreFloating Power Plant1814 Words à |à 8 PagesFLOATING POWER PLANT [pic] By K. SRIKAR 10071A0228 VNR VJIET Ph no: 8341103940 Srikar.kollur@yahoo.com CH. PRADEEP 10071A0211 VNR VJIET Ph no: 7207606693 cheedaypradeep@gmail.com ABSTRACT: The concept of the Floating Power Plant is so far the only one known in the world that has combined the two energy forms and has an operating prototype. Our abstract deals with the Floating Power Plant, the current prototype is called PoseidonRead MoreSecurity of Power Plants in Pennsylvania881 Words à |à 3 PagesSecurity of power plants Existing measure. There are many security measures enforced within the premises of the plants and also in their surrounding areas. All the plants in Pennsylvania comply with the NRC standards. They follow what is called as a ââ¬Å"Design in Depthâ⬠strategy. All the plants have multi-level security checks. Background verification is done for all the employees regardless of their positions. Metal detectors are there in all the plants. There is 24X7 surveillance around the area.Read MoreThe Power Plant Of Satara And Supa Essay1025 Words à |à 5 PagesWind power plant Supa power plant The power plant in satara and Supa (Maharashtra in India) is managed by Tata motors Ltd. Introduction The project activity has been undertaken to harness the available wind power potential located at two locations, named as Supa and Satara, in the state of Maharashtra. Project activity comprises of total 51 numbers wind converters, with each machine having a capacity of 350 kW and 3 numbers with each machine having a capacity of 1000 kW. Suzlon Energy Limited, IndiaRead MoreKoodankulam Nuclear Power Plant1765 Words à |à 8 PagesKOODANKULAM NUCLEAR POWER PLANT Koodankulam Nuclear Power Plant is a nuclear power station currently under construction in Koodankulam in the Tirunelveli district of the southern Indian state of Tamil Nadu. Project investment cost to India was estimated to be US$ 3.5à billion in a 2001 agreement. History An Inter-Governmental Agreement on the project was signed on November 20, 1988 by Prime Minister Rajiv Gandhi and Soviet President Mikhail Gorbachev. The project remained in limbo for 10 years dueRead MoreThe Costs Of Geothermal Power Plant1651 Words à |à 7 Pages8. Cost Like some other renewable energy technologies, the costs of geothermal power plant are mainly on construction and early expenses, while cost much less in operation and maintenance. 8.1. Capital Cost This capital cost covers all initial costs, including exploration cost, drilling cost, power plant construction cost, and gird connection cost [1]. 8.1.1 Exploration Cost The exploration costs contains the costs of preliminary survey, permits, market analysis, exploration, feasibility study,Read MoreNuclear Power Of A Nuclear Plant1237 Words à |à 5 PagesA nuclear plant is a power station that generates electricity using nuclear energy by heat. Fukushima Daiichi Nuclear Power Plant is a disable nuclear power plant in Japan. It was first committed in 1971. An accident happened on the 11th March 2011 and high radioactive releases within a week has made huge damages and impact on the environment the population. Only two events like this have happened in the history. The other one was Chernobyl accident in April 1986. Nuclear plants work the same wayRead MoreThe Lifetime Of A Nuclear Power Plant Essay776 Words à |à 4 PagesThe lifetime of a nuclear power plant is planned to be 40 years. Recently there are trails to raise this life in new constructions as well as the old ones to 60 years (1-4). During this prolonged lifetime components are exposed to degradation that may affect safe operation of the plant. Such influences affect pressure retaining items of the plant including reactor pressure vessel, reactor piping, bolting and threaded fasteners, steam generator materials and several other items (5). The Reactor Pressure
Wednesday, December 18, 2019
Humanity has adapted to human trafficking in order to...
Humanity has adapted to human trafficking in order to create beneficial rewards for themselves. Human trafficking is the trading of humans among other humans. People used this crime for sexual slavery, forced labor, and for the extraction of organs. Human trafficking crimes commonly are the effect of places needing resources. In order to receive these resources, they need workers so they force upon others to make profit for a small price. What is human trafficking Human Trafficking is the trade in humans, mostly used for purpose sexual slavery, forced labor, or sexual exploitation, prostitution. Others may use the humans for extraction of organs. ââ¬Å"Human trafficking is one of the most hideous crimes in today 21st century â⬠said the ICEâ⬠¦show more contentâ⬠¦The second event was the collapse of the soviet union in the nineteen eighties. This caused the eastern European regionââ¬â¢s government to weaken, giving criminals the ability to facilitate kidnapping and trading in that territory. The collapse also disrupted the social fabric, which caused more trade and more profitable trade because ostensibly, criminals ran the territory. One of the biggest and the final event that caused the widespread human trafficking epidemic was the successful formation of the European union. The European union broke down barriers in a vast area in Western Europe, this, in turn largely eased the cost and difficulties of trafficking people wit hout documentation across borders to other countries. There is another event that occurred that is not very looked out but it is the massive outsourcing of manufacturing. This regards to labor trafficking and is happening because the factories of Asia and south America are far less regulated and the labor markets are also far less regulated so the trade of slaves is much easier. This trend has only been accelerated by the global economic downturn. Statistics The majority of human trafficking victims are children and women between the ages of 18 and 24, 43% of these victims are females, andShow MoreRelatedOne Significant Change That Has Occurred in the World Between 1900 and 2005. Explain the Impact This Change Has Made on Our Lives and Why It Is an Important Change.163893 Words à |à 656 PagesCentury â⬠¢ Jose C. Moya and Adam McKeown 9 â⬠¢ 2 Twentieth-Century Urbanization: In Search of an Urban Paradigm for an Urban World â⬠¢ Howard Spodek 53 3 Women in the Twentieth-Century World Bonnie G. Smith 83 4 The Gendering of Human Rights in the International Systems of Law in the Twentieth Century â⬠¢ Jean H. Quataert 116 5 The Impact of the Two World Wars in a Century of Violence â⬠¢ John H. Morrow Jr. 161 6 Locating the United States in Twentieth-Century World History Read MoreSda Manual Essay101191 Words à |à 405 Pages............................................................. Funds of Auxiliary Organizations ............................................. Safeguarding the Purpose of Funds ......................................... Money for Personal Literature Orders .................................... Proper Method for Payment of Money by Members ................ Receipts to Church Members ................................................... Proper Method of Remitting Funds to the Conference/ Mission/Field .Read MoreInternational Management67196 Words à |à 269 Pagesbilateral trade agreements pose additional challenges to global managers and multinational companies. In addition, the BP oil spill in the Gulf of Mexico has renewed calls for corporations to do more to protect the planet and governments to get tougher with companies in terms of oversight and accountability. The a dvent of social networking and other media has transformed the way citizens interact and how businesses market, promote, and distribute their products globally. The same can be said for mass collaboration
Tuesday, December 10, 2019
What Is Personality free essay sample
What is personality? Everyday people meet new people and sometimes they try to figure them out in order to see what kind of personality they have. People do this subconsciously or unconsciously. Personality isnt easily defined because its a broad topic that is still being researched. A brief definition of personality would be that personality is made up of characteristic patterns of thoughts, feelings and behaviours that make a person unique that means that the personality of an individual rarely changes and someones personality will not completely be the same as the person next to him/her ecause they are individuals and they are unique in their own way. The purpose of this review is to determine whether a persons personality traits can be a factor in an employees productivity in the workplace. Personality as stated above is a broad topic and to try explaining the whole topic in this literature review in its entirety would be impossible. We will write a custom essay sample on What Is Personality? or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Personality has fundamental characteristics that in the end form the personality of one person, some scientists believe that the personality an individual posses can be attributed to the genes that they are born with but there are some hat dispute that theory because they believe that your personality is developed with time and life experience. What are personality traits? Personality traits are distinguishing characteristics that make a person who they are they are unique to that person alone. Even though a lot of people might have similar personality traits each person combines these traits on a different way to create one unique irreplaceable assortment of traits that make up their individual personality. The Big Five trait theory is the most commonly used theory to determine a persons personality. They are also referred to as the Five Factor Model or FFM (Costa McCrae, 1992), and as the Global Factors of personality (Russell Karol, 1994). Openness is the first personality trait that forms the base of the big five theory, basically it refers to how open a person is to new things. This trait differentiates creative people from people that arent creative. People that tend to have a high score in openness are more in tune with their feelings on the other hand people that have low scores in openness are less open to trying new things, they are more traditional and they are straight forward. Conscientious is the second trait that forms part of the big five theory, this basically refers to the dedication and discipline the person shows in terms of the things that they are passionate about and whether they actually finish what they start. This specific trait refers to people that shy away from spontaneous behaviour and impulsive behaviour i. e. they prefer to have a plan and be in control. Extraversion is the third trait, it refers to whether the person is comfortable being in the company of others whether they are strangers or acquaintances. If the person has a high score then they can be considered an xtrovert because they can easily adapt to any situation and they can be the life of the party whereas if the person has a low score then the person can be considered an introvert meaning that they tend to be more shy amongst people that they know or dont know they are not very social and most times prefer to be by themselves. Agreeableness is the forth trait, it refers to how a person gets along with the people around them whether they are strangers or not- i. . the person is controntational or not. If a person has a high score on this trait then they tend to be more generous, riendly, and compassionate and their willingness to compromise with others they tend to shy away from confrontation. However if a person has a low score then they are deemed to be highly confrontational and unfriendly they are the complete opposite of agreeable individuals. Neuroticism is the final and fifth trait and it refers to how emotionally s table a person is. This trait determines the how emotionally stable a person is therefore people with a high score in neuroticism are emotionally reactive and they are more vulnerable to stress because they view minor stresses as ery difficult to deal with. People that have a low score are less emotionally reactive meaning that they are calmer and emotionally stable. There is an abbreviation for all five traits OCEAN. Work performance isnt easily defined because its still being researched till today, what it basically is, is how a person does their Job and whether they do it well or not. Personality traits cant be completely attributed to a persons work performance i. e. their productivity it is dependent on the type of Job. An example of this would be a sales person, a person that would have a low score on rait extraversion would have a low performance in terms of them achieving their sales targets because they are considered introverts and being a salesperson would require them to be more social then what they are comfortable with. Job absence is also a part of Job performance because if an employee isnt at work that reflects negatively on their productivity at the workplace.
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 Platoââ¬â¢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 siblingsââ¬â¢ 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 Platoââ¬â¢s philosophical beliefs, specifically his conclusions about the Allegory of the Cave. However, the movie can also be loosely related to Platoââ¬â¢s noumenal and phenomenal realms in the sense that it is hard to tell the difference between the intelligible and sensible realms. Platoââ¬â¢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. Platoââ¬â¢s first conclusion explains why gathering knowledge and education can be difficult. The movie is a parallel because David and Jenniferââ¬â¢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 universeââ¬â¢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 perspectiveââ¬âthe town leaders tried everything they could to forbid people from leaving their perfect little world. This parallel of the cave explains Platoââ¬â¢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 Platoââ¬â¢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 Davidââ¬â¢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. Jenââ¬â¢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. Platoââ¬â¢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 philosopherââ¬âthe teacher must help others escape from the cave to experience life. Everyone that turned to color towards the beginning of the movie were the ââ¬Å"philosophersâ⬠or ââ¬Å"teachersâ⬠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. Platoââ¬â¢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. Platoââ¬â¢s Allegory of the Cave and Gary Rossââ¬â¢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 Platoââ¬â¢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 childrenââ¬â¢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 scientistsââ¬â¢ 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 gamesââ¬â¢ 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 oneââ¬â¢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 Koopââ¬â¢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 oneââ¬â¢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-Huiââ¬â¢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 Anandââ¬â¢s study, there is a negative correlation between the time spent by student playing video games and the studentââ¬â¢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 writerââ¬â¢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 beingââ¬â¢s image, in a manner that is ââ¬Ëpatently offensive, lacks serious artistic, scientific, political or literary valueââ¬â¢, 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. à à Anand, Vivek. ââ¬Å"A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markersâ⬠, CyberPsychology Behavior, 10.4(2007): 552-559. Anthes, Emily. ââ¬Å"How video games are good for the brain.â⬠The Boston Globe, NY Times Co., 12 Oct. 2009. Web. 18 Oct. 2010 Farrales, Bernard. ââ¬Å"Violence in Video Games.â⬠Violence in Video Games,à N.p., n.d. Web. 18 Oct. 2010 Fernandez, Alvaro. ââ¬Å"Playing the Blame Game: Video Games Pros and Cons.â⬠SharpBrains, SharpBrains, 26 Sept. 2008. Web. 18 Oct. 2010 Gallagher, Richard. ââ¬Å"Video Games: Cons and Pros.â⬠Education.com. 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 youââ¬â¢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 ââ¬Ëinââ¬â¢ 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 everythingYouââ¬â¢re amazing and youââ¬â¢re versatile, but youââ¬â¢re not qualified for everything. Make sure youââ¬â¢re not applying blind to absolutely every job, no matter whether you are qualified. Or, if you donââ¬â¢t look right on paper but can make a case for yourself, try and reach out directly to the hiring manager. If youââ¬â¢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, youââ¬â¢re a fast learner. But sometimes a company wants to hire someone who can jump right in the ring. Being a ââ¬Å"fast learnerâ⬠is great, but donââ¬â¢t expect that that will always get you through the door. Focus your energy instead on convincing your interviewer why youââ¬â¢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. Youââ¬â¢re looking for work. But networking is networking. Allow time to build a relationship before sticking your resume in a new connectionââ¬â¢s face. Try and build a real relationship before you start asking for favors- or a job!5. Calling too muchIf you havenââ¬â¢t heard anything, play it cool. A simple, respectful follow-up email checking on their decision-making timeline will do fine. Thereââ¬â¢s a difference between proactivity and desperatio n. Make sure youââ¬â¢re on the good side.If youââ¬â¢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
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