Saturday, November 16, 2019

Impact of Sound on the Film Industry

Impact of Sound on the Film Industry The Advancement of Film: Through Sound During the late 1880s the motion camera was invented, a few years later the film industry was created. The first films were usually about everyday life, people walking or playing a prank; these films were usually very short. This was the era of the silent film. Gradually film started to expand rapidly, new technology enabled films to become more complicated, with a storyline and the camera angles. â€Å"The Great Train Robbery†, was one of the first films to incorporate the different camera shots while having a story line. The only thing that these movies were missing was the use of dialogue, sound effects, and music. Sound is truly one of the things that set the film industry on a path to successes. Film makers are continuously use sound to aid them in convening the emotions they want their audience to feel when they watch their movies. Though much of the advancements of the film industry, sound has become the most important aspect of movies; it has come a long way since the â€Å"silent era† in film history, movies would not be the same without it. The start of the film industry was a huge land mark in itself, but without incorporation of sound, they would not have become the multimillion dollar industry that it is today. In the late nineteenth and early twentieth century Americans were flooding into theaters to watch the latest movie that was out, but in those days the movies were generally very short and had no audio. To compensate for the lack of sound theaters would often have a pianist playing music on a piano or on the organ; he would provide the necessary sound affects movies needed. The Lumià ¨re Brothers were very popular in creating these early silent films. Thomas Edison had been trying to come up with a way to incorporate sound in to film with the use of a phonograph but was un- successful. But his ideas would lead to the huge milestone for the advancement of sound in film during the nineteen twenties. In early portion of the twentys the Vitaphone was invented. â€Å"The Vitaphone was a sound-on-disc system using multiple 33 1/3 rpm discs developed by Bell Telephone Laboratories and Western Electric In August 1926, Warner Brothers debuted the first Vitaphone film Don Juan† (Kay). Thought this movie did use the Vitaphone, to replace the organist, the film still did not use dialogue. The first film to incorporate the use of music and dialogue was The Jazz Singer, this was considered the end of the â€Å"silent era and beginning of the â€Å"talkies†. In 1928 Walt Disney would release the move Steamboat Willie â€Å"It was the first film to completely create a soundtrack in post production including sound effects, music, and dialogue† (Kay). Many critics at the time believed that the incorporation of sound with the actual movies would lead to the down fall of the art, and would ruin the entertainment value. Boy was they wrong the advancement of sound lead to a more hooked audience who couldnt seem to get enough of the theater. These early advancements in sound would aid in the perfection of sound. With the creation and incorporation of sound in movies, film makers wanted to finally be able to perfect the art and be able to use it to convey the cinematographer message more efficiently. One of the most significant achievements in film history was made by Murray Spivak, who was the sound director for King Kong â€Å"[He] was the first person to manipulate sound in a creative way. Spivak used the sound of a lions roar slowed down one octave mixed with the sound at unity pitch† (Kay). Spivak used sound in a way that it had never been used before; he also paved the path for future sound directors. Walt Disney became renowned in nineteen forties he created some of the most important innovations in sound, some of which are still being used today. Some of these creations included the pan-pot, overdubbing of orchestral parts, the multichannel surround system, and simultaneous multi-track recording; just to name a few. The film Fantasia by Disney was the first to use â€Å"[The] state-of-the-art digital sound dubbing and screening facility. Sound mixers blend dialogue, music, and sound effects tracks to the various levels appropriate for a movie theater† (Walt Disney Internet Group). This technology allowed them to make a audience sit on the edge of their seats because the sound could excite a theater thats was three quarters of the way full. This was a huge advancement in technology and Walt Disney definitely set the benchmark high. Before Disney movies did not have the seamless interaction between dialogue, music, and sound effects; they were very choppy and were one of the biggest complaints from movie goers. Another important creation in the advancement of sound was created by Ray Dolby who in 1965 invented the â€Å"Dolby A-type ® noise reduction. It was a sophisticated new form of audio compression and expansion that dramatically reduced the background hiss inherent in professional tape recording without discernible side effects on the materi al being recorded† (Dolby Laboratories Inc ). Its original purpose was for use in recording studios to produce clearer tracks; but the film industries used it as an aid to allow them to make clearer sounding movies. In 1976 â€Å"A Star Is Born became the first Dolby Stereo film. Dolby Stereo was a 4-channel format phase matrixed into a two channel format† (Kay). This was significant because, on the Dolby Stereo they could encoded it into any format including FM, tape, or recording. The present day of sound extends from about the nineteen eighties to today, we are still coming up with advancements in the way we use sound. The main goal for Sound directors today is to make dialogue, sound effects, and music blend together in a seamless fashion to the point that it seems realistic. This illusion is created from the new technology that we have today such as Dolby Digital which is the standard in the industry, it is also used to record sound on to DVDs. With the creation of louder higher definition speakers in theater and surround sound for home theaters; the stress for sound directors is becoming more and more important. They have their job cut out for them because; this new technology is making it easier to pick out flaws in sound. To make sure that sound quality is near perfect sound directors work on a single move for months and months editing in and out different sound clips, playing with the frequency and pitch of the sound until it is perfect. With the higher definition speakers big blockbusters often dont spare cost when it comes to sound. Image watching a movie like the Fast and the Furious or the Terminator without sound or bad quality sound, it would not be the same right. Sound improves the quality of the movie. That is why sound directors spend so much time on perfecting there art, so you can every horse in the engine when it is revving or bullets hitting off of a metal robot. It is these qualities that make movies so aesthetic to watch and listen to. The innovation of sound in movies has come a long way, and will continue to grow, it is one of the most important factors in a movie and can make or break a Hollywood blockbuster. Sound has come a long way from the â€Å"silent† era in film history. After the â€Å"silent† films came the â€Å"talkies† the firs movies to use sound. With ingenious innovations form such patrons as Walt Disney and Ray Dolby, we are able to experience the best sound in movies. It is the sound in movies that creates suspense that makes us sit on the edge of our seats with our heart rushing. Without the use of sound this would not be possible. The movies that scare us and leave us panting wanting more could not happen without the scary background music. People use to believe that sound actually would ruin the art of cinematography, it has done the opposite movies today are just getting better and better. Without sound in movies we would just be left looking at a screen. Works Cited Dolby Laboratories Inc. Dolby The Companys Founding. Dolby Laboratories. Web. 11 Mar. 2010. . Kay, Jonathan. Film Sound History: 20s. Middle Tennessee State University. Web. 12 Mar. 2010. . Walt Disney Internet Group. History. The Walt Disney Studios. Web. 13 Mar. 2010. .

Wednesday, November 13, 2019

Mimicking the Natural Environment Essay -- Agriculture Nature Essays

Mimicking the Natural Environment In Clifford Geertz’s article, Two Types of Ecosystems, he suggests that the uneven distribution of the Indonesian population is in direct correlation with the different methods of agriculture used by those in the densely populated area and those in the less populated area. Geertz explores the distinct characteristics of two methods of cultivation in Indonesia, swidden and sawah agriculture. Swidden agriculture, as described by Geertz, is when the forest is burned and cleared so new crops can be sowed. The nutrients from the burned plants are used as a natural fertilizer to insure growth of its variety of crops. Swidden agriculture works in a cycle, once the nutrients in the soil are depleted, the field is abandoned to the forest, which quickly takes over, and the cultivator begins the process at a new location. Geertz describes sawah agriculture as an irrigated flooded paddy field, such as a wet-rice field. In this field only one crop, rice, is planted, intensive labor is need and the fields are rarely allowed to return to their natural state. Thus, for swidden agriculture more land area is needed than for sawah agriculture. Geertz concludes that this is why sawah agricultural methods are practiced on the densely populated island of Java, and swidden on the less densely populated islands. Although the Indonesians analyzed by Geertz live half way around the world from the Guarani of Paraguay and Brazil, the agricultural ecosystems are relevant. In Richard Reeds ethnography, Forest Dwellers, Forest Protectors, he explores the Guarani people and how they have maintained themselves in their diverse ecosystem for thousands of years. The Guarani people have adapted to life in the dense ... ...ystem are still active members of that ecosystem and can either live with in its means, or exploit it for their own. The Guarani of Paraguay and Brazil, as described by Reed, mimic their surrounding environment, living with in its means and with in its carrying capacity through the practice of agroforestry. Geertz also depicts the outer islanders of Indonesia as living within their means and with in their carrying capacity by the utilization of slash and burn agriculture. Geertz also explains the results of a society that exploits its ecosystem with unnatural land use, such as Java Indonesia which is overpopulated and crowed. In their texts, both Geertz and Reed, show the importance of a society living as close to its natural environment as possible. Works Cited: Clifford Geertz: "Two Types of Ecosystems" Richard Reeds: "Forest Dwellers, Forest Protectors"

Monday, November 11, 2019

Nik’s CATIA V5 Tips and Techniques

The following is an archive of Nik’s CATIA V5 Tips and Techniques. To unleash the full functionality of CATIA V5, attend an AscendBridge CATIA Course or request a one day mentoring at your site. Call 1-888-326-TEAM or email [email  protected] com #1 Tips and Technique Q: Do you know how to convert a 2D drawing view (in dwg format) into a 3D Part using Advance Part Modeling options of CATIA V5? A: You Can use any 2D view with various drawing objects (even in dwg format) to create a 3D Solid. Copy the 2D view from CATIA drafting screen into Sketcher as sketch. As the sketch contains multiple Profiles you can not make a solid feature by simply selecting the given sketch, as a error prompts: Several Open Profiles If you select Yes the Feature definition box appears. Right click in blue area in front of ‘Profile/Surface Selection' Click on ‘Go to Profile Definition’ in Contextual menu Profile Definition Dialog Box opens Select the Part of Sketch you want to use for that feature. You can go on creating other features using same sketch but different sub profiles to make the final 3D Part. This method also helps in reducing the number of sketches in your Part history tree while modeling complex solids and better management of features using sketches. AscendBridge Solutions Inc. 1-888-326-TEAM www. ascendbridge. com Nik’s CATIA V5 Tips and Techniques #2 Tip and Technique Q: Did you know that designers can key in values in combination of units or in formulas in CATIA V5 dialog boxes? A: You can key in values in any CATIA V5 dialog box in the following formats irrespective of the Standard set units. For example if the length Units are set in mm and you are keying in the value for PAD length (as shown in Fig-1A) You can key in 10in and the PAD will measure 254mm (as shown in Fig-1B) AscendBridge Solutions Inc. 1-888-326-TEAM www. ascendbridge. com Nik’s CATIA V5 Tips and Techniques Also try to key in ((5in*6)/4)+9mm+500micron and click Preview the PAD will measure 200mm. The software automatically computes the entered value (even in the form of complex formula with combined units) equal to the units set in the CATPart and generate features with correct computed measurements. AscendBridge Solutions Inc. 1-888-326-TEAM www. ascendbridge. com Nik’s CATIA V5 Tips and Techniques 3 Tip and Technique Q: Do you know how to create a Hole with reference to center of another Hole in a Block or Plate using hole feature in CATIA V5? A: You can create a Hole with reference to center of another Hole in a Block or Plate using HOLE feature in CATIA V5 by following this procedure: †¢ †¢ †¢ HOLE Command Select the face of Block / Plate Select the Sketcher Icon †¢ †¢ Rotat e the view Create two constraints Horizontal Measure & Vertical Measure between Axis of previous hole and the Center Point of new Hole †¢ †¢ Exit the Sketcher Work-bench and OK in Hole Dialog-box. New hole located from center of previous hole is created. AscendBridge Solutions Inc. 1-888-326-TEAM www. ascendbridge. com Nik’s CATIA V5 Tips and Techniques #4 Tip and Technique Q: Do you know how to create multiple corners on a complex Profile, of equal radius and related to each other in CATIA V5 Sketcher? A: You can create multiple corners on selected points on a Profile in one step by following this procedure: †¢ Draw a required complex Profile in CATIA V5 Sketcher (as shown in Fig-1) †¢ Multi-select all the points on the Profile where the corners are required and select the Corner icon. Key in Radius value (as shown in Fig-2) The corners are created at all the selected points on the profile with given radius. (as shown in Fig-3) †¢ For modifying the radius of all the corners in one step just double click on first selected corner (without f(x) symbol) and key in the new value all the corners get updated to new value. The all corners created on the profile with this method are related to the first selected corner with a formula. But if required the formula can be modified or deleted in order to change the radius of any corner independent of the others. AscendBridge Solutions Inc. 1-888-326-TEAM www. ascendbridge. com

Friday, November 8, 2019

Youth Culture in the last 20

Youth Culture in the last 20 Introduction Youth culture has been described as the tendency by the youth to differ from their immediate and cultures. Youth culture sprang out as a reaction to the educational, political and economic changes after World War II in Western civilization (Helping youth conference, 2005).Advertising We will write a custom research paper sample on Youth Culture in the last 20-30 years: New York, London and Tokyo specifically for you for only $16.05 $11/page Learn More Also, pop culture is the short form of popular culture and can be categorized as the values, language, attitudes, music and entertainment of the masses. Today, popular culture is depicted in the major media which include movies, radio, television and the World Wide Web or the internet. However, different regions will have slightly different pop culture depending on the evolution that took place in time (Cooper, 2000). In the paragraphs that follow, are the descriptions of how youth culture within t he last 30 years influenced New York, London and Tokyo cities. New York City and Pop Culture The youth culture became an accepted form of life in several developed nations and was easily emulated by other nations. Changes in the youth culture manifested itself in strange behavior and lifestyle such as strange dress codes by the female youths and funny haircuts by the males. An example, Punk, used the â€Å"do it yourself† aesthetics with a message that any person can become a musician to attack to the previous generation of the hippie subculture (Faqs.org, 2008). Punk tried to negatively impact the society’s mass marketing, but surprisingly, it also turned into a style for shoppers around the globe. The availability of records and dressing styles was welcome among most of the youth who would adopt the lifestyle even without joining particular subcultures (Faqs.org, 2008). Youth culture has become younger and older at the same time by assuming new meanings. As such, som e people take on their youth culture into their adulthood in a move that tries to explain the situation as a lifestyle (McRobbie, 1999).Advertising Looking for research paper on cultural studies? Let's see if we can help you! Get your first paper with 15% OFF Learn More It is evident that youth cultures in the last 30 years have had a strong influence in the current lifestyle of people in New York City. Some of these influences are depicted in the media like film, popular music, television, and the internet. Alternatively, youth has been defined as post-adolescent and pre-adult groups, or as the 1.1 billion young people who are between the ages of 15 and 24 years according to the United Nations (Kett, 1977). It has been noted that the youth form the largest portion of the most media and technologically literate people of their society. As a matter of fact, the youth are considered as the primary engine for the growth of global media culture and are targeted a s a consumer class by multinational corporations (Klein, 2000). As noted earlier, youth movements like punk from 1980s onwards led to the rise of the hip-hop culture, and the violent rap subculture styles called â€Å"gangsta†. Past youth culture has influenced most of the activities that currently takes place in New York City in several ways. This influences range from the type of music, movies, dressing styles, TV shows and languages among many more. For instance, most of the youths and adults in New York prefer certain music to others due to influence by culture. As such, rap and hip-hop music have taken the top like in most of the fan beyond the than other genres of music like country and R B (The Youth Popular Culture Institute, 2004). Movies that undermine religious values and the use of crude language on Television can also be associated with culture (Savage, 1988). Culture has also influenced the dressing style of most of the youths and adult due to the adoption of s trange and unique designs. London and Pop Culture In the British society, Industrialization, urbanization and the development of an information-based society started in the late period of the 18th century.Advertising We will write a custom research paper sample on Youth Culture in the last 20-30 years: New York, London and Tokyo specifically for you for only $16.05 $11/page Learn More After its establishment in the region, it spread to the United States and Europe. When most of the world nations achieved almost the same status of power in the 1980s, the rise of centers such as European, United States and Japan occurred. This is the same to the cultural values, political systems, and economic institutions that exist in different nations (Hebdige, 1979). In London, the influence of youth culture is mild considering that the adult culture is firmly established. As a result of this influential factor, there has been an associated maturity in character of the Lo ndon youth as compared to the same youth culture from Tokyo. In New York, the yuppies form new elite; therefore, they form part of a dominant class and a new setting. Tokyo and Pop Culture The youth culture in Tokyo naturally differs from that in London in various ways. The key difference, however, is that youth culture was established late in Tokyo as compared to the time it developed in London. In addition, it is inevitable to note that the youth in Tokyo received far less support from their population when compared to the same from the Western regions. A strong influence by Japan’s farming and military cultures existed and shaped the culture significantly (UCLA Center for East Asian Studies, 1994). Below are the generations of youth cultures that developed in the 1980s and helped to shape the existing cities. Characteristics of Contemporary Youth Culture The youth culture shall be analyzed using generational analysis starting with the comparison of Shinjirui and Yuppies â €“ New Youth Culture in the 1980s. Shinjirui is defined as a new type of youth which had a vague social character (UCLA Center for East Asian Studies, 1994).Advertising Looking for research paper on cultural studies? Let's see if we can help you! Get your first paper with 15% OFF Learn More Unlike the baby-boomer generation, the media had much more interest directed to this youth category. The group was also targeted by the consumer market due to its shown potential. This category of the youth was identified by strong individualism, expressionism, and predilection toward consumer behavior. The shinjirui were the first generation of the youth to be brought up in an affluent consumer society that was not crude but an advanced consumer culture (UCLA Center for East Asian Studies, 1994). On the other hand, the yuppie culture from the 1980s had high educational achievement, with high income and industrious. The second youth culture is the Baby-Boomer Junior Generation – New Youth Culture in the 1990s. During the 1990s, the youth culture underwent another change to the junior generation of baby boomers who has a more adaptive social character as compared to the shinjirui culture. The adaptability is considered in three situations as in fluid adaptability, flattering a daptability, and anticipatory and clear adaptability (UCLA Center for East Asian Studies, 1994). Flattering adaptability is where a one will try to adapt to the environment if there is a difference between the environment and the subject. On the other hand, fluid adaptability is one in which another choice is made when the individual does not match with the environment. Lastly, anticipatory and clear adaptability is where a different alternative is provided where an individual cannot select any of the above options. They are identified as a group which were natured in an in the information age world. Comparative Analysis From the early 1980s, there has been an increased resemblance of the youth cultures in Japan and America. For instance, mutual understanding which includes tourism and direct exchange, and consumer life has increased significantly making the two tendencies much clearer. Despite the similarities, there still exist many differences due to geographical conditions and h istorical differences. The class culture in New York has a similar function to the uniform culture like it or not in Tokyo. Western European and U.S culture are usually considered as the ideal culture for the Japanese and these reflects to Tokyo City. In the recent future, there has been a great influence on television gaming in the Asian youth culture. Conclusion In all the three cities, youth culture has had a significant influence in various dimensions. The most influence is on the music, movies, television programs, dressing styles among many others. Since the youth culture is targeted by consumer corporations, it has formed the basis for increased economic growth, industrialization and general development in these cities. Technological advancements and the internet has increasingly expanded due to the youth culture in social networking, online purchasing and gaming by the youth. In summary, youth culture can be taken as a vehicle that has stirred up positive success in develo pment in all the three cities. List of References Cooper, D. (2000) Period. New York: Grove Press. Faqs.org (2008). Youth Culture. [online] Faqs.org. Hebdige, D. (1979) Subculture. The Meaning of Style. London and New York:  Metheun. Helping youth conference (2005). Helping our youth. [online] Helping youth conference. Kett, J. (1977) Rites of Passage: Adolescence in America 1790 to the Present.  New York: Basic Books. Klein, Naomi (2000): No Logo, London: Flamingo. McRobbie, A. (1999) In the Culture Society: Art, Fashion and Popular Music.  London: Routeledge. Savage, J. (1988) ‘The Enemy Within: Sex, Rock, and Identity’, in Facing the Music:  Essays on Pop, Rock and Culture. London: Mandarin. The Youth Popular Culture Institute (2004). Understanding Youth Popular Culture (YPC)  and the Hip-Hop Influence. [online] The Youth Popular Culture Institute. UCLA Center for East Asian Studies (1994). Japanese Youth and Popular Culture.  [online] UCLA Center for Eas t Asian Studies.

Wednesday, November 6, 2019

Renting, buying, or stealing software

Renting, buying, or stealing software Abstract The software industry is one of the most lucrative business ventures that make enormous contributions to the global economy. The process of software development involves several steps. Currently, the industry is growing at a very high rate. However, software piracy, risks slowing down the growth unless preventive measures are taken to stop the vice.Advertising We will write a custom report sample on Renting, buying, or stealing software specifically for you for only $16.05 $11/page Learn More It affects both users and developers. Renting is one of the future prospects of the industry because of its cost effectiveness and high reliability for use by small businesses. In addition, buying and stealing will also determine the future of the software industry. Other factors that affect the industry include hardware theft, which infringes on the privacy of individuals. The software industry has several opportunities for developers. Therefore, it has a brig ht and promising future. Introduction The software industry has grown tremendously over the past few years. Several corporate and individual developers have emerged, and changed the industry tremendously. People develop software for three main reasons. These include fulfillment of certain business needs, fulfillment of certain user preferences, as well as for personal use (Commander, 2005). The process of developing software involves aspects such as research, development, prototyping, and maintenance. Software theft is one of the challenges facing software developers. It involves copying and subsequent use of software despite existence of copyright protection measures (Buxmann et al, 2012). Software sale is a lucrative business that has a bright future. Users buy, rent, or steal software. Current and future status of software Currently, software development is a very lucrative venture. However, its future is under threat due to piracy. The software industry has become very competiti ve with the entry of both individual and corporate developers. Currently, many organizations are changing their businesses in order to embrace technology (Whiting, 2004). Technology plays a critical role in helping businesses improve efficiency, and reduce the cost of operation (Commander, 2005). The information technology industry is providing solutions to businesses and organizations by developing software that caters for their needs. For example, Oracle develops business solutions that help businesses improve excellence, reduce costs, and improve risk compliance. This has created high demand for software and stimulated high competition among software developers (Buxmann et al, 2012). The industry has many opportunities because of increasing demands among various users (Whiting, 2004). Therefore, it has a very bright future. It is possible to make money from the industry by developing software that fulfills the various individual and business needs. Afterwards, developers can eith er sell or let their creations to users. For example, Microsoft makes an annual income of about $54,270 million from sale of software licenses, technical support, and maintenance.Advertising Looking for report on it? Let's see if we can help you! Get your first paper with 15% OFF Learn More There are several advantages of renting software especially for small businesses. It is cost effective compared to buying, and it eliminates the need for ins of countries with the high levels of piracy include Armenia (93%), Libya (88%), Yemen (89%), Ukraine (83%), Vietnam (85%), Pakistan (84%), Sri Lanka (90%), Zimbabwe (91%), Bangladesh (92%), and China (82%). Examples of countries with low levels include the United States (20%), Germany (27%), the United Kingdom (26%), and Japan (23%). Software theft is both illegal and unethical. Stealing software and hardware Stealing software refers to copying, illegal use, distribution, or sale of copyright protected software. Peopl e steal software because of poor copyright protection legislation, low income, and high software prices (Honick, 2005). Software theft affects both developers and users. Developers lose money and reputation. For example, in 2010, software vendors in Pakistan lost $ 217 million in revenues. On the other hand, users do not get access to technical support from developers. In addition, they do not get access to updates and may buy products with malware agents or viruses (Fitzgerald, 2012). Software theft is preventable by storing license agreements safely and refraining from accessing suspicious websites. Hardware theft involves stealing of computer devices or constituent parts (Honick, 2005). It exposes the privacy of owners because thieves can access private information stored in computers or external devices. Software theft can be prevented by using real time location systems (RTLS) to track the location of computers, as well as keeping computers in secure rooms and safes (Honick, 20 05).Advertising We will write a custom report sample on Renting, buying, or stealing software specifically for you for only $16.05 $11/page Learn More Conclusion The software industry has experienced numerous changes in the last decade. Users have the choice of either buying or renting software. Currently, the industry has many opportunities and experiences high competition. It has a bright future. However, software theft threatens growth in the industry. Software theft involves reproduction, illegal use, distribution, or sale of copyright protected software. It is common in countries such as Pakistan, Zimbabwe, China, and Libya. The United States has the lowest cases of piracy. On the other hand, hardware theft involves stealing of computer devices or parts. It promotes violation of individual’s privacy because many people store personal information in their computers and associated devices. References Buxmann, P., Diefenbach, H., Hess, T. (2012). The Software Industry: Economic  Principles, Strategies, and Perspectives. New York: Springer. Commander, S. (2005). The Software Industry in Emerging Markets. New York: Edward Elgar Publishing. Fitzgerald, B. (2012). Software Piracy: Study Claims 57b Percent of the World Pirates  Software. Web. Honick, R. (2005). Software Piracy Exposed. New York: Syngress. Pavley, J. (2013). Renting, Buying, and Stealing: the Future of Software Applications. Web.Advertising Looking for report on it? Let's see if we can help you! Get your first paper with 15% OFF Learn More Whiting, R. (2004). Industry Leaders Look to Software’s Future. Web.

Monday, November 4, 2019

Summery Children Need to Play, Not Compete by Jessika Statsky Essay

Summery Children Need to Play, Not Compete by Jessika Statsky - Essay Example With that information Statsky aims at educating parents on the harm that the adult standards imposed on children games such as the selecting procedures and the high urge to win have especially on children aged between six and twelve years. Statsky explains that the discussed harmful effects on children emanate from both contact and noncontact sports. Statsky proposes that organized games should allow children to have fun while playing regardless of the results (Statsky 270-274). Therefore, this paper will evaluate the argument brought forth by Statsky to determine whether it is logical, appropriate and consistent. From my point of view, Statsky is partly right although stringent measures should be implemented to ensure that psychological, physical and emotional harmful effects brought forth by competitive games are completely curbed. Competition is part of life that every individual must consistently go through whether at school, in the chosen career path and the society at large. In actual sense, competition is more intense in the life of adults. Therefore, it is important to be subjected to competition at early stages of life so as to understand issues like quitters never win. This will help children to learn and live by competition principles thereby molding a strong and positive character. Conversely, organized games help children to acquire sportsmanship skills and character thereby fully setting their talents into practice. Moreover, they gain the required high self esteem, confidence and general positive perception about themselves. These are virtues that cannot be taught or instilled in them and they are highly important in their development. They enable children to learn strategies of attaining success and dealing with failure. For instance, when in preschool I used to be an active player of various types of games both contact and noncontact. The enthusiasm of the sports was derived from the fact that we were competing between each other. One even had the eagerness and desire to indulge in the new sports events. The notion was to be viewed as a hero before the eyes of colleagues thereby enabling us to have high self esteem and confidence. On the other hand, the competing factor gave the desire to have the required hype, fun, eagerness and pressure of having to perfect and excite at the same time. On the other side, the notion of competition brings in the necessity of training hard so as to win and achieve the prize that is always accompanied with a feeling of accomplishment and satisfaction. In addition, the spirit of competition used to bring team unity, closeness and team working. In fact, a better relationship between the team members was established. Therefore, from the above facts I oppose Statsky theory that children should not be subjected to competition. Instead, they should be allowed to play without the notion of winning or losing. This is because the competition aspect gives children a practical view of social life tha t adults go through; a life where they have no option than to struggle and win or put less effort and fail. However, parents and teachers should give them the option of whether to participate in a competition or not. Moreover, they should not be subjected to intense competition that will strike rivalry between them but instead the competition should be ecstatic. This will also enable the children to learn

Saturday, November 2, 2019

Philosophy1 Essay Example | Topics and Well Written Essays - 1250 words

Philosophy1 - Essay Example That means that there are still limits to human will. In this paper, I will be arguing for the contradictory nature of self-identity that establishes itself through choice, as Existentialists assert (Solomon, Higgins and Martin, 2011, p. 303), but necessarily encounters the opposition to its choice from the parts of the larger context (â€Å"Others†). I believe that the working momentary compromise between the assertions of human will (internal factors) and such external factors as natural circumstances, or the will of other(s), is a possible solution of the problem of self-identity. Such thinkers as Locke and Sartre strictly associated self with consciousness: Locke believed this because he relied on the separation of mind and substance (Solomon, Higgins and Martin, 2011, p. 291) while Sartre emphasized such act of consciousness as choice. This notion is very controversial for a number of reasons. Firstly, there are states of mind in which the present of self is either not re gistered or not controlled by ‘consciousness’, the ones that are conceptualized as different brain waves in contemporary neurology (Hall, 1998). Beta wave is associated with awake condition while alpha (relaxed) or theta (sleep) waves are slower in frequency, which prevents humans from performing the whole scope of actions they would be capable of in an awake state (Hall, 1998). However, a given brain remains the same in these conditions. Secondly, returning to the domain of philosophy, it is still unclear what is the entity that is responsible for the conscious decision (Solomon, Higgins and Martin, 2011, p. 2