Wednesday, August 26, 2020

How To Write Paper Reviews

How To Write Paper Reviews Because you are the world’s main skilled at precisely what you're doing, you might be additionally the world’s least certified individual to judge your writing from the attitude of the naïve reader. The majority of writing errors stem from this predicament. Think like a designerâ€"for every factor, decide the influence that you simply need to have on people and then try to attain that goal . To maintain this community working, ensure to pay again your colleagues by studying their manuscripts. The time that we do spend on each section can be utilized effectively by planning text before producing it. We like to write one casual sentence for each deliberate paragraph. It is often helpful to start out the process around descriptions of each resultâ€"these may turn into the part headers within the outcomes section. A third may provide clues that a selected gene may drive astrocytic differentiation after which state that this speculation is untested . The hole statement sets the reader’s expectation for what the paper will deliver. Only the central idea of the paper should be touched upon a number of instances. Otherwise, each subject ought to be covered in only one place so as to reduce the number of subject adjustments. Try to think by way of the paper like a naïve reader who must first be made to care about the issue you're addressing after which will wish to understand your reply with minimal effort. The title not only transmits the paper’s central contribution but can also function a relentless reminder to focus the textual content on transmitting that concept. Science is, in any case, the abstraction of simple ideas from complicated data. The title is the ultimate refinement of the paper’s contribution. Thinking in regards to the title earlyâ€"and regularly returning to hone itâ€"can help not solely the writing of the paper but in addition the process of designing experiments or creating theories. Thus, the reader’s expertise is of primary significance, and all writing serves this objective. When you write, you must constantly have your reader in mind. The title, summary, and figures are viewed by way more folks than the remainder of the paper, and the methods part is learn least of all. Figures, their titles, and legends are notably important because they present probably the most goal assist of the steps that culminate in the paper’s declare. Because the story has an general arc, each paragraph should have a defined role in advancing this story. This function is best scrutinized on the outline stage to be able to reduce losing time on wordsmithing paragraphs that don’t find yourself becoming inside the overall story. You must also allocate your time in accordance with the importance of each part. Such a transparent progression of logical steps makes the paper straightforward to follow. The construction of each introduction paragraph serves the goal of developing the hole. The introduction should not contain a broad literature evaluate past the motivation of the paper. This gap-focused construction makes it easy for experienced readers to evaluate the potential importance of a paperâ€"they only need to assess the significance of the claimed gap. Moreover, figures are often viewed by readers who skip immediately from the abstract to be able to save time. Thus, the title of the determine ought to talk the conclusion of the analysis, and the legend ought to explain how it was done. Figure making is an art unto itself; the Edward Tufte books remain the gold standard for studying this craft . Related sentences or paragraphs ought to be strung together rather than interrupted by unrelated material. Ideas which might be related, such as two reasons why we should believe something, should come one instantly after the opposite. The C-C-C scheme defines the construction of the paper on multiple scales. At the entire-paper scale, the introduction sets the context, the results are the content material, and the dialogue brings residence the conclusion. As an example of the progression of gaps, a first paragraph may clarify why understanding cell differentiation is a crucial subject and that the field has not but solved what triggers it . A second paragraph could explain what's unknown about the differentiation of a particular cell kind, similar to astrocytes .

Thursday, July 9, 2020

The Greatest Economic Disaster - Free Essay Example

The Great Depression of the 1930s was the greatest economic disaster the United States has ever experienced. The effects were lasting and far-reaching. Though there were multiple factors that contributed to this disaster, one underlies them all. The most contributing factor to the Great Depression was the rampant consumerism of the 1920s because this consumerism led to overproduction of goods, extensions of credit for people to purchase these goods, and speculative investments in stocks of the companies that produced those goods. It was a consumer bubble that was doomed to burst. The New Deal sought to address these problems by instituting legislation that would balance the costs of goods through regulation of production and costs. During the 1920s, consumer goods such as the automobile were in great demand. In response to this great demand for consumer goods, manufacturers produced to meet the demand. But, when demand for these goods slowed due to market saturation, there was a surplus in inventory. With this surplus of inventory, manufacturers were forced to reduce production. This caused a cascading effect. With less consumption, there was less money flowing into the businesses. With less money, there was slowed production. With less production, there was less need for labor and companies were forced to fire their workers. These workers were also consumers who would then have been stripped of their income, thus their ability to purchase goods. The increased demand for goods in the 1920s led businesses to extend credit to consumers for purchases. During the period preceding the Great Depression, most large consumer purchases such as automobiles and appliances were purchased on credit. Banks, also, during the 1920s had extended credit and loans to farmers and consumers with the assumption that the boom economy would continue, and the loans would be repaid with interest. Unfortunately, that was a gamble that would contribute to the failure of many banks. With farmers unable to sell their surplus of agricultural products, they were unable to repay their loans. Other consumers, now out of work, were unable to repay their debts. Banks called in debts and tightened credit. The response of the public to the banks reactions was that of fear and panic. People rushed to withdraw their money from the banks for fear the institutions would close. But, this response caused another major contributing factor to the Great Depression, that of the bank failures. In response to the increased consumer demand for goods in the 1920s, many individuals participated in speculation in the stock market. During the boom time, companies were profiting, and stock holders were benefitting in return. This period of consumerism drove stocks to ever higher prices. Individuals were often investing in the stock market on margin, or credit essentially, in the hopes of significant enough return to pay back the loan. The combination of the overproduction of goods, decreasing prices because of the surplus, the overpriced stocks and speculation on margin would ultimately culminate in the stock market crash of October 1929, Black Tuesday. The election of Franklin Delano Roosevelt would give the United States new hope for economic recovery. Roosevelt introduced significant legislation aimed at repairing the American economy. Many of these pieces of legislation would be aimed at repairing damage caused by the contributing factors to the Great Depression. Roosevelt spoke in his campaign address of how his goals were to address the issues of underconsumption and overproduction and adapt production to meet consumption. Two key efforts would be aimed directly at achieving these goals. The Agricultural Adjustment Administration aimed to raise the prices of agricultural goods while offering incentives to reduce production. The National Industrial Recovery Act aimed to regulate production, prices, and employment practices while providing incentives to companies for complying with the conditions of the Act. Though there were multiple factors that contributed to the Great Depression, one theme would underly them all. This theme of consumerism would be the driving force behind the other contributing factors for this greatest of economic failures. Franklin Delano Roosevelts election brought many new policies aimed to repair the damage caused by these factors some of which are still present today. The New Deal brought relief and a period of economic recovery to the nation.

Wednesday, May 6, 2020

Intelligent, Manipulative, and Lovers Women Throughout...

Women have played a significant role throughout time and this is portrayed in many works of literature, including Thousand and One Nights and the Canterbury Tales. In both of these works, women are shown to be very intelligent, experienced, manipulative, lovers, and fighters. Women since the beginning have been thought to be liars and both characters in Thousand and One Nights and the Canterbury Tales have all these characteristics and similar themes. The main characters are Shahrazad and the Wife of Bath, Shahrazad is fighting to live while the Wife of Bath is simply on a journey playing a story telling game. Although in very different situations they both have the same strengths and similar characteristics, and this adds up to show the†¦show more content†¦Chaucer uses the Wife of Bath to give a prime example of women in anytime, because most women can actually relate or are similar to the Wife of bath in some way. Whether it be fighting for someone they love, lying to who they love, or even wanting a young love. These characters have many things in common, but when they have to stand up to each other it is as simple as one fighting for her life while the other only had to tell stories to win a game. Both women are very intelligent in convincing others to do as they say or command, the Wife of Bath convinces all her husbands to obey her, while Shahrazad convinces the King to listen to her stories and fall in love with her. They both are strong willed in getting what they want, from living their life to having the husband of their dreams. Shahrazad does not quite play up to the Wife of Bath in her sense of experience with men, but sizes up to her desire to control the King or a â€Å"lover,† as described in the Wife of Baths tale. Their roles in both stories are significant to each other because they show different sides to each characteristic they share. Shahrazad having a much more demanding role in surviving and saving her community, while t he Wife of Bath has a relaxed and patient role in manipulation or desiring control. Each women expresses a power to control whom they love, explaining a common theme in both stories. If they did not control those they loved Sharazad would die and the Wife of Bath would become broke andShow MoreRelatedThe Wife Of Bath s Prologue And Tale1697 Words   |  7 PagesSawyer Guest English 470 04 April 2016 Empowering Women, or Degrading Them? Exploring Anti-Feminism in The Wife of Bath’s Prologue and Tale. So often, scholars tend to put a large focus on feminism seen throughout Geoffrey Chaucer’s â€Å"The Wife of Bath’s Prologue and Tale†, but they may not be seeing the larger picture of it all. 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One thinks, for example, of Theodore Roosevelts remark to a political foe that we do not have classes at all on this side of the water a conventionally wise belief that has shaped American opinion throughout the twentieth century. By helping to create a taken-for-granted reality, the leaders of the dominant culture identify beliefs that are in the interest of a particular class with the natural common sense of society (and indeed of humanity) atRead MorePlenary Session69346 Words   |  278 Pageswithout really understanding the current situation. An ENFJ who has not found their place in the world is likely to be extremely sensitive to criticism, and to have the tendency to worry excessively and feel guilty. They are also likely to be very manipulative and controlling with others. In general, ENFJs are charming, warm, gracious, creative and diverse individuals with richly developed insights into what makes other people tick. This special abi lity to see growth potential in others combined withRead MoreMetz Film Language a Semiotics of the Cinema PDF100902 Words   |  316 Pagesjustice to Metz s text. In some instances, usage did not adopt Michael Taylor s solution. The most glaring example of his innovative translation is the word significate now usually translated by signified (signifià © in French)—which is used throughout the text. Langue and parole have increasingly been translated by language and speech, although this is not an ideal solution. Dà ©couper, translated by Taylor in a number of ways (break up, break down analysis, etc.), would more easily beRead More_x000C_Introduction to Statistics and Data Analysis355457 Words   |  1422 PagesAssociation. In his spare time, he enjoys reading, cooking and eating good food, tennis, and travel to faraway places. He is especially proud of his wife, Carol, a retired elementary school teacher, his daughter Allison, who works for the Center for Women and Excellence in Boston, and his daughter Teri, who is ï ¬ nishing a graduate program in education at NYU. ROXY PECK is Associate Dean of the College of Science and Mathematics and Professor of Statistics at California Polytechnic State University

The dress code Essay Example For Students

The dress code Essay Dress Code Christopher Walker walks into a skyscraper, confident and well groomed wearing a tie, suit, and dress shoes. His confidence moves him forward, as he enters an elevator going up to the 23rd floor. He approaches his first job interview since leaving Magnolia Heights Academy for Boys in Boloxi, MS: Walker Walker Law. This well-groomed man graduated from Magnolia Heights, which had a dress code and hair restrictions. This dress code and hair restrictions evolved young men into mature adults over a 4 year period at Magnolia Heights. A dress code would eliminate many problems including violence that occurs everyday in school. For example, if a simple shirt and tie with dress pants were worn by boys, and some type of skirt or dress for girls, baggy clothing would be eliminated which could hide weapons such as guns or knives. Fights also break out in schools because of the way students dress. Negative comments are often made at school by students about their classmates clothing which provokes fighting. Obviously, some type of dress code would stop this. Studies show that a dress code reduces violence and makes students behave better because it makes everyone equal, bringing all of the students to the same level: A dress code brings us together, like an athletic team. Were unified, we stand for the same things, said Bob Sanders, 57, a teacher at Antioch Christian Academy in Oklahoma City (David 2). Principal of Minneapolis West Central Academy believes that uniforms help the school meet five goals: foster greater school pride, enhance self-esteem, improve school attendance, reduce suspensions and improve school climate (Washington 1). The number of suspensions in Long Beach, California, which now requires uniforms for students, dropped 32 percent. Every category of infraction from assaults to drug use to sex offenses- has fallen. Teachers and administrators in the Long Beach also believe most students perform better academically because of the uniforms, making school more of an academic atmosphere (Pertman 2). Officials in Long Beach believe that uniforms reduce escalating violence and gang activity in schools, because students no longer get hassled by gang members because of clothes with rival colors or insignias. They also help create a work-like atmosphere because students spend less time discussing wardrobes (Pertman 1). The same applies to Chicago public schools. Farragut High School in Chicago went from fifteen large gang fights a week to an occasional fist fight when they adopted a school dress code: It seems like we have more togetherness because there are no gang colors, Farragut disciplinarian, Walter Brown said (Rossi 1). A dress code would allow students to make friends on their personal qualities, rather than appearance. Too often students classify other students by the way they dress. Many students avoid some of their classmates because of the way they dress, rather than trying to be friends with them. Dave Bouronich, 13, a student at a school in the Long Beach District said, If you dress the way you want, people compete and say you look like a nerd and stuff (Pertman 1). Students would make friends with people that have common interests with themselves, rather than people that dress like themselves. President Bill Clinton is also for the dress code. Commenting on the public schools adopting school uniforms during his 1996 campaign he said, The dress code is one thing that has served to lower crime, violence, and increase attendance and increase learning at a lot of schools. And I think a dress code is itself an important statement, because we want our young children, whether theyre poor or rich or middle class, when theyre in school to define themselves primarily in terms of whats going on on the inside, not what theyre wearing on the outside. And I think its a very, very good thing (U. .u05fc7363e43cff147960b0ca5656fa69 , .u05fc7363e43cff147960b0ca5656fa69 .postImageUrl , .u05fc7363e43cff147960b0ca5656fa69 .centered-text-area { min-height: 80px; position: relative; } .u05fc7363e43cff147960b0ca5656fa69 , .u05fc7363e43cff147960b0ca5656fa69:hover , .u05fc7363e43cff147960b0ca5656fa69:visited , .u05fc7363e43cff147960b0ca5656fa69:active { border:0!important; } .u05fc7363e43cff147960b0ca5656fa69 .clearfix:after { content: ""; display: table; clear: both; } .u05fc7363e43cff147960b0ca5656fa69 { display: block; transition: background-color 250ms; webkit-transition: background-color 250ms; width: 100%; opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #95A5A6; } .u05fc7363e43cff147960b0ca5656fa69:active , .u05fc7363e43cff147960b0ca5656fa69:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .u05fc7363e43cff147960b0ca5656fa69 .centered-text-area { width: 100%; position: relative ; } .u05fc7363e43cff147960b0ca5656fa69 .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .u05fc7363e43cff147960b0ca5656fa69 .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .u05fc7363e43cff147960b0ca5656fa69 .ctaButton { background-color: #7F8C8D!important; color: #2980B9; border: none; border-radius: 3px; box-shadow: none; font-size: 14px; font-weight: bold; line-height: 26px; moz-border-radius: 3px; text-align: center; text-decoration: none; text-shadow: none; width: 80px; min-height: 80px; background: url(https://artscolumbia.org/wp-content/plugins/intelly-related-posts/assets/images/simple-arrow.png)no-repeat; position: absolute; right: 0; top: 0; } .u05fc7363e43cff147960b0ca5656fa69:hover .ctaButton { background-color: #34495E!important; } .u05fc7363e43cff147960b0ca5656fa69 .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .u05fc7363e43cff147960b0ca5656fa69 .u05fc7363e43cff147960b0ca5656fa69-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .u05fc7363e43cff147960b0ca5656fa69:after { content: ""; display: block; clear: both; } READ: A wise friend EssayS. Newswire 1). Although many students say they are against a dress code in public schooling because it eliminates self-expression, most of them wouldnt mind it after they experienced it for a couple of weeks. For example, many students at the few public schools which have a dress code are actually for it. Second grader at Prairie View Elementary in North Central Florida Tre Danzy initially worried about the uniforms which he would be required to wear. After a few weeks of wearing the uniforms Tre said, Its OK now. You dont have to waste time finding .

Wednesday, April 22, 2020

Tangible Video Bubbles

Introduction The field of human-computer interaction is an ever-expanding field occasioned by daily leaps and bounds in the information technology landscape. The information technology explosion of the twentieth century brought with it the perennial challenge of how to interact with computers.Advertising We will write a custom essay sample on Tangible Video Bubbles specifically for you for only $16.05 $11/page Learn More With advances in computer processing speeds and with the desire to connect all people in the planet, human-computer interaction has developed to ensure that there is a way every person on earth can participate in the information technology revolution. A standard PC provides the basic platform and continues to be the basis for most of the interaction with information technology for most people. Over the last decade, the mobile phone has become a very significant member of this club. Growth in mobile telephony has been phenomenal. This is especially true for the developing world. Human-computer interaction presents the missing link between information technology equipment and potential users. It is no longer enough to wait for children to grow up and master using a keyboard and a mouse before integrating them to information technology. It is also insufficient to produce information technology-based toys for them. Human-computer interaction is the bridge that links them to information technology. It should meet some practical needs in the process. Seba, Lew and Huang (2004) stated, â€Å"In many important HCI applications such as computer-aided tutoring and learning, it is highly desirable (even mandatory) that the response of the computer takes into account the emotional or cognitive state of the user† (p. 2). The tangible bubble is one such attempt to provide a means that children whose dexterity is limited and who have not yet developed cognitive skills that they need to operate a PC with the opportunity to get involved in digital information processing in a manner consistent with their stage of development. Tangible Video Bubble Paper Summary Tangible video bubbles are a video based drawing space which children use to create video art that has both input and output capabilities. Its operation involves pressing a record button for voice input and squeezing the bubble at various points to playback the recording at different speeds.Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More The system also includes an interactive canvas. The bubble targets children aged five to seven who portray a very easy and natural interaction with different media using multiple senses. They are able to move easily from one form of media to another, rather than follow a particular path of development in their media creations. Technological tools that capture the imagination of children and inspire their creativity include webcam s, microphones, and video cameras. They show a fascination with the use of these tools and they end up recording themselves and their surroundings for sheer pleasure. These tools however do not provide the optimal opportunity for children to construct meaning out of what they are doing with them as they do when they are using tools such as a paintbrush and markers. This gap inspired the researchers to develop a new kinesthetic multimedia tool that will encourage and facilitate children’s meaning-making as they interact with technological devices. The tangible video bubble is flexible physical vessel that has both input and output characteristics that children use to record videos and to play them back. It also allows them to manipulate and playback the recordings in real-time, and to ‘spill out’ the recordings out onto an interactive drawing canvas in order to incorporate them into drawings initially made on the canvas. The play space for the system includes the tangible video bubble and an interactive drawing canvas. The tangible video bubble is, â€Å"a large, soft, and huggable ball equipped with a video camera and a screen for children to record and playback video messages† (Ryokai, Raffle, Horii and Mann, 2010. p. 3). Pressing a button at the top of the bubble and speaking into an opening on the bubble surface enables recording. In the meantime, a video camera inside the bubble records the child’s actions. Through a reflective surface inside the bubble, the child sees his/her reflection inside the bubble while doing the recording. After capturing the message, the child plays back the message by squeezing the bubble. Different squeezing positions result in different playback possibilities. The amount of pressure used in the squeezing controls the playback speed. The greater the pressure applied, the faster the playback speed achieved and the lesser the pressure applied, the slower the playback.Advertising We will writ e a custom essay sample on Tangible Video Bubbles specifically for you for only $16.05 $11/page Learn More To Replay specific parts of the recording, the child squeezes specific parts of the bubble. In order to transfer the recording to the interactive canvas, the child squeezes the bubble out on a spill platform. There is the option of doing this at different speeds, together with the option of spelling out a particular section of the recording. The canvas can accommodate several bubbles. The set up enables the addition of as many bubbles as desired. The canvas has touch properties that allow the child to replay the content from the canvas. It is not possible to manipulate further the bubble once transferred to the canvas. It is possible to operate both the bubble and the canvas simultaneously, enabling more than one child at a time to use the system. The canvas has a color pallet that allows the child to draw on it as he would on paper. This makes it possi ble for the child to combine the recording with a drawing creating an art form that has a message that pops out when touched. The technical implementation of the bubble includes a USB webcam fitted with a peephole lens to maximize field of view. There are green LEDs inside the sphere with red LEDs lining the aperture. The fitting ensures that the result is uniform without regard to the direction of squeezing. During squeezing of the sphere, the green LEDs move closer to the camera, thereby increasing the video’s green saturation. With calibration, this saturation provides a reliable squeezing sensor. There is a special preview area in the bubble, allowing for previewing any recordings made. During playback, change of speed does not alter pitch. This makes it easier for the child to understand the recorded message. During laboratory tests on the bubble, a researcher showed children how to operate the bubble for a period of five minutes, and then left them to interact with it f or as long as they wished. They did not receive any explicit practice on how to master the different playback speeds. As it turned out, some children spent more time playing with the playback speed while others preferred to draw on the interactive canvas. The result the researchers got include the fact that the children embraced the idea of the bubble quickly, and were soon recording and playing back the records. They transitioned easily between the canvas and the bubble. They played with different playback speeds before spilling the content to the drawing canvas.Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More The popular application the children made of the system was to do a video phrase and then making a drawing to match it. Some played with the sound effects produced by speed alteration. Older children showed the tendency to plan their recording and drawing before implementing the project on the bubble, and they had plots that are more complex. State of Artificial, Augmented, and Virtual Realities There are many applications using artificial and augmented reality in the market. Novel ideas keep sprouting as companies seek to outdo competition. There is a push for more immersive technologies to enhance the digital experience. Virtual reality in digital environments provides a user with a real-life experience of an actual place from a digital platform. Multimodal devices provide the link with these environments, making possible a sensible experience. It is possible to interact with a virtual artifact in these environments. Virtual reality is the basis for production of immersive tools s uch as computer-aided design software and graphics hardware acceleration. Virtual reality forms the basis of many games, television programs, advertisements, movies, art, and marketing materials. Augmented reality refers to the digitization of one’s immediate environment to increase one’s perception of reality. Research in this field aims at interposing computer imagery to a real-life situation to enable a perceived digital manipulation of the resulting environment. These Augmented reality environments have in them many sensors and actuators, which include cameras and projectors. This field makes possible the use of 3-D television and holograms, which improve the quality of digital experience. Studies in the field take advantage of advances in the study of human vision, neurology, and psychology. While entertainment applications such as movie theatres, gaming, and television seem to get the first products from developments in this field, other areas such as medicine, e ngineering and education are catching up quickly with applications that improve problem-solving techniques. Similar Research There are a number of interesting developments involving bubble multimodal input systems in human-computer interaction. The tangible video bubble is a special application developed to take advantage of the special stage of development in children. In the MIT Technological Review Magazine, Grifantini, reported on the most interesting projects based on this concept presented in, The Tangible, Embedded, and Embodied Interaction Conference, held in Cambridge, Massachusetts. The first among these is a physically responsive map, which comprises a tabletop, which displays 3-D shapes â€Å"on a moving, flexible surface† (Grifantini, 2010). The display provides a 3-D feel of the surface it is representing, and can represent multiple features. In another project, the development of an interactive art display robot, called cobot because it collaborates with the ar tist, is in progress. Of the two Cobots presented, one draws yellow circular patterns until it receives an audio command. It then draws straight lines. A second Cobot changes its response depending on line and shadow. In another project, Spanish researchers presented a tangible digital jukebox, which has an infrared camera and a projector. Someone is able to use a piece of paper as a playlist. A project depicting an augmented reality pattern table was also on display. In this project, users have the opportunity to interact with patterns and shapes of both digital and physical nature. By using a projector and an infrared camera, a user can pick a physical shape. Digitization of the shape for manipulation follows. The researchers said that the project presents the possibility of developing educational tools based on augmented reality for teaching children about mathematical shapes. The final project featured was a soap bubble display. This project demonstrated the use of a camera to t rack soap bubbles spitted on a soapy surface, which when moved by a finger or by blowing, controlled lights or images that projected to them. Ying et al. (2010) developed a prototype called bubble journey, which aims at providing children with an immersive gaming experience. The user controls an avatar developed in flash by blowing a real handle. This is to promote the use of the whole body during gamming to increase the physical activity of a child playing a digital game. Theirs was a contribution towards the drive to develop games that avoid the traditional input devices such as keyboards, joysticks, and gamepads, which do not promote activity, for novel options such as web cameras, dance pads, and exercise bikes that tend to require the user apply physical exertion to play the game. Another demonstration of the use of bubble is the tangible message bubble. Ryokai, Raffle and Brooks (2009) developed this concept where children can use a bubble to record and send messages to loved ones and to their friends. Their goal was to, â€Å"invent new tangible communication tools for youngsters that combine state of the art communication technologies with the physicality, simplicity, and immediacy of children’s toys† (Ryokai et al., 2009, p.2). This bubble recorded a video stream whenever someone’s face was within range and allowed for manipulation of the recorded stream, before sending it to the intended recipient. The impacts Artificial, Augmented, and Virtual Realities in HCI These projects demonstrate that this is an active area of research trying to take advantage of development in other fields such as learning methods, and digital possibilities arising out of information technology developments. Another common feature these projects have is the use of widely available technologies, which are becoming even more accessible because of rapidly falling costs. They show that human-computer interaction has a lot of potential for growth, not necessa rily because of new technological advancement but based on innovative application of commonplace ones. Three fields that will benefit much from development of this area of Human-computer interaction include health, medicine, and education. Through the development of games that require a user to interact with the gaming environment with their whole body, the health of children stands to benefit. Health complications related to a sedentary lifestyle such as obesity thrive in many western countries, which also have a very high incidence of gamming. Currently, children spend very many hours playing video games. Since it is very difficult to stop them from playing the games to an appreciable extent, it makes sense to design games that will still provide them with the gamming pleasure, but that will simultaneously require a greater degree of physical exertion. The field of medicine will benefit from these developments by the application of special input devices to allow persons who have a rtificial limbs to interact properly with technology. With an interactive device like the bubble, anyone with any condition leading to loss of dexterity of the fingers will still be able to communicate, using the squeeze as an input. It promises new possibilities in physical therapy options for persons leaning to use and live with artificial limbs. In addition, there are discussions on how to use virtual reality to perform operations such as surgical operations and remote consultancy to increase the availability of doctors. The third field that stands to benefit substantially from the technology is education. It is difficult to imagine all the potential applications of interactive multimodal applications in education. The projects reviewed above all require a high degree of engagement by the learners and therefore promises better understanding of concepts. While most of them seem aimed at younger learners, mature students stand to benefit from learning in a 3-D learning environment. The application in modeling and simulation for technical subjects such as engineering and the teaching of concepts such as plate tectonics in geology, together with space exploration and medicine is promising. Possible Research Directions Stimulated by the Paper There are a number of possible research directions inspired by the project presented above. These include using the bubble as a basic unit for a collaborative problem-solving lesson and secondly as a health monitor. It also inspires the creation of a bubble that can take punches and transfer that input in the area of gaming. Increasingly, the world requires collaborative approaches to solve many of the problems that we face. Problem-solving is a team activity, which requires teamwork by interdisciplinary professionals. The bubble presents an opportunity to begin training children on collaborative approaches to problem-solving. This means that the basic design discussed above can form the basis of an integrated platform desi gned to allow multiple users to enter information into a common task. For instance, instead of one child drawing and transferring the information to the drawing canvas, several children all tackling a similar problem, may upload their information to the active task in order to complete it. The task will have to be predesigned while the data input will require adjustments to meet the specific needs of the task. Secondly, the bubble presents an opportunity to monitor the health and environment of the child. An application like this will be practical in a hospital setting or at home, where there is a convalescing child or one with an ongoing medical condition where it is important to track the health of the child continually. The bubble can be both a toy and learning aid as well as a monitor that alerts care provides of any unwanted symptoms. A simple design based on the one presented above but including adding eye-scanning software and vibration sensors such that each time the child s queezes out information to the canvas, it automatically uploads readings such as eye color and heart rate. With networking, the convalescing child may actually be able to participate in class activities remotely by doing the same exercises as the rest of the class. Networking also makes possible connection to a hospital or doctor who receives alerts whenever the child’s condition deviates from the norm. As an exercising aid, a bubble provides the opportunity to increase physical activity during a gaming session. Many games require a player to go through various stages as the game progresses. If there is an interjection during the game based on the level of play or on a regular interval basis, the player can be required to perform a physical activity before proceeding with the next level of play. Two options for this include punching or kicking the bubble a number of times and using a preset amount of force in order to continue with the game, or by making the bubble the input device for such a game. For instance, if the game in question involves fighting an opponent such as kickboxing, it would require physically hitting a bubble, which would have appropriate sensors to detect and transmit the sensations. In the process of playing the game, the player gets the satisfaction derived from gamming while at the same time gets to exercise. Research Methodologies In order to undertake a project in human-computer interaction, it important to use a combination of qualitative and quantitative research methods in order to achieve triangulation. Using both methods at different levels serves to increase the credibility of the results verified from two different approaches. The generation of a great amount of information continues in the related areas, while a large number of software and hardware applications mediate the process. This makes it vital to understand the state of development of the technology in order to ensure research is current and adds useful informa tion to the vast body of knowledge that already exists. The key issues that require clarification include the nature of the problem, the benefits, and beneficiaries of a proposed solution, cost of implementation of the project, impacts of other fields on the project, impact of project to other fields and the available technologies and human resource. Research methodologies fall in two major categories. These are quantitative methods and qualitative methods. Quantitative methods try to find out the degree accuracy of a stated hypothesis. It seeks to determine the numbers of people a particular issue affects and the extent of that effect. It generally involves large-scale survey techniques, which are analyzed using statistical tools and it uses highly structured tools such as surveys, closed-ended questionnaires and structured observations as sources of data. Cohen, Manion and Morrison (2000) stated that, â€Å"typically quantitative methods require a degree of control and manipulati on of phenomena† (p.119). Qualitative research seeks out meanings. It is exploratory in nature. Qualitative research employs a number of different data collection methods. Its instruments are more flexible than those used in quantitative research are. Some of the methods used include observation, group discussions, narrations, and reflection. It is important to include validation in qualitative research necessitated by the lack of hard figures to manipulate, as is the case with quantitative methods. Different tools are available for this task, including debriefing, negative case analysis and corroboration by an interviewer. Conclusion The areas of artificial augmented and virtual realities present a lot of potential for research development. There need for collaborative research is high because a lot of work is ongoing, and it is therefore very easy to apply duplicate efforts. As Chen (2001) attests, â€Å"Human computer interaction is a multidisciplinary subject that involve s information technology, computer science, psychology, library science, education, business and management, human factors, industrial engineering and ergonomics†(p. i) There is a key research opportunity driven by innovation based on current tools to meet emerging needs of the twenty-first century. References Chen, Q., (2001) Human computer interaction: issues and challenges. Pennsylvania: Idea Group Inc. Cohen, L., Manion, L., Morrison K. R. B.(2000) Research methods in education. New York: Routledge. Grifantini, K. (2010) Malleable maps, artistic robots and bubble interfaces. In MIT Technology Review. Web. Ryokai, K., Raffle, H. Brooks, A.(2009). Proceedings from CHI 2009: Tangible Message Bubbles for Children’s communication and play . Boston: ACM. Ryokai, K., Raffle, H. Horii, H. Mann, Y. (2010) Proceedings from CHI 2010: Tangible Video Bubbles. Georgia: ACM. Seba, N., Lew, M. S., Huang, T. S. (2004). The state of the art in human computer interaction. Berlin: Sp ringer-Verlag. This essay on Tangible Video Bubbles was written and submitted by user Bast10n to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Monday, March 16, 2020

Ramses the 2nd essays

Ramses the 2nd essays Ramses the 2nd ruled for about 70 years. He was the third Pharaoh of the 19th dynasty. Ramses the 2nd always fought for more terrority in Africa, Asia, Asia Minor and Arab Countries. Ramses had declared a war on the Hitties, of the Asia Minor and Northern Asia. Hitties were strong warriors and very technologically advanced. The longest war was fought in 1274 @ Kadesh. ( Pharaoh 2 (Ramses) ). Ramses the 2nd ruled during the new kingdom, which reigned from 1550-1070 B.C.E. Living in the new kingdom he dispersed his power very far, making his nation the strongest of the ancient world. He was wed to over 100 wives and fathered over 90 children. Archeologists who searched his tomb found him to be very colorful. (Page 68 of the history text - book). Ramses was very cocky in a sense he wanted to prove to the people that he was very heroic and very valiant. He did this I believe to make the crowd love him. Crowds love victories, and if you were victorious then you would be loved. Scholars s ought to call him Ramses the Great because he was so into himself. ( page 68 ). Ramses was one of the most successful Pharaohs in the sense that he would build such massive temples for not many reasons but just to honor the gods and to have him seen as such a glorious ruler. Ramses 2nd has a very big nose, which comes from the rameside kings. Ramses, the warrior he was even gave diplomacy a chance making the first NAP or Non Aggression Act. Which means that they signed a treaty saying, simply they will show no aggression towards each other and to give support if being attacked by enemies. ...