Sunday, August 23, 2020

Issues in The Organizational Set Up

Question: Portray about the Issues in The Organizational Set Up. Answer: Presentation The introduction slides give a short presentation of the contextual analysis. In the main slide subject of introduction is given as to survey and assess correspondence in one association. Second slide examines about the association Aetna, which is a heath care organization and supplies medicinal services items and administrations. Ron William headed the association from the year 2006 to 2011 as a CEO. Third slide presents a little presentation of the contextual investigation. The contextual investigation is centered around the initiative accomplishments of the CEO Williams. In the wake of joining Aetna, he analyzed disappointment and chances of the association and actualized some key change for improving the circumstance. Through incorporated data channel, William built up a coordinated data framework for the two workers and clients. Clarification of the contextual investigation The contextual investigation examines the issue of correspondence procedure and administration inside the Aetna Inc., which is an expanded medical coverage American Company. Chief William joined the Aetna in the year 2001 and found that the association has brought about lost USD 280 millions in the past, and requires change. He recognized key territories for improvement and openings present inside the association (Goetsch and Davis 2014). William detailed an arrangement for recuperation by reinforcing the trust of Aetnas clients extending from little managers to enormous associations. Aetna concentrated on growing new markets, for example, retail merchants, banking associations and law offices. To grow its market Aetna concentrated on giving items and administrations according to the prerequisites and requests of the clients (Cornelissen 2014). To accomplish this Williams methodology was to create incorporated correspondence frameworks for bosses just as clients, to ensure savvy and excellent medicinal services conveyance framework. With the assistance of compelling correspondence channel William ensured that the new procedure is assimilated in the Aetnas workforce. He worried on the estimations of honesty, worker commitment, and top notch medicinal services. To gauge the viability of his system he directed worker overviews and executed half-yearly execution surveys. He opened the channel of bidirectional correspondence by welcoming the representatives to answer whether they believe that their administrators are following the estimations of the association and have a feeling of pride to be working with organization. Through these observing frameworks, Williams distinguished that there is huge improvement in the reactions in only not many years. The adjustments in association technique, correspondence direct and benchmarking brought about by and large development for the association (Friedrich et al. 2016). From being misfortune making organization, Aetna increased number one situation as the most respected social insurance organization in Fortune Magazine. The contextual investigation has additionally talked about that, so as to help spoken correspondence inside the association and with the clients; Roy Williams put a lot in innovation as he accepted that job of innovation will be urgent in deciding the eventual fate of medicinal services administrations. The contextual investigation has incorporated the portrayal of Care Engine as depicted by Williams as a framework that contains information with respect to singular individuals individual wellbeing record and ongoing scholarly diary data and wellbeing rules that are taken care of into program. This framework can recognize and fill holes in the patient consideration conveyance. With the assistance of Care Engine - the side effects that go undetected, tests that ought to be managed, the prescriptions that must not be endorsed, and different errors of the medicinal services can be limited (Low 2012). William additionally furnished the clients with devices to look at expenses of medicatio ns, tests and specialists visits. Williams accepted the by giving the apparatuses of data and correspondence in the hands of clients trillions of dollars can be checked in the social insurance area. Williams accepted that medicinal services change must be fruitful if all the people can be brought under the umbrella of social insurance administrations. This can be accomplished by keeping up business based framework, reorienting the framework towards counteraction, quality and estimation of care, utilizing motivations dependent on business sectors to improve inclusion, bringing the expense of medicinal services benefits down and making the framework more client centered (Appelbaum et al. 2016). This contextual analysis has examined expansive scope of issues in the hierarchical set up and shows how C.E.O., as a pioneer can viably utilize partnership wide correspondence framework to achieve change and improve execution. Correspondence can be utilized as an instrument to give an incentive to the association and fabricate relationship of straightforwardness with the clients. The contextual investigation has investigates extent of correspondence in authority improvement by permitting the pioneers to oversee association wide correspondence and improving the viability of the correspondence channel in this way permitting the message to arrive at the intended interest group in undiluted structure. This expands the adequacy of the correspondence and aides in building solid administration capacities (Hewitt 2012). References Aetna.com. 2016. Wellbeing Plans Dental Coverage | Aetna. [online] Available at: https://www.aetna.com/[Accessed 28 Mar. 2016]. Appelbaum, S.H., Calcagno, R., Magarelli, S.M. furthermore, Saliba, M., 2016. A connection between corporate manageability and hierarchical change (section two). Modern and Commercial Training, 48(2). Cornelissen, J., 2014. Corporate correspondence: A manual for hypothesis and practice. Sage. Friedrich, T.L., Griffith, J.A. furthermore, Mumford, M.D., 2016. Aggregate administration practices: Evaluating the pioneer, group system, and issue circumstance qualities that impact their utilization. The Leadership Quarterly. Goetsch, D.L. what's more, Davis, S.B., 2014. Quality administration for authoritative greatness. pearson. Hackman, M.Z. what's more, Johnson, C.E., 2013. Authority: A correspondence viewpoint. Waveland Press. Hewitt, M., 2012. Encouraging State Health Exchange Communication Through the Use of Health Literate Practices: Workshop Summary. National Academies Press. Low, C. what's more, Chen, Y.H., 2012. Measures for the assessment of a cloud-based emergency clinic data framework redistributing supplier. Diary of clinical frameworks, 36(6), pp.3543-3553.

Friday, August 21, 2020

Dell computers was founded by Michael Dell in Essays

Dell PCs was established by Michael Dell in Essays Dell PCs was established by Michael Dell in Essay Dell PCs was established by Michael Dell in Essay Table of Contentss Page 1 1.0 Introduction Page 2 Report Page 3 2.0 Mission Statement Page 3 3.0 Dell’s Operation Page 3 4.0 Dell in the UK Page 4 5.0 Competition Page 7 6.0 Dells’ Current Strategy Page 8 7.0 Drawbacks Page 9 7.0 Decision Page 10 Reference index Page 11 1.0 Introduction This examination will show an example of the Dell Corporation, broadening into the UK advertise, which is presented both a product and administration to the new market that separated itself from rivals. The investigation offers a short profile of the organization, taking a gander at the improvement of concern and selling plans by Dell in the UK. At that point the qualities and failings of the company’s plans are talked about, according to their augmentation into the UK advertise. Dell Inc, was once known as Dell Computer Corporation, and was established by Michael Dell in 1984. The organization structures, creates, businesses, markets, administrations and supports an extent of registering machine frameworks, bundle and peripherals. The organization was begun with just a 1,000 US Dollars and the creation was to remove the merchant in the individualized computing machine advertise. The develop has transformed Michael Dell into one of the wealthiest work powers in America today, in spite of the fact that this strategy for selling figuring machines was non as promptly acknowledged in the UK advertise ( www.dell.com ) . In the USA the organization in the blink of an eye started manufacturing its ain IBM-good figuring machines under the name PCs Limited. Net saless came to around 6 million US Dollars during the company’s first twelvemonth, mounting to 34 million US Dollars the undermentioned twelvemonth. By 1987 Dell was the prima mail request figuring machine organization in the United States. In a similar twelvemonth it made a gross incomes power to point enormous organizations and started adding worldwide workplaces to catch the regular postal mail advertise outside the United States. The company’s headquarter are situated in Round Rock, Texas ( www.dell.com ) . Dell keeps on propelling its Personal PCs as incredibly steady and sensible, puncturing all segments of the market. In a market with little qualification between merchants, the organization keeps on using financial worth and administration as a differentiation. Dell s stock plan depends on the normalization of product stages and to design responsive to showcase propensities. They offer the shopper a full extent of figuring machine frameworks, including work area registering machine frameworks, note pad processing machines, workstations, web servers and capacity stocks, stockpiling nation web, arrangements each piece great as a drawn-out decision of fringe equipment, ascertaining bundle and related administrations ( www.dell.com ) . At the point when the organization entered the UK Market it uncounted unexpected occupations with their plan, and adjusted their approaches with an end goal to show signs of improvement of these. One of the major unmanageable elements of their product and administrations was the UK’s consumer’s hesitance to buy merchandise in secret. The customers buying wonts incorporated the substance of the physical product, to contact before they purchase. 2.0MissionStatement The statement of purpose of Dell is to be the best registering machine organization known to man at introducing the best customer involvement with business sectors they serve ( www.dell.com ) . The organization intends to run into customer viewpoints of the most excellent product, taking building, competitory valuing, single and friends answerability, best help and backing, adaptable customisation ability, prevalent corporate citizenship, and financial stableness. This announcement obviously characterizes and imparts Dell’s plan to all partners ( Johnson, G A ; Scholes J 2004 ) . Each different segment of the organization contains their ain explanations that advance and actualize the statement of purpose. These announcements are portrayed as the Soul of Dell ( www.dell.com ) . The data is spread through conveying channels, both composed and unwritten. This more remote reinforces and actualizing the codification of example ( Johnson, G A ; Scholes J 2004 ) . 3.0 Dell’s Operationss The processing machine organization is the universe s taking direct figuring machine Systems and a chief supplier of designing for the Internet. The immediate gross incomes stations incorporate mail, phone and the Internet. At present they sell 50 million dollars meriting product a twenty-four hours. Every one of Dell s agents dedicates their clasp to net incomes and administration. When a customer puts in a request it begins the method of a worked to arrange creation, purchasing and bringing strategy ( www.dell.com ) . In the event that there is work with a registering machine, the Dell agent has on-screen dish to a supply of arrangements, picked up from mature ages of universal criticism from customers. Each activity and its answer, is gathered on Dell s concentrated figuring machine. This other than contains inside informations of each customer s buy, by the utilization of continuous Numberss, a background marked by every single machine, gives help to the life-time of the registering machine ( Management Today, June 1991 ) . This data circuits has two purposes: to impede way between processing machine creator and the customer ; and to use quick moving input from single customers to give the most ideal support of all ( Management Today, June 1991 ) . The money saving advantages to Dell of this plan of selling are impressive, however their flexibly Dell offers the buyer correctly the correct product group of stars. Their capital is non tied in stock records and in this manner cut bringing down the danger of neglected stock. The effective developing of Dell would non hold unfolded without them offering corporate customers a similar strategy for purchasing. This was the main incentive in the creation of the organization ( Hoover, W.001 ) . 4.0 Dell in theUnited realm Globalization has expanded rivalry and has immersed both the opposition in the household markets and the imprint markets itself. This is brought about by the high level of rivalry among the take separating organizations in a given market segment, expanding the product scope. This level of impregnation has expanded the interest for more remote improvement in the market to achieve competitory bit of leeway each piece great as reasonable developing in the worry ( Brassington, F Pettit, S 2003 ) . The organization entered the United realm advertise through a subordinate organization, Dell UK, in Bracknell in 1987. The technique for selling figuring machines was treated with incredible skepticism by the UK customers ( Management Today, June 1991 ) . One of the reason for this is the UK’s shoppers were hesitant to buy products surreptitiously ( Management Today, June 1991 ) . This factor was from the outset the unmanageable elements of the new product in the UK Market. Extension of the organization can take topographic moment that the market improvement is in another area. Passage into the market is all around at a similar degree as the bing rivalry. This land spread is either broadly or universally ( Lynch, R 2003 ) . Porter’s factor and request conditions have been distinguished by the organization, and their plan was to utilize the interest from huge concerns ( Porter, M refered to in Brassington, F A ; Pettitt, S 2003 ) . The organization utilized exchange name cognizance, with an end goal to show signs of improvement of this factor. Dell made sure about significant customers ; these incorporate BP, the RAF, Inchcape and the jail administration. Around 20 % of Dell’s net is from the UK, in spite of the fact that it just has a little segment of the UK’s individualized computing machine showcase. The UK is Dell s most grounded abroad market ; the organization is currently the figure two member, with net incomes of more than 1 billion Dollars. Worldwide the house positions fifth behind Compaq, IBM, Apple and NEC ( Management Today, Feb 1997 ) . Covering straight with corporate customers made an additional advantage for the organization. They minimized expenses, while volume and market parcel expanded, this additional to the exchange name cognizance. Their mass conveyance channels gave course to a major new market, corporate customers. Another unmanageable factor from this plan was the expansion costs, in the signifier of product oldness, mark-ups, and managing costs ( Hoover, W.2001 ) . Dell has works with devoted locales for each significant customer, these mirror the organization for which it works ( Hoover, W.2001 ) . The organization followed a market advancement conspire, it moved past its quick customer base towards pulling new customers for its current stocks ( Ansoff refered to in Lynch, R 2003 ) . This plan habitually includes the offer of bing stocks in new universal markets. This may suggest geographic endeavor of new areas of a market, new uses for the company’s stocks and benefits, or new topographical nations so as to bait new customers ( Lynch, R 2003 ) . Today the UK is the second biggest market for Dell outside the USA, and because of the tremendous possibilities present here, it is a priority and esteemed market. Rodrigues ( 2003 ) Stated that Dell is non an organization that lays on its honors so we are constantly rethinking the way we do worry to remain competitory and run into customer requests ( Rodrigues, B ( General Manager Dell UK ) ( 2003 )

Thursday, July 9, 2020

Significance Of Realistic Physics In Simulation Games Philosophy Essay - Free Essay Example

This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like à ¢Ã¢â€š ¬Ã…“The need for speedà ¢Ã¢â€š ¬? came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in à ¢Ã¢â€š ¬Ã…“Need for Speed: Shiftà ¢Ã¢â€š ¬? and à ¢Ã¢â€š ¬Ã…“Need for Speed: Pro-streetà ¢Ã¢â€š ¬? these games reached the benchmark for physics at their time but were not as popular as the à ¢Ã¢â€š ¬Ã…“Need for speed: Most Wantedà ¢Ã¢â€š ¬? and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience i n games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better à ¢Ã¢â€š ¬Ã‹Å"feelà ¢Ã¢â€š ¬Ã¢â€ž ¢ of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in à ¢Ã¢â€š ¬Ã…“Need for Speed: Undercoverà ¢Ã¢â€š ¬?, à ¢Ã¢â€š ¬Ã…“Burnout paradiseà ¢Ã¢â€š ¬? à ¢Ã¢â€š ¬Ã…“Dirtà ¢Ã¢â€š ¬?, à ¢Ã¢â€š ¬Ã…“Need for Speed: Shiftà ¢Ã¢â€š ¬? and à ¢Ã¢â€š ¬Ã…“Virtua racerà ¢Ã¢â€š ¬? to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title à ¢Ã¢â€š ¬Ã…“Motion along a straight lineà ¢Ã¢â€š ¬? by author Michael Tanczos  https://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title à ¢Ã¢â€š ¬Ã…“The physics of racingà ¢Ã¢â€š ¬? by author Brian Beckman https://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [https://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title à ¢Ã¢â€š ¬Ã…“Motor Sports Setupà ¢Ã¢â€š ¬? by author Carroll Smith https://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [https://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [https://en.wikipedia.org/wiki/Racing_video_game#1970s Title à ¢Ã¢â€š ¬Ã…“Racing Video Gameà ¢Ã¢â€š ¬? by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [https://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [https://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You canà ¢Ã¢â€š ¬Ã¢â€ž ¢t go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youà ¢Ã¢â€š ¬Ã¢â€ž ¢ll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Thereà ¢Ã¢â€š ¬Ã¢â€ž ¢s no way around this and if you havenà ¢Ã¢â€š ¬Ã¢â€ž ¢t got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnà ¢Ã¢â€š ¬Ã¢â€ž ¢t like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnà ¢Ã¢â€š ¬Ã¢â€ž ¢t such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like à ¢Ã¢â€š ¬Ã‹Å"Speed Raceà ¢Ã¢â€š ¬Ã¢â€ž ¢ 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70à ¢Ã¢â€š ¬Ã¢â€ž ¢s for racing games and racing games evolved from this slowly over the course of years. In 1974 à ¢Ã¢â€š ¬Ã‹Å"Atarià ¢Ã¢â€š ¬Ã¢â€ž ¢ released à ¢Ã¢â€š ¬Ã‹Å"Gran Trak 10à ¢Ã¢â€š ¬Ã¢â€ž ¢ which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each otherà ¢Ã¢â€š ¬Ã¢â€ž ¢s scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 à ¢Ã¢â€š ¬Ã‹Å"Crashing raceà ¢Ã¢â€š ¬Ã¢â€ž ¢ was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year à ¢Ã¢â€š ¬Ã‹Å"Moto-Crossà ¢Ã¢â€š ¬Ã¢â€ž ¢ was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called à ¢Ã¢â€š ¬Ã‹Å"Night Driverà ¢Ã¢â€š ¬Ã¢â€ž ¢ introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 à ¢Ã¢â€š ¬Ã‹Å"Namcoà ¢Ã¢â€š ¬Ã¢â€ž ¢ released à ¢Ã¢â€š ¬Ã‹Å"Rally-Xà ¢Ã¢â€š ¬Ã¢â€ž ¢ which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 à ¢Ã¢â€š ¬Ã‹Å"Namcoà ¢Ã¢â€š ¬Ã¢â€ž ¢ released à ¢Ã¢â€š ¬Ã‹Å"Pole positionà ¢Ã¢â€š ¬Ã¢â€ž ¢ which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic leve l which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation started increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. à ¢Ã¢â€š ¬Ã‹Å"Pole position 2à ¢Ã¢â€š ¬Ã¢â€ž ¢ in particular had 3 screen display of the game giving a sense of 3D. In 1980à ¢Ã¢â€š ¬Ã¢â€ž ¢s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 à ¢Ã¢â€š ¬Ã‹Å"Geoff Crammondà ¢Ã¢â€š ¬Ã¢â€ž ¢ developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 à ¢Ã¢â€š ¬Ã‹Å"HangOnà ¢Ã¢â€š ¬Ã¢â€ž ¢ was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 à ¢Ã¢â€š ¬Ã‹Å"Atarià ¢Ã¢â€š ¬Ã¢â€ž ¢ released à ¢Ã¢â€š ¬Ã‹Å"Hard Drivinà ¢Ã¢â€š ¬Ã¢â€ž ¢; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 à ¢Ã¢â€š ¬Ã‹Å"Formula one Grand Prixà ¢Ã¢â€š ¬Ã¢â€ž ¢ became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was à ¢Ã¢â€š ¬Ã‹Å"virtua racingà ¢Ã¢â€š ¬Ã¢â€ž ¢ which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 à ¢Ã¢â€š ¬Ã‹Å"Segaà ¢Ã¢â€š ¬Ã¢â€ž ¢ came up with à ¢Ã¢â€š ¬Ã‹Å"Daytona USAà ¢Ã¢â€š ¬Ã¢â€ž ¢ which was the first racing game to feature filtered texture-mapped polygons. In 1994 à ¢Ã¢â€š ¬Ã‹Å"Electronic Artsà ¢Ã¢â€š ¬Ã¢â€ž ¢ came up with à ¢Ã¢â€š ¬Ã‹Å"Need for Speedà ¢Ã¢â€š ¬Ã¢â€ž ¢ which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 à ¢Ã¢â€š ¬Ã‹Å"Gran Turismoà ¢Ã¢â€š ¬Ã¢â€ž ¢ was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 à ¢Ã¢â€š ¬Ã‹Å"Midtown Madnessà ¢Ã¢â€š ¬Ã¢â€ž ¢ changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called à ¢Ã¢â€š ¬Ã‹Å"Need for Speed: Shift 2à ¢Ã¢â€š ¬Ã¢â€ž ¢ uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, à ¢Ã¢â€š ¬Ã‹Å"mà ¢Ã¢â€š ¬Ã¢â€ž ¢ is the mass of the object and à ¢Ã¢â€š ¬Ã‹Å"aà ¢Ã¢â€š ¬Ã¢â€ž ¢ is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting letà ¢Ã¢â€š ¬Ã¢â€ž ¢s consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtonà ¢Ã¢â€š ¬Ã¢â€ž ¢s second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when ità ¢Ã¢â€š ¬Ã¢â€ž ¢s driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body. When a force acts on the cars, it acts on the centre of mass of the car and the car moves along with it. Consider the COM to be a point inside the body of the car, if this point was to move out of the carà ¢Ã¢â€š ¬Ã¢â€ž ¢s body, the car would topple over. This is what determines the momentum of the car and the direction of momentum. Gravitational forces also act from the centre of mass of the car. To make calculations easier, consider the density of the car to be constant at all the places, and then the COM would be equal to the geometrical centre of the object. This doesnà ¢Ã¢â€š ¬Ã¢â€ž ¢t stand completely true as the engine is very heavy when compared to the empty body behind therefore after calculating the Geometrical centre of the car, the COM should be moved a bit forward towards the engine to make the assumed COM closer to the actual COM of the car. This will be done based on assumptions purely. A little more accurate version of this would be to get the get the geometrical centre of all the components of the car separately. Give them a specific assumed mass based on what material they are made of. A main COM based on the geometrical COM can be calculated by taking the medians of all the component points; this can be called as the temporary COM. All the individual points can be plotted as vectors pointing to the temporary COM with their masses as magnitude of the vectors. The temporary COM is to be pushed closer to a point with higher mass value and this should be done for all the points present to get the final COM of the car. H.5 Weight Transfer The carà ¢Ã¢â€š ¬Ã¢â€ž ¢s mass is balanced on four wheels of the car, when the car accelerates or brakes, the weight is pushed front wheels to the back wheels. The same thing happens in a lateral way when the car is taking a turn. This happens due to the COM of the car shifting inside the car. This is also responsible for car skidding when taking sharp turns. Consider this car braking at 1 G. This means that the braking force is equal to the weight of the car. The Black and white circle in the centre of the car is its COM and G is the gravitational force that is pulling the car down. is the lift force exerted by the ground on the front tyre and is the lift force exerted by the ground on the rear tyre. These forces keep the car falling through the ground to the centre of the earth. The imbalance of these forces results in oversteers and understeers. When there is no motion the weight distribution can be considered to be equally distributed, therefore =Braking force on the front tyre =Braking force on the rear tyre Braking causes the COM to be pushed forward thus increase the weight on the front tyres and lifting off weight of the rear tyres. Braking force acts at ground level on the tyres but the COM is in the centre of the car which gets pushed forward; this causes a turning effect or torque. It is for the same reason that low cars have less chance of toppling over at turns because their COM is closer to the ground therefore reducing the distance between the braking force and the COM. Breaking Torque is proportional to and Height of COM Counter Torque is proportional to For example (not specific to the car in game) consider the height of COM h to be 20 inches, wheelbase to be 100 inches and the mass of the car be 3200 pounds. Then, As Described above, Substituting above and solving gives =960lb Therefore an extra 640lb is put on the front tyre and 640lb of weight is removed from the rear tyre. From this, I conclude that when the car is turning, the wheels on the outer side of the run get heavier and get more grip and when the car brakes, the forward wheels get heavier and get more grip. This also tells that when the COM is moving in the above described positions, it is creating a torque force which if exceeds a certain limit would topple the car. H.6 Tyre Grip and Braking Tyre grip is based on two factors; the first one is the coefficient of friction between the tyre and the surface and secondly on the weight applied by the car. The slip of the tyre can be measured on different surfaces as g values. A tyre with higher g will slip lesser that a tyre with lower g. This means that it can hold up to g amount of force in the sideward direction. This frictional force is applied as a negative force in the opposite direction of the carà ¢Ã¢â€š ¬Ã¢â€ž ¢s direction which the car has to overcome to move forward. The frictional force can be calculated by =Frictional force =Coefficient of friction between the tires and the surface =Normal force, which is the weight of the car acting downwards From this it is understood that frictional force depends on the weight of the object, so when the car takes a turn the outer wheels get heavier and have more frictional force. Tyre grip between different surfaces is approximated and the values can be used to calculate the slip of the tyre. For average tyres this value ranges from 1.2g to 1.7g on tar roads. Consider if our tyre has a grip of 1.2g, then it would decelerate the car at the rate of 1.2*9.8 = 11.76 . This value cannot be considered static as the weight transfer would change the grip on tyres and therefore also affect braking force. H.7 Centripetal Force When a vehicle takes a turn it pushes the COM of the car outside due to inertia. This is a force away from the direction of the car and pushes on the tyres towards the side. If this force becomes greater than the tyreà ¢Ã¢â€š ¬Ã¢â€ž ¢s grip force the tyre slips. The Acceleration needed to keep a vehicle at velocity V to go in a circle or radius r can be calculated this way (Below) Consider a small change in time dt to move a small distance dx. Then from the speed distance equation Consider a small change in sideways distance ds, then the side velocity will be The sideways acceleration for this would be Equation 1 If we go forward by a fraction of radius then we must go sideways by the same fraction of dx to stay in the circle. Therefore:- Equation 2 Substituting equation 2 in 1 we get This again tells us that tyre slip is a square function of velocity and greatly gets affected by a slight increase in velocity. For example consider two tyres of grip 1G and 2G, and then we can calculate their minimum turning radius before they slip off. Speed m/s- 10 20 30 40 50 1G 10.20 40.6 91.8 163.2 255.1 1.4G 7.18 29.15 65.5 116.6 182.2 Minimum turning radius- Graph at 1G Speed in x10 m/s- These calculations are not accurate as the grip of the vehicle tyres does not remain constant at turns and braking. The grip of all four wheels is dynamic and this change has to be taken into account. To keep the vehicle simulation very simple, we can calculate the weight on every tyre and calculate weight transfer. If for example all tyres have 600kg weight each on them. Consider all tyres to have a grip of 1G. Then it can be said that at 600kg the tyre has 1G grip. Then from the weight transfer we can get how much extra weight has been put on the tyre and from that we can get the increased grip based on that. Example the side tyres get an extra 300kg weight on them, then their grip would be 1.5g and the others tyres grip would fall off to 0.5g. From this it can be noticed that weight transfer causes grip transfer also at the same ratio. H.8 Rolling Resistance Rolling resistance is the resistance or frictional force of the wheels with the surface when they are in motion. Coefficient of rolling resistance is a constant which depends on the friction between the two surfaces. Force of rolling resistance can be calculated by =Force or rolling resistance =Coefficient of rolling resistance between the two surfaces = Normal force applied which is the weight of the car This is force acting in the opposite direction of motion of the car; the car also has to overcome this force to move. Biblography https://worldofstuart.excellentcontent.com/review-virtua.htm Virtua racing review https://retro.ign.com/articles/929/929497p1.html IGN virtua racing review

Tuesday, May 19, 2020

The Dark Side of the Moon Landing - 1479 Words

The Dark Side of the Moon Landing The Final Frontier In 1969, The United States successfully sent the first manned mission to the moon. It was a long time coming, a product of the Cold War’s Space Race. The Cold War began in 1947, between the Soviet Union and the United States. There was no actual fighting in the Cold War, just political conflict, military coalitions, and numerous competitions of brain rather than brawn. Among these competitions is the most famous Space Race. Although the Cold War commenced in 1947, the Space Race did not begin until 1955. The President of the United States at this time was Dwight Eisenhower. The first competition of the space race was to send artificial satellites into space, but what has made the†¦show more content†¦At precisely 11:07 pm, November 21st, Air Force One carrying John F Kennedy and Mrs. Kennedy lands at Carswell Air Force Base in Fort Worth, Texas. Both Mr. and Mrs. Kennedy go straight to the Hotel Texas after disembarking. The next morning a crowd gat hers around the hotel, and Kennedy delivers a spontaneous address. Before the address Kennedy greets the crowd, answering questions personally. Mrs. Kennedy remained in their suite in the hotel, preparing for the Camber of Commerce breakfast at 9 am. A deputy sheriff stationed outside the hotel recalls his brief moment meeting the president fondly. He refers to Kennedy as a nice, courteous and neat guy. (Living History Program) After the quick impromptu speech, Kennedy heads to the breakfast where his wife will join twenty minutes after him. Minutes after Mrs. Kennedy arrives, John F. Kennedy stands up to deliver his first official speech that morning. After his strong speech about the hope for peace and security in the nation, Mr. and Mrs. Kennedy take a short thirteen-minute flight to Dallas. A pleasant crowd was waiting for the presidential couple when they landed at Carswell Air Force Base. Mrs. Kennedy was given a bouquet of red roses, and JFK shook hands with friendly supporters. The President and first lady join Texas Governor John Connally and his wife in a secret service modified, midnight blue, Ford convertible. The ten-mileShow MoreRelatedThe Moon Is The Only Natural Satellite Of Earth1436 Words   |  6 PagesThe Moon Jacob Hogue SCIN 111-12F Ivy Tech Community College The Moon is the only natural satellite of Earth. Its orbit is 384,400 km from Earth, the diameter is 3476 km and the mass is 7.35e22 kg. The moon is also Called Luna by the Romans, Selene and Artemis by the Greeks, and many other names in other mythologies. The Moon, of course, has been known since prehistoric times. It is the second brightest object in the sky after the Sun. As the Moon orbits around the Earth once per month, the angleRead MoreMoon Landing : Conspiracy Or Reality?1461 Words   |  6 PagesMoon Landing: Conspiracy or Reality? It wasn t until I really sat down and thought about it that I realized the moon landing was questionable. As a kid I always thought it would be amazing to be an astronaut so the thought that maybe there is no real astronauts at all had me concerned. On July 20th 1969, the Apollo 11 with astronaut Neil Armstrong and his crew, guided by thousands of NASA technicians, supposedly landed in the surface of the moon. This landing at its time was considered the mostRead MoreApollo 11 : The First Space Mission1419 Words   |  6 Pagesthat landed humans on the moon. On July 20, 1969, astronauts Neil Armstrong and Edwin Aldrin landed on the Moon while Michael Collins stayed in the Command Module. On the surface, Armstrong and Aldrin spent two and a half hours collecting samples, taking pictures, and exploring the surface of the moon. After they got their samples, they placed a three by five feet American flag on the moon, a plaque that said, â€Å"Here men from the planet Earth first set foo t upon the moon. July 20, 1969 A.D. We cameRead MoreImportant Importance Of Astronomy1602 Words   |  7 Pagesbe able to use it to help us be informed about possible danger to the Earth. A lot of people who do not know about our solar system and universe, believe in ideas that sometimes are wrong. For example, some people think that one side of the moon is permanently in the dark, Earth is the largest object in the solar system, all planets are the same size as Earth, comets are composed of the same material as asteroids, and that scientists know all there is to know about the solar system. Well, all of thoseRead MoreWhy Is Haven t On The Moon?1363 Words   |  6 PagesComposition 7 Dec 2016 Why Haven’t We Been Back to the Moon Has it ever occurred to you that the moon is alien based and that is why humans haven’t been back to the moon? It is suggested that NASA has known for years that aliens inhabit the moon. The aliens have used the dark side of the moon to establish a base, develop landing areas, create buildings, and towers, in which, they monitor life on earth. NASA claims that they have not been back to the moon because they simple don’t have the funding. HowRead MoreThe Evolution Of The Spacecraft1279 Words   |  6 PagesThe Evolution of the Spacecraft â€Å"When I first looked back at the Earth, standing on the Moon, I cried.† explained Alan Shepard when asked about his experience on the moon in February 1971 (8). Space travel had humble beginnings with the first object reaching space orbit in the late 1950s. Technology improved such that a rocket could be sent to the moon. Studying space teaches us about our universe and our own planet. The space craft that scientist predict in the future will travel further into theRead MoreA Cost Of Digging Rabbit Holes For Time Or Money1430 Words   |  6 PagesA Cost of Digging Rabbit Holes for Time or Money Or a Breath from the Dark Side of the Moon A consciousness analysis of the concept elements of time, money and madness within Pink Floyd’s â€Å"Speak to me/Breathe† song as well as lyrics, released in1973, and featured on the album title The Dark Side of The Moon. Arguably, one of the best concept albums as well as a top ten best seller for fifteen years on Billboard’s top album charts is not only a great musical achievement, but a metaphoric masterpieceRead MoreWhat Is The Future Of Space Programs?1391 Words   |  6 Pagespreparation to send Cosmonauts to the moon, and partnering with the European Space Agency (ESA) on the ExoMars mission. In March Roscosmos began recruiting potential Cosmonauts for their moon-landing mission. Those chosen will pilot the future Federation spacecraft to the moon, beginning a careful approach to prepare for a manned Mars mission (Moon 2017). The first part of the two-stage ExoMars mission is underway, with a Trace Gas Orbiter (TGO), and Entry, descent and landing Demo nstrator Module (EDM), havingRead MoreThe Discovery Of The Moon1360 Words   |  6 PagesPrologue The evening sky flashed with an array of lights, shimmering from fiery pink to dark purple, as the twin suns slowly began to sink below the horizon. The soft white clouds floated along the purple sky, succumbing to the blanket of darkness that arose along with the alien night. The cratered moon arose from the boundaries of sight, large and with an inherent cosmic beauty. The large rings of the planet casted shadows upon the land, dousing whatever was left alight with the soothing darknessRead MoreApollo 131334 Words   |  6 Pages In the movie Apollo 13 three astronauts go up to space in the space craft odyssey and encounter many problems. The astronauts, Jim Lovell, Jack Swigert and Fred Haise were on a rushed mission to go to the moon when Jack went to go stir the oxygen tanks and one of them exploded. The explosion led to a whole host of problems. The astronauts had to abort the mission and focus on a safe return home. A monomyth plotline is when a person leaves a place, enco unters obstacles and comes back a different

Wednesday, May 6, 2020

Synopsis Of Starry Night By Vincent Van Gogh - 1068 Words

Ingeniously Insane It has been more than a century since Vincent van Gogh daubed his last piece of art. While his fame as an artist did not come during his lifetime, his revolutionary use of color may have possibly been the most crucial feature of his work. He had the capability of evoking deep emotions just using the simplest of subjects, proving that his mind was in a constant state of change. Although he faced many struggles within his lifetime, possibly the removal of his own ear, caused great speculation of his mental state. At the same time while faced with great adversity and speculation, one can only wonder what drove this brilliant artist insane. Was he truly mad, or was his intellect too great for his own mind to bear? What was the true meaning behind his legendary piece, Starry Night? There has been a magnitude of several medical historians and psychiatrist that have posted their own theories onto what drove this world renowned artist crazy. While there are so many variables during his lifetime that could be viewed as the single reason or turning behind his ultimate demise, I believe that a mixture of both insanity and brilliance is the answer to what drove him as an artist during his diverse and controversial lifestyle. This theory can be best notated in his painting, Starry Night, which was created in 1889. This is â€Å"one of his most well-known images in modern day culture, as well as being one of the most replicated prints† (Meier-Graefe). To betterShow MoreRelatedVan Gogh Starry Night and Influence of Many2004 Words   |  9 PagesVan Gogh, Starry Night and the Influence of Many Post-Impressionist Vincent Van Gogh was an inspiring artist, whose unique techniques and styles captured the attention of many artists and critics. Van Gogh’s emotions and surroundings was what interpreted his paintings. When it comes to the topic of Van Gogh’s artistic approach, each of his pieces displayed a brilliant use of color along with molding color and harmony with applying the elements and principles of art. While developing his techniquesRead MoreThe Influence Of The Fine Arts2108 Words   |  9 Pageschanging of one’s location or advancing themselves into a time or place suited for themselves. The fine arts being one of the most prominent, or even yet, most suitable example of this phenomena. Sun King to among wild beasts, the variation of art and a synopsis will be presented on Italian and Spanish Baroque, â€Å"Natural† Art, Realism, Post-Impressionism, and Fauvism. The term Baroque was derived from the Portuguese â€Å"barocco† meaning â€Å"irregular pearl or stone shape† that describes a fairly complex idiomRead MoreOffice Art Memo2320 Words   |  10 Pagessociable activities and travel. Vincent van Gogh; (1853-1890) Arguably one of the most recognized works in the world, by any artist, and certainly within the art world. Starry night marks a period in the artist life of tranquility and of imaginative freedom following a history of turmoil and psychological instability. The landscape is the view as depicted from the artist room from a mental hospital or asylum (as they were referred to in that era) where van Gogh had been committed too for approximately

Epidemiology free essay sample

The increasing ease of access to computers, computer games, the internet, and social acceptance of extended leisure time have seemingly caused the incidence teenage obesity rise at alarming rates (Teen obesity, 2011). There is of course no single contributing factor to the cause of obesity but research has linked a variety of biological, genetic, cultural and behavioral traits to the disease. According to the American Academy of Child and Adolescent Psychiatry, childhood obesity is not typically caused by a particular medical disorders; â€Å"less than 1 percent of all obesity is caused by physical problems. Obesity in childhood and adolescence can be related to poor eating habits, overeating or binging, lack of exercise, family history of obesity, stressful life events or changes (separations, divorce, moves, deaths, abuse), family and peer problems, low self-esteem, and depression or other emotional problems† (AACAP, 2011). While the typical â€Å"extra few pounds† are not necessarily detrimental to the overall health of an individual, the incidence of obesity in teens is a serious health issue as it puts the child at increased risk for emotional problems, low self-esteem, depression, anxiety and undue stress on their young body (AACAP, 2011). We will write a custom essay sample on Epidemiology or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Direct links have been seen between obesity and complex health concerns of increased risk for heart disease, hypertension, diabetes, respiratory complications and sleep disturbance (AACAP, 2011). It can cause issues like an increased risk of heart disease, high blood pressure, diabetes, breathing problems, trouble sleeping (AACAP, 2011). Demographics The demographics of obesity are individualized to a person’s ideal weight for their height and body type. Obesity is categorized by having an excess of weight that is well outside of the medically accepted range based on height. There are varying degrees of obesity and being overweight is not the same as obesity. Obesity is categorized as being 20% or greater than the ideal weight for the individual (PAMF, 2011). The WHOs definitions of overweight and obese are based on an individuals body mass index (BMI), which measures weight relative to height. Overweight is marked by a BMI greater than or equal to 25 and obese is defined as having a BMI greater than or equal to 30 (World Health Organization, 2012). While it is widely accepted that Americans are one of the most overweight countries in the world, many other nations have seen steady increases in their rates of obesity. Epidemiological data has shown that countries all over the world have been steadily gaining weight in all genders, ethnic groups, ages and educational levels (World Health Organization, 2012). According to the national Institute of Health, 15. 5% of teenagers were obese (2006). This means that a large number of teenagers today are at risk for health issues like heart disease, high cholesterol and high blood pressure as well as type 2- diabetes. Obesity is a growing trend in all social classes and cultures; however it is disproportionately prevalent in certain ethnic populations. Obesity rates for example among â€Å"African American and Mexican American adolescents ages 12-19 were more likely to be overweight, at 21% and 23% respectively, than non-Hispanic White adolescents 14%† (aspe. hhs. gov, 2011). The National Health and Nutrition Examination Survey concluded that this disparity is of great concern especially when considering that type-2 diabetes and heart disease is at present, a prevalent health concerns among these ethnic populations (aspe. hhs. ov, 2011). With obesity on the rise in vulnerable populations that are seemingly already at increased risk for related disease, further research and interventions should be aggressively sought. When considering the younger generations that are becoming increasingly overweight, lifestyle habits, particularly the acceptance of sedentary entertainment have to be highly c onsidered as factors leading to the problem. The National Collaborative on Childhood Obesity Research (NCCOR) have established clear links that the sedentary nature of watching TV is linked with some unhealthy outcomes in kids (NCCOR, 2012).

Wednesday, April 22, 2020

Tokto and Takeshima free essay sample

An examination of the conflicts over ownership of the two islands between Korea and Japan. This paper takes a look at the islands of Tokto and Takeshima that belong to Korea and Japan respectively. The author examines the controversies that have existed between the two countries over the islands for so many years and the reasons for the conflict over possession of the islands with emphasis on the symbolic meaning that these islands hold. Tokto, Takeshima, Liancourt Rocks, Dokdo, or Toki Islands the rocky islets that lie between Korean and Japan are known as different names to different people. Tokto belongs to Korea, while Takeshima belongs to Japan. The islands have been a source of controversy between the two neighboring countries since the 17th century, as both nations bickered back and forth, each claiming their rightful sovereignty over them. Both Korea and Japan offer their own version of historical documentation as evidence to support their claims. We will write a custom essay sample on Tokto and Takeshima or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page The rocky islets themselves have little to offer; however the waters around the islands are very rich in fish and mineral resources. The possession of the islands have great implications in each nations exclusive economic maritime boundary definitions, and perhaps more importantly, are symbolic of Japan and Koreas nationalism, pride and underlying antagonism towards each other. The issue is in effect a microcosm of the complex Japan-Korea relations, shaped by centuries of interactions and conflicts, and reveals each countrys attitude towards each other, the tension and mistrust between them, and their struggling efforts to heal and strengthen the relationships and deal with and move forward from the past.