Thursday, October 31, 2019

The history of winter olympic games Term Paper Example | Topics and Well Written Essays - 250 words

The history of winter olympic games - Term Paper Example In 1924, winter Olympic Games occurred for the first time under the name â€Å"International Winter Sports Week.† It was a great success and the first winter games in history. Summer and winter games occurred simultaneously since 1924 until 1936. Both editions faced cancellation after the Second World War and the games began to participate in different countries (Karamichas, 1975). In 1986, there was a separation of summer competitions from the winter holidays. Since then, the winter games have gathered sports every four years from all over the world. In 1998, winter Olympics occurred in Japan with 72 countries participating and more than 2000 participants. The 19th winter Olympics took place in Lake City, USA in 2002. The last winter Olympics took place in Sochi, Russia in 2014 with an epic ceremony with music and dance. http://mylibrary.qu.edu.qa/availlim/search~S4?/Xolympic+games&searchscope=4&SORT=DZ/Xolympic+games&searchscope=4&SORT=DZ&extended=0&SUBKEY=olympic+games/1%2C28%2C28%2CB/frameset&FF=Xolympic+games&searchscope=4&SORT=DZ%2C6%2CTop of FormBottom of

Tuesday, October 29, 2019

Cultural Change in New York Essay Example | Topics and Well Written Essays - 500 words - 1

Cultural Change in New York - Essay Example This paper tells that the artists move to New York City because of the increasing developmental opportunities and the facilities provided for the promotion of arts. The diversity in culture is also due to the great opportunities New York City offers. A large number of immigrants from various regions of the world has also diversified the culture of New York City and the original culture of the city has now been replaced by a culture which is an amalgamation of the cultures of various different regions of the world and the modern urban culture. The various changes that took place in the culture of New York City can be accounted for a large number of immigrants that came to live in the city. The current culture of the New York City is an amalgamation of Indian, Irish, Italian, Chinese, Korean, Caribbean and Jewish culture because of the large number of immigrants from these regions living in New York. Various different events of these communities were added to the cultural calendar of N ew York City during the 20th century. Comparing to other regions in the US, New York City has received more immigrants from foreign countries and that is why the effect of foreign culture is not that evident in any other areas. The development that took place in various cultural aspects of New York during the 20h century is the largest in the history. Dance, for example, was modernized in the 20th century. The various genre of dance was developed during the 20th century which included contemporary ballet which eventually led to the emergence of the New York City Ballet, the largest dance company of that time.

Sunday, October 27, 2019

Impacts of Globalization and Gaming

Impacts of Globalization and Gaming Video game franchise has taken the world by storm. It is design to trigger human emotion by satisfying one need to kill, venting of frustration and anger. Video gaming is used to de-stress, educate and kill time. People would spend hundreds of dollars in the gaming sector and this has make gaming the primary platform of entertainment and lifestyle. Impact of globalization and gaming The media has played the primary leader in re-shaping our future by imprinting images on how things should be. Images shown on advertisement, commercials, the covers of magazine and newspaper prove to have impact and stir up interest among consumers. Thus, making media consumptions as a form of manual for Life A guide to live your life Here, I am making a distinctive connection between the influences of the video game market, game production sales, game demograph and global culture. The major and leading players in the gaming industry would be the U.S and Japan. Business competition has stir up due to many other nations eager to get involve and follow the footstep of both big players. This shows how important video gaming industry has become and how it conquers the centre stage of globalization. It is predicted to posses a huge growth in coming years. Statistics shows a steady yet gradual growth in the gaming sector from the year 2002 2007 (image 1.1), overtaking other media market such as film and music. Leading franchise, Mario, created in Japan, has yield over 200 games since original release date back in 1981. Mario has then become the official mascot of Nintendo. With help from the media, everyone from every corner of the world will know who or what is Mario. It has turned itself global by its iconic representation of video game. A side from technical statistics, market has showed distinctive trends. It is obvious how our male counterpart dominant the gaming market but what is more startling is the growth and impact of girls and woman showing interest to this market over the recent years. (Image 1.2) In late November, president of Nintendo America, Reggie Fils-Aime presented several data points outlining the current gender breakdown of console play in the U.S. Reggie estimates there are 45 million people playing video games as the primary players in the U.S. Of those, Nintendo is estimating 26% are female, or roughly 11.7 million. Wanda Meloni, Gamasutra Factors such as online gaming and PC gaming are the key contributor, especially with the existence of social networking site such as Twitter and Facebook, Apart from your ordinary 2D-Planes of your computer screen, gaming console took a leap in providing both sharing and social networking into their programs. Sharing movies, pictures, music and gaming has never been a breeze while doing it in the comfort of your own living room. Such experiences have turn into a lifestyle and morphed itself into a global culture. With tool like the Internet, people from all over the world are able to communicate, share and learn other cultures. That is how the existence of game production catering to certain culture and country originate. It is evident on the gaming box art. (Image 1.3)Â   Issue Despite these positive activities stir up by the gaming market, there are still problems that need to be addressed. Base on the research I have undergone, it is evident how gamers or consumers are not aware of the upcoming games. Surveys that I have done showed almost eighty percent of gamers surveyed are not aware of the latest games that are on sales. (Image 1.4) Advertising of the games has proved to be unsuccessful. Alas, most consumers who were surveyed claimed they found out about new games releases through word of mouth or the Internet. Website such as Gamespot will show weekly game releases. (Image 1.5) Gaming Experience Your heart is beating out of control; your hands are covered in blood, your eyes staring straight at him, with your finger on the trigger. This is your final stand, should you open fire? But he is a human being? Will he kill you? Or is this all a dream? The deafening sound of silence abrupt the surrounding, now its kill or be killed. You pull the trigger. He lay before you, dead. Before you know it, he slowly fades into the background. He disappears. A typical scenario for every gamer who plays combat war game. The only difference between reality and virtual reality is the hesitation to kill a person in a game. Virtual reality has set emotions wide apart from reality. One is more likely to kill a person in a game compare to a real life event. Why has gaming eradicate every emotion in a person when it comes to killing another player? Well, the explanation is simple. No one dies in a game. Virtual reality is design in a way that it will feed off most of our emotions without us worrying what are the consequences. Unlike reality, gaming allows players to redeem back their mistake by restarting the game. It fascinates me how game design has the ability to create fantastic visual effects; immersive graphics and beautiful environment that consumed one and let gamers live their character through computer games. Amazing how this two-dimensional generating image let users escape reality and let them live a pseudo character. How or what about this moving images let us, gamers, experience this out of body experience? How can something that is not physical enable and leave a memorable marking of its existences in our mind. Case Study Virtual Guggenheim Museum designed Asymptote has designed a physical virtual world in a space. Challenged to break free from the standard web site layout, Guggenheim requested a virtual space to compliment its striking New York Museum. Debut as a perfect hybrid of electronic space and physical space, Hani Rashid claims virtual spaces are designed with the same attention to detail as real physical buildings. The design inspiration comes from the idea of three-dimensional spatial traversable space on the Internet and real-time interactive elements located at various Guggenheim locations. Guggenheim Virtual Museum will be the first virtual building of the 21st century to fully show the relations of art, space, commerce and architecture. This virtual museum will be an ideal space to convey art and experience through interactive digital medium. Element such as the sound, image and dynamic fluid environment unlike any physical space are able to respond to the direction of the user without hindering its contents. As highlighted in image 2.2 and 2.3, galleries structure are wire-framed to emphasise on transparency and opacity. This movement is base on where the viewers move in the space Ultimately, architects think spatially and where theres a spatial issue were the ones trained historically to figure out how to make people understand and feel the emotional, physical and artistic side of a space Hani Rashid Designing Virtual Reality to Reality Time and space does not exist in a game. Distance cannot be measured and mass cannot be weighed. The physical manifestation exists only if we perceive it. Virtual reality is a warped space. Through this, I am inspired to design a permanent exhibition space in relation to the gaming cycle of life and death. It is base on the dynamic movement in a game and experiencing two-dimensional visuals into three-dimensional. This space will address the issue that was mentioned earlier; Promoting and creating awareness to new game releases to the mass. Base on the definition of Utopia, both living and dead spaces will fully illustrate the position of bliss. Some see death as a paradise while other sees fear in death. Imagine walking through a space that fully depicts death as a form of Utopia, a paradise and an unforsaken world that detach itself from reality. Walking through a dark narrow passage with nothing but the shimmering star that brightens your way. A journey nobody has ever experience. A psychological journey that let users experience death in both euphoric and frightening state, far from tranquillity. It is a momentary journey that makes users of the space ponder and reflect upon their own well-being The design approach is divided into three primary journey, reality, life and death. Reality is design to be grounded to the ground in which illustrates how our lives are tie down to our beliefs. Life is depicted to be hovering in between death. While death is describe as the answer to our entire question in life and reality that were left unanswered. Death space is design to overview the whole space. Designs using three way planes, the planes are a representation of life, death and reality. It consist of lines overlapping each other, depicting how life, death and reality overlapping each other to form and create dimensions, depth, gravity and volumes. All this planes will merge into one core area that illustrates the gaming cycle. The different hierarchy of spaces and planes creates a weaving journey that makes users move in and out of spaces. Life and Death Cycle Through Design The journey begins with two entrances that were place base on the human traffic directions. (Image 4.1) As you walk through the narrow path of the dimly lighted surrounding, you are greeted by this massive, rustic metallic structure that seemed to be hovering. Struck with curiosity, you cant help but to venture into this foreign, alienated space that awaits you. As you walk in through the narrow tunnel, you could hear the surrounding of the environment starts to quiet down. Suddenly, the pleasant sound of silence hits you, the thought of a broken clock gives birth to tranquillity and an escape from reality youve been waiting for. It feels as if you are in a different world where time does not exist. A long flight of glass staircase awaits you on the other end of the tunnel. (Image 4.2) With precarious footing on the steps, you climb the flight of stairs wondering where it will lead you too. The sight of the staircase seems endless. You never know what it is like to walk on glass. It feels as if youre hovering on the glass staircase as you see stranger climbing the staircase on the other side of the glass wall. (Image 4.3) You stop mid-way through the journey as you feel the transition of space varies from where you were from. The surrounding becomes vast as you see the exterior environment of the space. Move further up, you be greeted with a dark narrow space. You question your surrounding and it finally struck you that youre in a gaming environment. The metal rustic wall, the lights, the intense bold feeling you get from the dimly lighted space that is clad with perforated metal walls makes you feel as if youre in a combat science fiction game. From the perforated wall, you could see the people outside the space. Alas, the people from the other side of the wall could not see what is happening in the space. As you bask into the environment and take a new control of your journey, you see another staircase. Wondering where it will go, you decide to take the chance and proceed down the steps. As you place your footing, one foot at a time, you realised you are detached from the pervious space. You are back to reality. (Image 4.5) It feels as if youre taking a break from an alter reality space and the decision for you to immerse back into gaming or get back to reality is left unanswered in this space you are currently at. As you explore the space, you stumble upon another staircase hidden behind this massive structure, leading you to the ground floor. You decide to proceed down the staircase. You are back to reality and proceed on with your daily life. Conclusion Various views on impact of globalization and gaming have been presented. It shows how gaming can change ones culture and behaviour but ultimately, the gaming experience one indulge in is nothing compare to reality. It helps escape reality for that spur moment. This let one rejuvenate themselves and continue on with life, just like how gaming enable us to restart a game when we failed to complete certain task. This design will help to create awareness of the existence of gaming and its impact on a physical stand. Thus, helps both gamers and production companies establish a more prominent relationship with its consumers. It is not the impression; it is the experience that counts.

Friday, October 25, 2019

Descriptive Essay -The Dump -- Descriptive Essay, Descriptive Writing

The Dump       My mom and I were cleaning up our attic this weekend, and in the process I found all sorts of old junk that I had forgotten about. Of course, I wanted to keep everything I saw; otherwise, I would not have stashed it there in the first place. But after standing over me and prying my hands off of every item that I encountered, my mom finally convinced me to haul all of my broken treasures to the Dump. I wince at the thought of having to brave the ever-present gloom that reigns there. The Dump is a strange and repulsive place, where people tend to bury the human spirit along with their refuse. From the main road, the Dump looked like a prison. The perimeter was surrounded by an eight-foot chain-link with barbed-wire stretched tightly around the top of it. As I followed the slow procession of vehicles through the front gate, I noticed a man peeking through the blinds of a dirty office building. The building's tan exterior was peeling away, probably as a result of prolonged exposure to the toxic environment. Up on a hill overshadowing ...

Thursday, October 24, 2019

Introduction to corporate social responsibility Essay

Corporate social responsibility is a figure of business self-regulation incorporated into a business model. CSR policy functions as a built-in, self-regulating mechanism whereby a business monitors and ensures its active compliance with the spirit of the law, ethical standards, and international norms. CSR is a process with the aim to embrace responsibility for the company’s actions and encourage a positive impact through its activities on the environment, consumers, employees, communities, stakeholders and all other members of the public sphere who may also be considered as stakeholders. There are four main parts to CSR fig 1: |Economic |Responsibility to earn profit for owners | |Legal |Responsibility to comply with the law | |Ethical |Not acting just for profit, but doing what is right, just and fair | |Voluntary and philanthropic |Promoting human welfare and goodwill | | |Being a good corporate citizen contributing to the community and quality of life | There are many substitute definitions of CSR. Examples of two are firstly An responsibility, beyond that mandatory by the law, for a business to follow long term objectives that are excellent for society. Secondly concerning how a business administer its business to create an overall constructive impact on the general public So in a brief social responsibly corporate involves †¢ Conducting business in an ethical way and in the interests of the wider community †¢ Responding positively to emerging societal priorities and expectations †¢ A compliance to take action ahead of regulatory confrontation †¢ Balancing shareholder interests against the interests of  the wider community †¢ Being a good citizen in the area

Wednesday, October 23, 2019

Macbeth Korean Translation Essay

In this play the characters Macbeth, Macduff, and Banquo were somewhat alike and somewhat different from each other, but they all played important roles. Some of the characters played a villain role and some played a more heroic role. Macbeth’s prophecy was that he was to become king of Scotland. Macbeth is friends with Banquo and he has a high status, rank, and respect for others. Macbeth and Banquo met the three witches together and they told them both about their futures. Before Macbeth killed the king he thought â€Å"If chance will have me King, why chance may crown me, without my stir. †(p. 36) He takes a noble action on his prophecy and doesn’t let fate take its roll. Once Macbeth became king he let his power control himself, and treats everyone unfair but his wife. When Macbeth found out that Banquo thought that the witches had told some things, Macbeth started to have visions of the daggers floating in the air before him with the tip of the dagger aiming toward Duncan. He thought he heard a voice cry â€Å"Sleep no more! Macbeth does murder sleep† (p. 352) Macbeth tried to grasp the imaginary dagger and failed. After Banquo’s ghost came to haunt him it started to make him suspicious and show that he is the one that killed him. Macduff is loyal to the king and the brave soldier. He is a father who cherishes his children and he is happy with his life. He was always a trustworthy person he never had disloyal or greed within himself. He became a noble man but he does not take any action on his prophecy. Macduff started to take suspicion into the death of Duncan. He became the main opposition to Macbeth and as the result of that his household became slaughtered, and he lost his wife and his son. Banquo is loyal to the king and also is a brave soldier and highly regarded as the king’s men. He is another father that cherished his children, but he was much as a greedy person. When he met with the three witches they told him that he is â€Å"lesser than Macbeth, and greater,† and â€Å"not so happy, yet much happier†, and then she told him that his children will become kings. Banquo felt â€Å"That, trusted home, might yet enkindle you unto the crown, besides the Thane of Cawdor. But ‘tis strange! And oftentimes, to win us to our harm, The instruments of darkness tell us truths, Win us with honest trifles, to betray’s In deepest consequence. †(P. 35) and it had him thinking that what the witches said might not of been so true. He and Macbeth were close friends. Macbeth became an untrue friend to Banquo. By that he had his servants kill Banquo because he was a threat to him and he thought that he would tell people that he killed the king and after he got him killed one of Banquo’s children escaped. All of these characters in the play have similarities because before the king was killed and they all had responsibilities that they each had to handle. Macbeth, Macduff, and Banquo were all friends until Macbeth had power an authority over the kingdom. The difference between each character revolves around their own personal loyalty. Macbeth has the devotion to become king and take power. Macduff had the loyalty of his family and the king and so did Banquo. The innocent characters into this play are Macduff and Banquo. More of Macduff because he wasn’t a really type of greedy person, nor did he want more of things his way. He obeyed his king and nobles. Banquo is loyal to his king and nobles but he was greedy at the same time so his greediness could have had him playing a villain role but he didn’t let it get into the way of some things. Macbeth is the most villain character in this play. He was at once an individual that was doing his job, now he is the character that is taking over people’s lives and started to kill innocent people. Right before Macbeth started to begin to kill the harmless people and gain power he was just as innocent as the citizens in his country. Once he found out that he was gone to have power and he told his wife she thought of him as to ambitious and kind to be king.