Thursday, October 31, 2019

Scientific study Essay Example | Topics and Well Written Essays - 500 words

Scientific study - Essay Example This is one of the major reasons for which the ratio of Carbon dioxide in the atmosphere does not match with high or overestimation growth of atmospheric CO2 predicted by Earth System models. This paper will help in better understanding and modeling of carbon climate feedbacks [1]. 1. The author use different models to illustrate the carbon-climate response. They used Community Land Model 4.5 (CLM4.5), LeafWeb and FvCB model for the evaluation of this scientific study or to answer the question [1]. One of the evidence that has been put forward by the author claims that empirical global gm model for C3 plant species are developed. These are completely based on a synthesis of data in the literature. It should be noted that the author has presented all the data concerning the subject of matter with careful placement of statistics and formulas. Also, the implementation of the C3 plant species is allowed contrasting simulations that either consider or omit the mesophyll diffusion limitation. Herein, it is important to note that there are two types of simulations (gm-including and gm-lacking simulations). The author has clearly present the following inclination in the research method section , â€Å"A parameter conversion function that was developed from leaf gas e xchange dataset collected by LeafWeb to enable a correct comparison between the gm-including and gm-lacking simulations and it was based on CLM4.5 formulation of FvBC model† [1]. Furthermore, strict actions were undertaken in order to promulgate any difference in the trend of GPP between simulations can be attributed unambiguously to the mesophyll diffusion treatments [1]. 4. Finally, the readers can make use of the article for reference as it is conclusive of the fact that total ΔCFE between the gm-including and gm lacking simulations for global GPP increased. The increase was marked from the year 1901 to 2010. Slight pre-1950 increase in ΔCFE is followed after 1950 and this pattern shows that

Tuesday, October 29, 2019

Hybrid electric vehicle Essay Example for Free

Hybrid electric vehicle Essay Americans today do not realize that hybrid cars are not cost efficient to buy. This is caused by many factors, many having to do with price of production and gas prices. The cost of production for many hybrid cars is too high causing the car to be to expensive for consumers to buy. They end up paying so much more for a car that promises to save them money. These cars turn end up not fulfilling that promise and leaving people short on cash. It is true that a hybrid car will save money at the pump, but not enough to cover the cost of buying and maintaining the car itself. Gas prices are another reason why these cars arent worth it. The prices of gas today are around 3 dollars which is nearing a record high. Even with prices this high, people will not save enough money with less gas consumption to cover the extra costs of owning such a high maintenance and highly complex car. The math works out that spending more on a hybrid car over a similar small car will end up costing the owner more money. The only way to make the car cost efficient would be to own it for an abnormally long period of time, which most people do not do. Many people are not willing to pay this extra money on a car that is supposed to be good for the environment, but some people do. Hybrid cars are better for the environment because they produce less greenhouse gasses. These are the emissions that specifically hurt the layers of the atmosphere and are among other emissions that are bad for our earth. Hybrid cars burn less fuel and they burn it cleaner, so they produce less exhaust that can potentially cause smog in cities like Chicago, or that can hurt the atmospheric layers such as the ozone layer that so many people talk about being in danger. To some people, the extra cost of owning one of these vehicles is worth helping the environment, but to most it is not. People want fast cars that are fun to drive and that get decent gas mileage. Or a mom might want a van that can haul a lot of people and weight and still get decent gas mileage. A dad would want a truck that can pull a heavy load and do the heavy duty work and wouldnt care about gas mileage. All of these are reasons why people dont want a small, meek, gas sipping hybrid. The first thing that makes most people shy away from buying a hybrid car is the price tag. They see that extra five or six thousand dollars and they say, NO! People want a durable car that gets good gas mileage and has room for a family and that is safe. All of these features can be purchased on a regular car that costs much less than a hybrid. The perfect example for this is the Honda Civic. This car comes in many trim levels, one for each type of consumer, minus the person looking for the truck. The Civic Sedan, a four door car with room for five people, starts at 15k and is the perfect car for a small family. This car gets 30mpg city and 40mpg highway which is very good by todays standards. The Civic Hybrid, the same size as the Civic Sedan, costs 22k, thats 7 thousand more, and gets an increase of only 19mpg city and 11mpg highway. This means that they would not save enough money on gas to cover the 7k increase in price in under 10 years. Since the car gets better gas mileage, one would go to the pump less, but not enough to save that much money. The third is the Civic Si, this is the sporty version of the Civic that only comes with a manual transmission and is very quick. This car costs 21k, one thousand less than the hybrid. It is much faster is only has two doors. This car gets 23mpg city and 32mpg highway, not much worse than the Civic Sedan or hybrid, and is much faster and more fun. Why would a student pay one thousand dollars more for a car that is slower and more boring when the mileage increase isnt that much, they wouldnt. People want fun cars that get the job done and the Civic does that with great gas mileage and a low price, without having to be a hybrid car. Another example of this concept is the Toyota Camry. This is the best selling family sized sedan in the United States. This car comes in many trim levels but the ones we will look at are the base Camry and the base Camry Hybrid. For 2007 this car got a gorgeous remodel as well as a new engine in the base Camry and they added the Hybrid model. The base Toyota Camry costs 18k and has many features needed for a small family to fit in the car along with a lot of luggage. Do not be confused though, this car can be seen driving down the road pimped out with 20 (thats really big) rims and banging sound systems by college guys. It can also be seen with pick stickers and fuzzy dice in the window being driven by a couple college girls on the way to the beach. This is a very pretty, versatile car. The base Camry gets 24mpg city and 34 mpg highway. This is very good for a full sized car and will get the owner a long distance before having to refill the tank. The Camry Hybrid costs a pretty penny, but some say its worth it. This car gets 16mpg more city and 4mpg more highway than the base Camry. The huge gain in city mileage is due to the way Toyota makes their hybrid cars. They have the ability to switch fully from electric to gas power whereas the Honda Hybrid drive train can only go from minimal usage of each, but never fully switches. Toyotas is called Hybrid Synergy Drive and uses the electric engine most when accelerating and charges the batter when braking. The braking actually charges the battery more than the gas engine, so the car is able to shine when driving around the city because of the constant starting and stopping, the car uses almost fully the electric engine. This is why the Toyota Camry Hybrid gets such good gas mileage in the city. Lets face it though, a car that big wont be found driving around the city, most people will be office executives taking long drives from offices to home or to customers and they will not benefit as much. The Camry Hybrid only gains 4mpg over the base Camry on the highway so many people do not agree with spending eight thousand dollars more for the hybrid. This is definitely not cost efficient for the owner. People will like the 18k price of the base Camry because it comes with so many standard options and is ready to fulfill any soccer moms fantasy. When talking about Hybrid cars, there is one that stands above the rest in durability, functionality, style, price, and ability to save gas. That car is the Toyota Prius. This car could be the only argument one could make against this paper. It costs 22k and it does not come with a non hybrid counterpart. This car does cost more than say, a Corolla, but it has more room than a Corolla, and slightly less room than a Camry. It is in a class of its own and its only close competitor is the Honda Insight. The Prius is able to get 60mpg city and 51mpg highway. This is the best mpg rating of any production car and it actually is selling. You can see a Toyota Prius on just about any trip that you take and it does have unique styling that always turns heads. Although it costs more, the mpg rating of this car are almost double that of the nearest non hybrid competitor making it almost worth the extra price tag. However, the cost of maintaining such a highly complex car is greater than that of the base Civic or Corolla and will end up costing more. The Honda Insight, the other close competitor, costs 21k and gets 60mpg city and 66mpg highway. Those numbers were only the estimated numbers and consumers found them to be too high and actually got less mileage than that. Also, Honda doesnt make this car anymore so a customer would only be able to buy it used. These cars all shown, people will not save money on buying a hybrid car. The gas prices right now are not high enough to allow people to save money at the pump if they own a hybrid car. They will get better gas mileage and they will go to the pump less but they are only saving a small amount of money each year. If somebody spends 30 dollars every two weeks on gas in a regular car, that would cost them about 780 dollars a year. A hybrid car could probably go an extra week without needing gas so that would cost them 520 dollars a year on gas. They would be saving a mere 260 dollars a year on gas. If the hybrid car costs 7k more, then they would need to have the car for about 26 years to cover the extra cost of the car. No way would somebody own a car for that long this day and age. That is only covering the cost of the actually sticker price and not the extra costs of owning the vehicle, like fixing it and stuff, which would have to be done since the car would need to get fixed in the 26 year period. Many websites do a calculation of the cars which would be the lowest true cost to own. One website listed the Prius and the Camry Hybrid under their list of cars costing around 25k that would be the lowest true cost to own. This is excluding how long one would own the car for and how high the gas prices are. Also they did not list any hybrid under the coupes which are lowest cost to own and they dont say customer reviews on how fun these cars are to drive. The fact is that most people do no see it necessary to buy a car that costs so much more when they could get a car for less money that will cost them less money in the long run. People also want fun cars that will cost the same, but be much more fun to drive, even though they arent amazing at gas mileage, they still succeed in getting decent gas mileage, so people buy them. Also the hybrid drive train is not good for hauling heavy loads that is why there arent many pickup truck hybrids out there if any. Hybrid cars may cost more causing people to shy away from buying them, but they are better for the environment. People dont realize that driving a car can be the largest form of pollution. We drive by a paper mill and see all the smoke coming out of the stacks and say to ourselves how bad that must be for the air. Meanwhile we are sitting in a car, that when grouped up with many cars, is much worse than the thing we are complaining about. Pollution from cars causes smog, which deteriorates the ozone layers closest to us. This can cause for major extremes of hot and cold in the seasons. The atmosphere helps moderate the temperatures on earth by holding in heat during the winter and shielding out heat during the summer. Big cities have problems with smog which is a constant haze in the air caused by so many cars in one place emitting gasses bad for the environment. Cars also have toxins in their exhaust that can cause acid rain or global warming, and even cause cancer in some people. The water supply on earth is never growing or shrinking, the water we have is all that we get. When there is acid rain, that water has to go somewhere and may sometimes end up in drinking water or people who have wells might take showers in it. This is how it can cause cancer in as many as 1,500 people a year. There are many bad gasses that come from motor vehicles, but the three main ones are hydrocarbons, nitrogen oxides, and carbon monoxide. Hydrocarbons react with nitrogen. The best times for this to happen are in the summer when there is lots of sunlight and really high temperatures. This reaction causes something called ground level ozone. This is a type of gas that is supposed to be in the atmosphere but is in our breathing air. This can cause many things such as eye irritation, wheezing, and even permanent lung damage. Nitrogen Oxides also cause the formation of ground level ozone and are major factors in causing acid rain and water pollution. Finally, carbon monoxide, which is an odorless and invisible gas, causes a slowing of oxygen in the bloodstream which can impair ones senses and cause permanent mental damage. Cars are responsible for around 90 percent of the carbon monoxide in the air in most urban areas. All of these gasses can be reduced by driving a hybrid car, but the best way to reduce them is public transportation. Studies show that a person who uses mass transit, such as buses or subways, for a year, instead of driving to work, can keep about 9. 1 lbs of hydrocarbons, 62. 5 lbs or carbon monoxides, and 4. 9 lbs of nitrogen oxides from being put into the air (Emissions). Other ways of reducing pollution from cars in the air are things such as driving at steady speeds, buying newer cars that have fewer bad emissions, keeping your car in good running condition, or even not topping off at the pump. People can help the environment by buying a hybrid car, but that isnt the best way. Using public transportation or even riding a bike if possible, would do a lot more good, and save somebody a lot of money. By using public transportation and by carpooling, people can save an estimated three thousand dollars a year (Emissions). Other numbers show that idling and stop and go traffic alone use 753 millions of gallons of gasoline per year (Emissions). People dont realize how much better it would be to just use public transportation. Instead, we want to go on our own schedules and have the freedom to go where we want when we want, and that costs money and causes pollution. The cost of a hybrid car over a regular car is too much. People will not buy a hybrid car when they can get a vehicle with very good gas mileage for much less money. They can get all the bells and whistles of a hybrid but spend around seven thousand less. Teenagers dont want a slow gas sipping car, they want a fast car with a loud exhaust. They cant get this from a hybrid car so they wouldnt spend the money to buy a slow hybrid when they could have a fast sports car. A dad needs his truck to haul stuff around and hybrid cars dont offer that. The mom needs the van to have a safe car for her family that can fit them and their luggage. The cost of gas prices right now is not nearly high enough to benefit the consumer who owns a hybrid car. There is some small benefit, about 300 dollars a year, but that would take 20 years to equal just the increased price of owning a hybrid, not to mention the added costs of the upkeep of such a complex car. People want the lowest price with the best package, and hybrid cars dont offer that. While they do offer benefits to the environment, people dont realize how important the environment is and they wont spend the extra money for benefits they wont see in their lifetime. Overall the hybrid car is not worth buying because the cost is just too great. Not only is it not worth it, but people are not buying them enough to make a difference to the environment anyways, further diminishing their value. Hybrid cars are not worth buying right now and will not be for many years to come.

Sunday, October 27, 2019

Literature Review on Online Gaming

Literature Review on Online Gaming The purpose of this study is to map out and see the relationship between MMORPG game player personalities and style based on player type theory and game players’ thinking preferences in order to increase sales, opportunity to improve in game development and apply thinking preference to offer personalize in-game product or promotion by using framework of Player type theory and Whole brain thinking preference model relationship. This chapter provides a review of overall concept and theory among different researches from different authors which are discussed with different topics as follow: Online game MMORPG game Player type theory Whole Brain thinking preference model Brief history of PC/online games play important roles. Computer games’ influence is growing continuingly as research shows that the age of children playing games continue to be younger and internet usage among children becomes more popular. Moreover, the internet access has become widespread since 1990s, which impacted people’s working, socializing and behaviors (Dindar Akbulut, 2014). The Internet become an important media role in information age especially for children and youth who are a group that influences by internet use (Makesrithongkum, 2009). The internet also has a great impact on marketing concepts especially in the game sectors in terms of alerting relationship marketing activities with customers (Maklan Klaus, 2011). Online games become interactive because they allow game players around the world to interact with each other in one single platform. Eventually, online games began to becoming the important factor of our social culture (Nuangjumnonga Mitomo, 2012) and (Williams et al., 2008). Online games also bring people together to form society which players interact with each other in virtual world that are always on. These worlds, called â€Å"massively multiplayer online games† or MMOs (Steinkuehler Williams, 2006). As the computers and online games market grew rapidly many people especially teenager spend great amounts of time playing online games (Boyle, Connolly, Hainey, 2011; Gonzà ¡lez-Gonzà ¡lez, Toledo-Delgado, Collazos-Ordoà ±ez, Gonzà ¡lez-Sà ¡nchez, 2014). Challenges for marketing industry in measurement of online game players’ interaction with a game become critical since it is an important key for company sustainability (Tony, Richard, Paul, 2009). Moreover, there is a few knowledge about how customer experiences on online game that would be from their consumption which might be interpreted into customer value perception (Iyanna, Bosangit, Mohd-Any, 2012). Brief history of Massively Multiplayer Online Role-Playing Games (MMORPGs) play important roles. The history of MMORPG was born in 1970s and was started as a â€Å"Multi User Dungeons (MUDs)† on the Advanced Research Projects Agency Network (ARPANET) back in the mid-1970s and currently this industry is continue to grow rapidly (Daniel Daniel, 2012, chap. 41; Hou et al., 2011; Lo Wen, 2010; Rezaei Ghodsi, 2014). MMORPGs are form of MUD games that offer a persistent 3D virtual world to support thousands of players to playing together on the Internet or PCs (Lo Wen, 2010). â€Å"In an MMORPG, the world exists before the user logs on, and continues to exist when the user logs off† (Yee, 2006). In the year of 2003, â€Å"Ragnarok Online†, on of MMORPG licensed from Gravity Corporation, South Korea. It was localized into Thai language to serve Thai gamers. â€Å"This game was an immense success, with the highest peak Concurrent Users of over 110,600† (ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013). Massively multiplayer online role-playing games (MMORPGs) provide game players many game-play options. It allow players to connect and interact with other players in open-world virtual landscapes filled with a variety of possible activities. It able players to be able to create and control their own avatars to play with others either as allies or competitors in 3D graphical video environments (Steinkuehler Williams, 2006). These games attract lots amount of players of all ages, nationalities, and occupations, and average playing time for these games is usually in excess of 20 h per week (Griffiths, Davies, Chappell, 2004; Williams et al., 2008; Yee, 2006a). The popularity of massively multiplayer online role-playing games (MMORPGs) makes it very important to investigate how they impact on gamers’ lives (Zhong, 2011). Furthermore, it is even more important to understand how to design a successful MMORPG that can satisfy the target game players (Ang, Zaphiris, Mahmood, 2007; Lo Wen, 2010; Zhong, 2011) and retain them (Hou, Chern, Chen, Chen, 2011). In terms of game business, one of the leading game company in Thailand with the offering of 17 MMORPGs game (only count the ones offer in Thailand), Asiasoft Corporation Public Company Limited (the â€Å"Company† or â€Å"AS†) has generate their revenue by offering (1) Air Time sale in which players have to pay base on their hours of playing MMORPG games (2) Item sale in which players able to play MMORPG games free of charge but company will sell in-game items such as equipment, accessories or some other items that make that player become better in somehow than other player who does not purchase in-game items. In-game items sometime come with marketing campaign by offering on sales price in order to attract player to purchase them. Currently, revenue model of online game has shift from Air Time sale to Item sale. The reason behind is that there are more chance for game player to be attracted because they can play MMORPG game for free which also increase the chance to se ll in-game items later on (ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013). MMORPGs brought a significant role in online game player interactions within game industries. MMORPG users experience more complicate gaming behavior compared to other virtual games players so this issue leads to further research in the MMORPGs industry (Stetina, Kothgassner, Lehenbauer, and Kryspin-Exner (2011); Rezaei Ghodsi, 2014). In software industry, software developer which provide consumers with personalized product based on individual preference have been shown to be better choices (Murray Hà ¤ubl, 2009). There are multidimensional influences of motivational factors those were relatively neglected in previous related studies including research of (Nuangjumnonga Mitomo, 2012) which has done the research that seek for the correlation that exists between character roles in games and leadership in everyday life. The research is about roles in the game and leadership styles are linked and how they influence each other using (Multiplayer online battle arena) MOBA game genre and three styles of leadership which develop from IBM’s research project. The researchers also conduct a survey regarding gameplay behaviors and leadership behaviors distributed in Thailand to identify the game roles which taken by the game players and also to identify their leadership styles. The result shows correlations between relationship of game and leadership style. Some of research mention about gaming environment have tremendous impact and players are motivated to engage them (Ryan, Rigby, Przybylski, 2006). There are theories of motivations that have been applied to game and motivate player. Yee (2007) has presented studies focus on (Massively Multiplayer Online) MMO games that involve with players interact in virtual environment (in game) through online game character. In his research, he identified different factor analysis including overarching, non-exclusive, motives. These factors were derived from Bartle’s type theory. Another theory has been address which is called Self-determination. In its early development, researcher focus on motivation based on the inherent satisfactions derived from action (Ryan Deci, 2000a). Base on Self-determination theory, intrinsic motivation is the core type of motivation underlying play and sport (Frederick Ryan, 1993, 1995; Ryan, Rigby, Przybylski, 2006), and it is a type of motivation related to computer game participation in which people typically play these games because they are intrinsically satisfying (Malone Lepper, 1987; Ryan, Rigby, Przybylski, 2006) or, as Bartle (2004) state that players are seeking â€Å"fun†. Player type theory One of the major concern about MMORPGs study is to identify the motivations of game players to engage in gaming environments. Bartle’s (1996) player taxonomy was among the first studies to describe player motivations in virtual worlds. Bartle’s (1996) player type theory was stated that there are four main reasons why people continue playing Multi-User Dungeon (MUDs: ancestors of MMORPGs) which are to achieve in the game, imposition others, explore through the game, and socialize with other players. This theory first start off with taxonomy of game players of MUDs or Multi-User Dungeon which is the multiplayer online game that allow many players to join at the same time. According to Bartle’s player type theory, there are four things that people typically enjoyed personally about MUDs were: Achievement within the game context – Players set goals or mission by themselves and try to achieve them. In MMORPG game, they would be the ones that try to gain point and gaining level as their main goal. They will explore only to seek for new items or treasure. Socializing is needed when they wants to know about how to improving their points in the game and gain knowledge to apply to be better player in the game. They will be killing others only to eliminate rivals or get rid of people who get in the way or gaining some point which awarded from killing other players. Achievers are focusing on master the game. They analyze which way they would accomplish the game and achieve them base on their action. They focus on acting (role play in the game, mission and goal) and world (game environment that makes them accomplish something in the game). Exploration of the game – Players try to know as much as possible about the virtual world in terms of mapping. They usually go in the wild and out-of the way places. They seek for interesting places and features in the game. Scoring point is only necessary when it allows player to be able to access to other new places. They focus on interacting with the world. They are proud from knowing about the game more than other players. Socializing with others – Players use the role-playing game to interact with other players. They interest in people over than context of the game itself. Scoring point is only necessary when it allows player to be able to gain access to some communication which available only for the one who meet the target. Exploration is only necessary for players when they only want to know what others are talking about. Killing is only for revenge upon someone who has cause pain to a friend. Imposition upon others – Players use tools provided by the game to offend other players. They usually find weapons and apply it to another player in the game. Knowledge about the game does not needed but only need when it can apply to the person. They are proud of their reputation and fighting skills. Figure 5: Player type theory graph Whole brain thinking model In the past, there are numbers of researches that have tried to identify thinking style of people. There are some theories and research which able to identify different thinking style which will be apply in this research. Whole brain thinking preference model was develop in the year of 1996. This instrument is based on belief that parts of the brain (left and right hemisphere, cerebral and limbic brain) form a grid that divide into quadrants resulting in different brain dominance of each person (Orcik, Vrgovic, Tekic, 2013). Triune Brain theory Triune Brain theory was invented by Paul McLean in 1968. The theory itself separate human brain into three layers which works differently for each part (McLean, 1990). It consists of the reptilian brain (core brain), the limbic system (mid layer), and the cerebral system (outer layer) (McLean, 1990à ¢Ã¢â€š ¬Ã‚ ¬) which is described as follows: The Reptilian brain functional to controls every basic function of our living. It maintains patterns and habits of human body and controls primitive behavior, sensation, and survival. Environment does minimal effects to this part of brain. The Limbic system is considered to be primary centers of emotion thinking, form and sequence which play a key role in memory transformation and retrieval (Andrew, 2001). McLean acknowledges that the senses we feel about the rationality of our thoughts has its roots in this system of emotional intelligence (McLean, 1990). The Cerebral system (Neocortex) is a part that does all planning, analysis, synthesis, reasoning thinking, problem solving and decision-making which consider to be the most complex part. It provide logical and formal operational thinking possible and allows us to plan for the future. It is kept all gained knowledge and allows us to reuse that knowledge in the future. Left Brain/Right Brain theory Theory of Left Brain/Right Brain was discovered in 1970 by Roger Sperry. The experiments revealed that the left and right hemispheres of the brain were actually functioning independently from each other. Right side of the brain function as recognizing faces, expressing emotions, musical ability, intuition, creativity, humor and metaphor. However, left side of the brain is able to function as analytical, language, logic, critical thinking, numbers, time sequencing and reasoning. Whole Brain thinking preference model Whole Brain Thinking is the ability for individuals to act outside of their own preferred Thinking Preference (Brian, 2011). Each individual has their own dominance thinking preference therefore, tools to measure is needed. Ned Herrmann cluster human brain into four different parts by combining between the theory of Triune Brain (McLean, 1990) and Left Brain and Right Brain theory (Roger, 1985; Springer and Deutch, 1985). Ned Hermann developed the Whole brain model that can be measured each person and categorize them into one of the four quadrants by using Herrmann Brain Dominance Instrument as a tool. The result shows degree of dominance of a person in four thinking structures of human brain. The Whole Brain model divided human brain into a grid that contains four equal quadrants, and labeled by using first four letters of alphabet to indicate A as an upper left quadrant, B as a lower left quadrant, C as a lower right quadrant, and D as an upper right quadrant. The letters A and D represent the cerebral system, and the letters B and C represent the limbic system (Herrmann, 1996; Brian, 2011) as shown in the figure below and describe later on. Figure 6: Whole Brain Model Quadrant A refers to Analyzer who deals with logical, analytical, fact based, and quantitative. Analyzer tends to think logically, analyze facts and process numbers. Persons who rely in this quadrant will perform logic thinking to do problem solving and have realistic thinking (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant B refers to Organizer who deals with organization, sequential thinking, planning and detail. Organizer tends to make everything goes smoothly and perfectly based on their plans. Persons who rely in this quadrant also like to get things done on time. They are detail oriented and does not use emotion to make a decision and tend to avoid risks and do everything conservatively (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant C refers to Personalizer who deals with kinesthetic, emotional, feelings based and interpersonal skills. Personalizer tends to be people-oriented and tender. Persons who rely in this quadrant always care others’ feeling and looks to other people’s values. They will be a friendly, trusting and empathetic person (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant D refers to Visualizer who deals with intuitive thinking, integration, synthesizing, and a holistic approach. Visualizer tends to be able to see the big picture and try to solve problem based on their instinct. Persons who rely in this quadrant are visionary and imaginative. They like changing, challenging and risk taking; dislikes any forms of rules and regulations (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Each of human being has different brain dominance. Moreover, most people tend to have at least one dominant or preferred quadrant based on whole brain model. There are no better or worse among each of dominance quadrants. Eventually, each of the dominance quadrants will express Thinking Preference in that person. These will lead to different game playing style in MMROPG genre. Herrmann Brain Dominance Instrument (HBDI) Herrmann Brain Dominance Instrument (HBDI) is a tool to measuring the degree of preference between each of the four individual thinking structures (quadrants) and each of the four-paired structures (modes). HBDI is the only assessment based on the metaphor of how our brain actually works. It is only used to determine thinking styles and preference rather than the psychology of personality or behavior. The Whole Brain model divided human brain into four equal quadrants, and labeled by using first four letters of alphabet including A as an upper left quadrant, B as a lower left quadrant, C as a lower right quadrant, and D as an upper right quadrant. The letters A and D represent the cerebral system, and the letters B and C represent the limbic system (Herrmann, 1995; Brian, 2011).  © 2014 Tanarat Hongpaisanvivat All Rights Reserved

Friday, October 25, 2019

In the Eyes of the Beholder Essay -- Music Entertainment Musicians Pap

In the Eyes of the Beholder The Contrasting Views of American Culture between Foreign and American Musicians The crowd of over 60,000 bursts into a thunderous uproar as the stadium suddenly becomes dark and anticipation rises like the temperature under a blazing Georgian July sun. After a seemingly infinite wait, one solitary image suddenly lights up from the seventy-foot video screen: an American flag. The Star Spangled Banner then booms from the massive speakers with the crowd growing frantic in the waiting for what is next. The national anthem fades out with â€Å"o’er the land of the free...† and a brief silence exists before a fierce drum beat begins, pounding away as the crowded frenzy is at an ecstatic high. A voice soon booms across the stadium, â€Å"and the home of the braaaaave† rattling it like a kitchen cupboard full of plates and glasses when a train passes by. The stage lights up and there on the massive stage set are U2. Lead singer Bono is lit up by a spotlight dressed in all black leather, sunglasses, and an American flag bandana. After a sc reeching guitar intro from The Edge, Bono breaks into the lyrics for the song â€Å"Bullet the Blue Sky,† an outsiders take on America. The show has begun. As with beauty, what actually is American life and culture is in the eye of the beholder. There is a large discrepency between the views of Americans on their own lives and that of inhabitants of other nations. The American dream of opportunity and freedom is well illustrated in its popular music. On the other hand, foreign artists usually take a more critical approach to American life with their views coming from the opposite end of the looking-glass. The contrasting views bring up an interesting que... ...is band sees is his reality and epitomizes his view of America and its culture. What is yours? Works Cited Mr. Showbiz. Wall of Sound: Tom Petty. 1997. (6 June 1998). Passengers. Original Soundtracks I. Island Records, Inc., 1995. Rolling Stone. Pop Review. 1997. (8 June 1998). Tom Petty and the Heartbreakers. Damn the Torpedoes. MCA Records, Inc., 1981. Tom Petty and the Heartbreakers. Into the Great Wide Open. MCA Records, Inc., 1991. Tom Petty and the Heartbreakers. Tom Petty and the Heartbreakers. MCA Records, Inc., 1976. U2. The Joshua Tree. Island Records, Inc., 1987. U2. Pop. Island Records, Inc., 1997. U2. Rattle and Hum. Island Records, Inc., 1988. U2. War. Island Records, Inc., 1983.

Thursday, October 24, 2019

The Street

In Anne Petry’s novel, The Street, the wind wreaks havoc on the city and puts the city and its pedestrians in an overwhelming and chaotic state. The wind is the antagonist in the story as it tortures the pedestrians with its pesky ways and coldness. The wind establishes a negative relationship between Lutie Johnson and the urban setting and Pettry’s use of literary devices aptly displays this relationship. Petry starts out by letting the reader know there as â€Å"a cold November wind†.This wind terrorizes the street by blowing â€Å"bits of paper to dancing high in the air† such as â€Å"old envelopes† and â€Å"newspapers†. Pedestrians were â€Å"bent double† as they tried to walk through the wind and street to â€Å"offer the least possible exposed surface to its violent assault†. This use of imagery begins to give the reader an understanding of how the relationship between Lutie Johnson and the urban setting will play out.Th e selection of detail that the reader is given further shows how the wind is a negative element in the novel. The wind â€Å"drove most of the people off the street in the block between Seventh and Eighth Avenues†. This leads the reader to believe the wind is fierce and that one shouldn’t try to withstand it. The wind also blew more than just paper around, it blew things such as â€Å"dirt†, â€Å"grime†, â€Å"dust†, â€Å"chicken bones and pork-chop bones†. All of these things blowing around can definitely bring a city to a state of chaos.These details also enhance the urban setting give allow the reader to understand what the experience is like for Lutie Johnson. Petry’s use of figurative language also made the reader’s understanding of the urban setting more pertinent. The wind was â€Å"fingering its way along the curb† and the wind also â€Å"wrapped newspaper around their feet†, entangling the pedestrians a nd forcing them to bend down and remove the newspaper with their hands. This shows the reader how the wind has power over the pedestrians and Lutie Johnson.Petry’s use of personification really makes the relationship between Lutie Johnson and the urban setting more apparent. Petry personifies the wind by stating, â€Å"The wind lifted Lutie Johnson’s hair away from the back of her neck† and â€Å"the cold fingers of the wind touched the back of her neck†. This use of personification makes the reader feel like their experiencing the tortures of the wind for themselves with Lutie. The wind also took on the role of a bully by making a simple task very difficult.Lutie Johnson was looking for a room to stay in but she couldn’t read the sign with the wind blowing. â€Å"Each time she thought she had the sign in focus, the wind pushed it away†. In conclusion, the urban setting has a negative relationship with Lutie Johnson. The wind made everything hectic and overwhelming. The wind kept antagonizing Lutie while she looked for a place to stay and all she could do was try to deal with it as best as she could.

Tuesday, October 22, 2019

Chinese Dress Essay

Chinese clothing is an important part of their culture. Although China no longer dresses in their older more traditional styles, the traditional garments are still worn for holidays and ceremonies. There have been many historical changes in Chinese clothing, and the Chinese style choices vary depending on what region is being scrutinized. Hanfu is a term that includes all traditional Chinese dress worn prior to Manchurian and western influences. All Chinese citizens living under the Ming dynasty, and many dynasties prior to it adopted this style of dress. It was widely worn by all until the beginning of the seventeenth century and the start of the Quing dynasty. Hanfu, which was the widely accepted style in China for over three thousand years, consists of the Shenyi. A one-piece robe, which wraps around the body, the Shenyi is made up of different parts. The Jin, or the upper front of the body, the Jiaoling Youren, which means â€Å"crossed collars to the right† in Chinese and is the collar usually seen on the Hanfu of both men and women. The collar is only tied to the left as burial dress. The Qu and Mei are the cuffs and sleeves, and the Chang is the name of the skirt. The first recorded dynasty in China was the Shang dynasty. Although they did wear Hanfu clothing, most specifically the Shenyi, the garment worn by them was actually made of two separate pieces. The jacket, referred to as the Yi, and the skirt, or the Shang. It did not become a one-piece garment for many years. During the Shang dynasty the colors most often used for the garments were warm colors such as red and yellow. As time moved forward the Chinese began to decorate the fabrics with red and yellow designs. Different regions of the country had different norms as far as Hanfu dress. During the Zhou dynasty the western people used different styles of the Hanfu Shangyi to differentiate between classes. The differences in classes are shown through the two styles of sleeves, the broad and the narrow, and the decorations that the wearer hung from his or her belt such as pieces of jade. When the Quing dynasty took over, so did a new style of clothing. The Qipao was the traditional style for women and the Cheongsam was the style commonly worn by men. All Chinese were required to switch from the old Hanfu style of dressing or they would be killed due to the new rulers in place. The Qipao is a one-piece dress that traditionally fits loosely on the body and was designed to hide the woman’s figure. It is also sometimes referred to as the mandarin gown. In the early nineteen hundred the Qipao was updated into the dress we recognize as traditional Chinese dress today. The close fitting dress with a high neckline is now often worn as a party dress and has been copied and worn by American women as well. The Cheongsam is the men’s version of the Qipao. It is a two-piece outfit made up of a pair of simple pants and a top with a high neckline extremely similar to that of the Qipao. The Cheongsam is traditionally made in the color black, and was the formal dress worn by Chinese men up until the introduction of the western-style suit.