Monday, August 19, 2019

Aaron Burr Essay -- essays research papers

AARON BURR Although Aaron Burr, b. Newark, N.J., Feb. 6, 1756, fought in the American Revolution and became an important political figure, serving a term (1801-05) as vice-president of the United States, he is best remembered today for having killed Alexander Hamilton in a duel. The son of a president of the College of New Jersey (now Princeton University) and the grandson of another (Jonathan Edwards), Burr could trace his ancestry back to the earliest Puritans. He entered Princeton at the age of 13, graduated at 16, and went on to become a Revolutionary War hero, rising to the rank of lieutenant colonel at the age of 21. In July 1782 he married Theodosia Bartow Prevost, the widow of a former British officer. They moved to New York City, where Burr built a reputation as an excellent attorney and made important political connections. He was "the most rising young man in the state," a contemporary noted. Political Career In 1789 Burr was appointed attorney general of New York by Gov. G eorge Clinton. Two years later the state assembly, which was controlled by partisans of Clinton and Robert Livingston, elected Burr to the U.S. Senate. His career in the Senate was not particularly memorable. Hamilton hated him, Clinton soon learned to distrust him, and George Washington refused his request to be appointed minister to France. But in and out of Congress, Burr managed to maneuver so skillfully, and with so much personal charm, that he won the support of many Federalists as well as Democratic Republicans. In 1796 and 1800, Burr ran for vice-president with Thomas Jefferson on the Democratic-Republican ticket. Whatever doubts Virginia Republicans had about Burr--they had not voted for him in 1796--were put to rest when he carried New York City for his party in 1800. It was assumed that the outcome of the national election would follow that in New York, but under the confused electoral system then in use Jefferson and Burr received an equal number of electoral votes for t he presidency (73 each), throwing the election into the House of Representatives. There the Federalists refused to heed the advice of Hamilton and unsuccessfully tried, against the obvious wishes of the public, to elect Burr. Jefferson won the contest and Burr became vice-president. Jefferson doubted his loyalty and soon began to withhold patronage from Burr a... ...a busy and lucrative law practice. He continued to have a strong influence in the public councils, however. He supported a defiant posture toward France during the XYZ AFFAIR (1798), and as inspector general of the army (1798-1800) he took charge of organizing the nation's defenses. Bitterly disappointed in President John ADAMS's erratic leadership, Hamilton openly opposed Adams's reelection in 1800. When it appeared, however, that Aaron Burr might win the presidency over Jefferson, Hamilton unhesitatingly threw his support to Jefferson, whose policies he scorned, rather than to Burr, whom he regarded as a man without principles. This and other opposition by Hamilton so frustrated and angered Burr that he challenged Hamilton to a duel. The two men fought at Weehawken, N.J., on July 11, 1804. Hamilton apparently fired into the air, but Burr took direct aim. Hamilton fell mortally wounded and died the next day in New York. He was buried in Trinity churchyard, New York City. He left his wife and seven children heavily in debt, but friends soon paid off the debts. Hamilton was mourned by his countrymen as one who had devoted his life to the nation's growth in freedom and prosperity.

Sunday, August 18, 2019

Marlow’s Metamorphosis in Joseph Conrads Heart of Darkness Essay

Marlow’s Metamorphosis in Heart of Darkness Conrad's novel, Heart of Darkness, relies on the historical period of imperialism to illuminate its protagonist, Charlie Marlow, and his struggle with two opposite value systems. Marlow undergoes a catharsis during his trip to the Congo and learns of the effects of imperialism. I will analyze Marlow's change, which is caused by his exposure to the imperialistic nature of the historical period in which he lived. Marlow goes to the Congo River to report on Mr. Kurtz, a valuable officer, to their employer. When he sets sail, he does not know what to expect. When his journey is complete, his experiences have changed him forever. Heart of Darkness is a story of one man's journey through the African Congo and the enlightenment of his soul. Marlow begins his voyage as an ordinary English sailor who is traveling to the African Congo to work. He is an Englishmen through and through. He has never been exposed to any culture similar to the one he will encounter in Africa, and he has no idea about the drastically different culture that exists there. Throughout the book, Conrad, via Marlow's observations, reveals to the reader the naive mentality of Europeans. Marlow also shares this naivetà © in the beginning of his voyage. However, after his first few moments in the Congo, he realizes the ignorance he and all his comrades possess. We first recognize the general naivetà © of the Europeans when Marlow's aunt sees him for the last time before he embarks on his journey. She assumes that the voyage is a mission of "weaning those ignorant millions from their horrid ways [. . .]" (line 16). In reality, however, the Euro peans are there in the name of imperialism and their sole objective is to earn... ... Johnson, Bruce. â€Å"Conrad’s Impressionism and Watt’s â€Å"Delayed Decoding.† Conrad Revisited: Essays for the Eighties: 51-70. By Ross C Murfin. University: The Univ. of Alabama, 1985. Rpt. in Heart of Darkness: An Authoritative Text, Backgrounds and Sources, Criticism. Ed. Kimbrough, Robert. 3rd ed. Norton Critical Edition, New York: Norton, 1988. McLauchlan, Juliet. â€Å"The Value and Significance of Heart of Darkness.† Conradia 15 (1983): 3-21. Rpt. in Heart of Darkness: An Authoritative Text, Backgrounds and Sources, Criticism. Ed. Kimbrough, Robert. 3rd ed. Norton Critical Edition, New York: Norton, 1988. Stewart, Garrett. â€Å"Lying as Dying in Heart of Darkness.† PMLA 95 (1980): 319-31. Rpt. in Heart of Darkness: An Authoritative Text, Backgrounds and Sources, Criticism. Ed. Kimbrough, Robert. 3rd ed. Norton Critical Edition, New York: Norton, 1988.

Saturday, August 17, 2019

Textile-and-Clothing-Report India

The Textile Industry and Related Sector in India Source: New Cloth Market The Textile Industry and Related Sector in India Source: New Cloth Market This market research study on Textiles and related sectors in India has been commissioned by Italian Trade Commission (Trade Promotion Section of the Consulate General of Italy), Mumbai, for which Ace Global Private Limited, a consultancy company based in New Delhi, has been appointed. The main objectives of the market research are to carry out a detailed market analysis o~ the industry, in order to identify potential opportunities for Italian entrepreneurs interested in the Indian market. The scope of the market research covers the following key segments of the industry: Textiles Apparel & Clothing; Undergarments; Home Textiles, and Accessories. The findings of the research are presented in the following sections. Market Characteristics The Textile Industry in India is one of the largest and most important industrial segments of the Indian economy accounting for over one fifth of the country's industrial production. It provides employment to around 15 million people who have helped produce one of the largest varieties of yarn, fabrics, textiles, clothing and garments, home furnishings and other textile products in the world. Textiles industry, including related subsectors, is worth about Euros 38 billion of which domestic segment constitutes 65% while 35% comes from exports. The textiles segment accounts for 59% of the industry, with apparel and other made ups constituting the balance. This industry also accounts for nearly 21 % of total employment in the country. Besides the textiles, apparels & clothing, the industry covers a wide range of home furnishings (bed linen, curtains and upholstery, floor coverings, kitchen linen, bath linen, etc. and Accessories (including apparel accessories, like stoles, scarves, etc. , hard accessories like bags, wallets, fashion jewellery, time wear and eyewear etc. ). Market Size The total market size for the sub-sectors covered in this study is estimated at Euro 21. 7 billion in the year 200809 with textile clothing and garments having a major share of 93%. Home textiles and furnishings, and textile usage in accessories was insignificant with a collective share of less than 0. 5% of the total market. Textiles Apparel and Clothing India's domestic market for apparel & clothing is currently worth Euro 20,219 million in 2008-09. It has registered a steady compounded annual growth rate (CAGA) of 13. 6% in the past 5 years. Volume wise, apparel market has grown from 4. 8 billion units in 2004†² to 5. 9 billion units in 2008-09 at a CAGA of 5. 3%. Apparel and Clothing is the second largest retail category in India. India's domestic market for apparels is currently worth over Euro 20 billion in 2008-09. It has registered a steady compounded annual growth ~ate (CAGA) of 13. 6% in the past 5 years. Volume wise, apparel market has grown from 4. 8 billion units in 200405 to 5. 9 billion units in 2008-09 at a CAGA of 5. 3%. Undergarments The 70's witnessed the entry of undergarments in India when Peter Pan from Dawn Mills entered the market with lingerie styles of the West. The undergarment market further proliferated and flourished in India significantly when international majors forayed in to Indian market in a big way since the onset of the 90's. India's domestic market for undergarments is currently worth about Euro 1. 5 billion in 2008-09. It has grown at a CAGA of about 15% in the past three years. Volume wise, apparel · market has grown from 914 million units in 2006-07 to 1. 05 billion units in 2008-09 at a CAGA of 7%. The total urban market for the home textiles in India in 2005-06 was estimated to be Euro 1. 45 billion. With a modest growth rate of about 14%, the market in 2008-09 is about Euros 2. 16 billion and is expected to cross Euros 3. 12 billion by 2011-12. The 2004-05 Volume (million units) Menswear Women's wpar Unisex apparel Kids' wear Uniforms Total 1,328 1,368 – 466 1,222 ~ 423 4,807 India's Apparel & Clothing Market 2006 ·07 Value, Volume (Euro (million Million) units) 4,450 3,856 1,014 1,836 991 12,147 1,443 1,523 519 1,323 , 498 5,306 Value (Euro Million) 5,605 5,106 1,461 2,333 1,461 15,966 2008-09 (estimates) Volume (million units) 1,600 1,676 579 1,468 581 5,905 Value (Euro Million) 6,938 6,414 1,816 2,975 2,077 20,219 market for home textiles is dominated by bed and bath linen, which have more han two third of the market share in value terms. Bed linen alone has a market of about Euros 1. 19 billion according to the estimates. Apart from the home textile products given in the table below, the other articles included in the total market size are textile made-ups like wall hangings and other decorative home furnishing articles. Accessories Usage of textiles and fabrics in the Accessories sector is valued at approx. Eu ros 0. 28 -0. 30 billion in 200809, bf which bags alone account for 61 % and apparel accessories and other fashion accessories account for 39%. The most common fabrics used in accessories are cotton, denim, silk, wool and raxene. Given the wide variety of products, with production largely concentrated in the unorganized sector, no official estimates for consumption of fabrics in accessories sector are available. Therefore for the purpose of this study, the market size has been estimate based on discussions with key players and industry bodies during the primary research, as presented below. Demand Drivers As stated in the preceding section, the market for textiles and related products has been consistently growing annually by 12% – 15% for various sub-sectors. The key factors driving this demand are: Demand Side factors With over 1. 1 billion people, India is the second most populous country in the world. In terms of the demographic â€Å"window of opportunity†, India is home to 17% of the world's population. It is also one of the youngest countries in the world, with over 65% of the population below 35% years of age. The young generation of professionals, both men and women, form important consumer groups with high purchasing power. This buying group is more demanding in their choice of products, looking for quality that satisfy comfort, fitting, styling needs etc. This has resulted in a qualitative shift of consumers from low / economy range to premium and super premium range of products. Growing prosperity of middle class: Indian corporate salaries have grown at 14% per annum, which is considered to be fastest globally. A large number of households are getting added every year to the consuming class with growing income levels, resulting in increasing affluence of the upper middle and igh income strata. According to various studies, there were more than 300 million middle class people in India in 2007 with substantial disposable incomes. This number is expected to touch 600 million by 2010. There will a sustained and increasing demand for various consumer products by this segment of population. The increase in urbanization and nuclear family structure, a growing number of educated and employed women, media prol iferation and growing consumerism, have all contributed to the growth of consumerism and organized retailing. The increasing working female-population has not only increased the income of households, but also changed the outlook of women towards their choice of clothing, home furnishings and its interiors. There is a trend of going with the seasonal tastes. Market Structure and Segmentation The market segmentation for various sub-sectors is on following basis: Textile Apparels-and Clothing: †¢ †¢ †¢ Segmentation by User category: Men's wear, Women's wear, Unisex apparel, Kids' wear Segmentation by Use: Formal, Casual, Traditional, Active sportswear, Uniforms Segmentation by Price: Super premium, Premium, Medium, Economy and Low end Undergarments: †¢ †¢ Segmentation by types of Suppliers: Informal/Unorganized sector, Organized sector – Segmentatfon by Price: Super premium, Premium, Medium, Economy and Low end Home Textile Furnishings †¢ †¢ †¢ †¢ †¢ Segmentation by types of Suppliers: Informal/Unorganized sector (70% share), Organized sector (30% share); Branded and Unbranded Segmentation by Use: Bed linens, Curtains & Upholstery, Bath linen. Kitchen linen etc. Segmentation By Price: Super premium, Premium, Medium, Economy and Low end Accessories: Segmentation by Use: Apparel accessories (scarves, stoles, shawls etc. ), Hard accessories (bags, belts etc. ), Packaging for jewellery, time, wear, eye wear etc. Segmentation by Price: Super premium, Premium, Medium, Economy and Low end Changing face of consumer: In spite of the economic meltdown in recent times, there has been a continuous and sustained shift in consumer demand pattern from basic necessities to spending on lifestyle products and ervices continues, largely due to : †¢ †¢ †¢ †¢ †¢ †¢ †¢ †¢ †¢ †¢ Higher Income Younger age profile Increasing literacy levels Higher adaptability to technology Increasing urbanization Changing role of women and children in the decision making process Increased demand for better shopping experience Impulsive purchase behavior among youngsters Changing fashion trends and increased consciousness Catch up wi th International fashion styles Sustained growth of retail culture in the country According to Central Statistical Organization, and Technopak, the retail market in India was about Euro 210 billion, and will cross Euro 440 billion in 2015, with organized retail growing at nearly 20% per year. The emergence of mall culture and rapid development of malls would act as a catalyst in this retail growth story. Due to the increase in the income levels of people and the push from the supply side of realty boom in this decade has created a housing boom in India. About 2. 5 million new homes are to be constructed to meet the demand of middle class and upper strata of income groups. Housing and Hospitality sectors are the major sectors, with huge demand for soft furnishings. As per estimates, the total shortfall of quality hotel rooms in India in all luxury, premium, economy and budget hotels is about 150,000. More than 40,000 hotel rooms are expected to come in top 10 metro cities by 2012. Supply Side Factors 1) Leading textile manufacturers are integrating their businesses vertically and have strong competencies in spinning, weaving and finishing. 2) There has been a significant improvement in the infrastructure related to textile machinery, transport and power which are further augmenting production. Government of India has allocated substantial funds · for infrastructure development through schemes like TUFS, and SITP, worker skill development trainings etc. 3) Lateral consolidation of players through organic and inorganic growth domestically and internationally. Indian companies have acquired the global brands abroad in order to consolidate their global positioning and have established wholly owned foreign subsidiaries abroad 4) End of quota regime acting as a stimulus to further export growth. Assessment of Demand and Market Potential in India The overall assessment of demand and market potential in various sub sectors, projected on the basis of past growth trends and industry expectations, is summarized in the table below. The total market is expected to increase from Euros 21. 7 billion in 200809 to Euro 29. billion by 2011-12, with overall compounded annual growth of 7. 89%. There are no authentic statistics available- on the production and the total market size of the home textile products and accessories, as no official data is compiled due to the unorganized and highly dispersed nature of sectors. The above estimates for home textile furnishings have been computed taking the overall average annual growth rates of domestic urban market (considered relevant for the foreign brands) as 15% for bath linen, 10% for kitchen linen, 12% for curtains, 15% for upholstery and 10% for other products. It should be noted that, above estimations is only for urban India, which is. Price Segmentation The price segmentation of the market is broadly in three categories: The low end market: Lower and economy (marginally improved product segment in relation to the lower category), solely volume driven, products are mostly unbranded and dominated by large number of regional and local manufacturers, and sold through small neighbourhood stores, The low and economy segment is growing in terms of volume and value and the industry is becoming more organized. The mid-range market: This segment features medium range of products. Though primarily volume driven, this category caters to diverse sections of Indian consumers across all regions, Its quality is by and large acceptable to all sections. The mid-market segment is characterized by the presence of regional and national players. The market is continuously expanding and becoming more and more competitive in respect of quality and price. The high end market: Exclusivity in product features such as high quality . raw materials, embellishments, design developments and above all branding of products for years make the products very special. ‘ Elitist categories of consumers pay for the products on demand. Mainly comprises of large Indian players and the foreign companies/international brands operating in the premium and super-premium product categories. Super-premium products are considered luxury products and marketed by top national and international giants. Illustrative prices for products in various price segments are provided in different Tables. Regional Characteristics of the Market The consumer behavior of a particular region which is economically not so developed is different as compared to developed ones. The consumers in the less developed region are understandably, more priceconscious. Always on the lookout for quality products, their guiding principle is ‘value for money'. A lower per capita income, in eastern region for example, compared to western and northern India leads to a lower per capita purchasing power. Additionally, Delhi being centrally located and Mumbai, being the financial capital have certain advantages. The consumers who live in these cities are more exposed to latest product collections and are more familiar with design, quality and latest trendy fashion, as well as the luxury of greater choice. The relatively undeveloped regions offer several in-built advantages as well. Fashion contenders setting out to do businesses in these regions find to their advantage that the region has not been exploited commercially and is prone to competition. The market, therefore, offers much but it needs to be cultivated in an organized manner. Local ready availability of products also influences a consumer. The decision to stick to a particular available product/brand seems to govern the purchase decision than the rarely available choicest product. Logistics, convenience and easy availability are important considerations for a local consumer. Regional considerations, such as climatic conditions etc. , playa major role in so far as the purchase decision of apparels is concerned. For instance, a consumer in Northern region would spend more on woolen products than his counterpart in the west or south where the winter is much milder. In India, different states are known for their specific style of clothing, home furnishings etc. For example J is the leading state for embroidered bed covers whereas Rajasthan (Jaipur) is famous for block printed, tie & dye bed covers, with mirror work, appliques, and bright colors. The market also depends upon the production and raw materials and government policies and programmes in specific states. Although there is an increasing influence to western and contemporary designs, Indian industry is still greatly influenced by the traditional regional motifs, with the materials of satin mix, tapestry for drapes and even cotton mixes with synthetics for the traditional look. Fabrics with bold prints and pastels are making a comeback. Polka dots and stripes, inspired by the retro, have made a comeback into the collections the world over. The sales of textile roducts increase significantly during the festival seasons in India, by up to 40 – 50 percent. Regional and national festivals, (e. g. ‘Diwali' is one of the most important festivals in India during October/ November) are the time to buy new clothes, renovate home furnishings. Consumer Behavior and Preferences The Indian consumers are noted as among the most discerning' consumers in the world with a high degree of value orientation. Even, luxury brands have to design a unique pricing strategy in order to get a foothold in the Indian market. Indian consumers also have a high degree of family orientation. Brands with identities that support family values tend to be popular and are accepted easily in the Indian market. Indian consumers are also associated with values of nurturing, care and affection. These values are far more dominant than values of ambition and achievement. Products, which communicate feelings and emotions gel with the Indian consumers. Different Segments of Indian Consumers Socialites: These are the upper class who shops in specialty stores and own exclusive accessories, and have a luxurious lifestyle. The Rich: India has over 1 million rich households (income greater than Euro 8,000 per annum). These people are upwardly mobile. Some of them in this category are Double Income No Kids (DINK) households. They spend more on leisure and entertainment-activities than on future looking investments. The Conservatives: These are the middle class population of India, who are very price conscious and demand more value for money. In addition to the above, the following segments are becoming increasingly important in purchase of consumer products: Working Women: Working women with disposable incomes are the key factors for the growth of women's accessories. An Indian woman is no longer just a homemaker. She is willing to buy designer products and is ready to pay high premiums for the same. Youth: With the increasing exposure to International fashion styles, the Indian youth is gaining more awareness and becoming style conscious. This segment believes in impulsive purchasing. There are certain common considerations for consumers regardless of locations. The consumers by and large are becoming increasingly more and more conscious of value of money. Price sensitivity is a common concern. Purchase decisions of consumers anywhere are more guided a combination of demographic and psychometric factors, such as, disposable income, age-distribution, pattern of income distribution, quality of upbringing, aptitude, tastes and preferences and so on. These days, the purchasing behaviors in India are greatly affected by the western tastes. The role of media, magazines, televisions have been increasing in making people aware about the new trends. There is a craze to own the best brands and designs among the people. The premium luxury brands are available only in the tier1 and tier2 cities hence making them a good market. Purchase Pattern of Textile Products Major findings of textile products based on All India consumer survey conducted by Textile Committee, Government of India, 2006-07 are presented as under: †¢ †¢ In India man-made fabric among various textile materials' sells the most. Sales of cotton come next in the order, while wool and silk constitute negligible percentage of total sales. Central, northern and western regions are the major consumers of man-made fabrics. Maximum consumption of cotton is reported from the eastern region. Consumption of cotton, in other regions is reportedly much less. This is an interesting revelation since India is ranked third as a cotton producing country in the world. †¢ †¢ †¢ Brand preferences Brand building is a stupendous task which involves high investment on production infrastructure, technology upgradation and enormous merchandizing. This has inspired lesser known medium sized players who are trying to establish their products in the market through Creation of brands. There is a strong indication that Indian market will have large a number of brands in near future in view of market expansion and increasing competition. Preference for particular apparel brands depends on individual tastes and preferences. However majority of Indian consumers look for certain common parameters like design, quality and above all merchandizing. Innovation in product design and fabric selection, are essential elements that add to value perception for a product. Sales discounts also tend to influence the purchase decisions of consumers provided the minimum parameters/ features are not compromised with. The Undergarments segment is characterized by well known national brands operating in the medium priced segment. Premium and super-premium product categories comprise branded products distinguished for exclusive product features operating at the high end of the market. Efficient logistics and supply chain management and media exposure have largely contributed to the popularity of these brands. Branding is a relatively new phenomenon in the Indian home textile furnishings market. In Accessories, the consumer demand . for premium product is on the rise. Style conscious customers with money look for variety. Consumer inclination for mix-n-match to build their wardrobe is acting as a catalyst in the growth of accessories market. Factors Influencing Brand Preference †¢ Brand preference pattern of consumers depends upon a host of factors such as : Combination of price, quality & fitting as major parameters of purchase decision for sensitive but smart consumers Track record of Indian manufacturer/reputation of foreign joint venture partner. †¢ Reputation of international companies The consumers place major emphasis on product quality. Price is another important consideration attracting customers to a particular shop/brand/ product. Pre and post sales services, parking facilities and ambience of the store or mall are the other major factors that attract local customers. Sales discounts also tend to influence the purchase decisions of consumers provided the minimum parameters/ features are not compromised with. In the selection of products, the consumers do not give automatic ‘precedence to local brands over national or foreign brands. Value for money has become the over-riding consideration. Fabric, texture and color followed by proper fits and sizing weigh more importance to the local consumers rather than just easy availability of local brands on account of proximity. Degree of Elasticity of Demand of Local Consumers Considering that price elasticity depends to a large extent on the degree of competition among the manufacturers, the Lower and Economy segments of the market are usually price inelastic. These segments being highly competitive do not allow the manufacturers much leverage on price. Higher up along the value chain, the affordability or paying capacity of the consumer is higher. The mid-price segment becomes increasingly quality oriented and more diversified. Despite competitive pressure, the price in this segment keeps on rising and the demand becomes price elastic. In case of premium and super-premium product segments, where entire focus is on quality, style and brand value, the consumer is insensitive to change in price. As per the findings of retailer survey, even an increase of less than 5% in the price has an effect on low end / economy category products, while mid-end category is usually able to absorb a 5-10% price increase without a major adverse impact on the sales of a brand. Originally published in New Cloth Market: February 2010

Friday, August 16, 2019

Prefect Letter

I am writing to yourslef to express my enthusiasm for the position of a year 11 prefect. The role as prefect as i can see, is an (essential) part of representing the school which acts to help the schools community and becoming a model of the school’s junior pupils, but more over, I can see the role of prefect as a leading demonstration of the school to the outside world as prefects are thee best pupils in the school, therefore, a prefect has to be an all-round friendly person.Being an ell-round friendly prefect, would mean prefects would have to have great communication skills in which they wouldn’t loose their temper whilst discussing a certain matter and would be able to listen to what other prefects might want them to do. Being a good listener is vital because prefects need to listen to teachers who set them tasks, and they must always follow it. Prefects would have to listen to any concerns by pupils or teachers that are put forward when in the role as a prefect. Al so, prefects need to be a good all-round representative.This would mean having emaculkate unform and have manners when addressing teacher, pupils and visiors. Being a prefect would mean always addressing in a graceful manner. I have represented the school many of times duing my five years that i have attended St. Thomas Aquinas. I have helped at Open Evenings where i have had to represent a subject. I remember reprsenting science and i had to show children the experiment that i was in charge of and i had to be friendly towards them and approach them with an informative manner.I was once in the school dance club that takes place after school on Fridays and i have been able to show pupils and counsillors in our school that we have an excellent dance group. One dance i was involved in was, Chicago which featured ex-teachers Miss Garner and Miss Barnet. With an input from all dancers, the show turned out to be a success. I ahve also been in the school choir which involved performing in masses, performing in a place where old people meet regularly and i have sung alongside Mr Weekes at the Atrix Theatre in which i had to wear school uniform to represent the school.I was on my best behaviour and feel that i represented the school well. When ever i had to perform and represent the school, i always helped people out and i always co-operated with enthusiasm. There are many other ways i have been part of a team, for instance: doing group work is lessons in which i have had to co-operate and having to put forward any opinions which i would discuss further with my group. I feel that i would make a good refect because my communication skills have developed since working with BPM Media for my work experience. I’ve learnt to be independent and to try everything that is put in front of me and to never say ‘I CANT. ’ I am also a very good listener because i am able to follow the rules at school and i have used my skill in my work experience placement and it has gone down as a great skill to have, especially in being a prefect.I have been classed as an ‘ambassador’ of the school which is featurd in a praise log i got for ebglish for completing coursework before the deadline because i was able to knuckle down to the work. I think it is important to uphold school rules because school rules are important to all of us because they tell us how to act, give us directions, set stabdards for everyone and provide a safe climate. Every rule has a reason for being and should be followed consistently.For instance, all pupils have to have emaculate unform, with emaculate unform, it means out school is well represented and shows everyone outside of school the expectations of all pupils who attend. By applying for the position of prefect, i am looking to acquire responsibilities of level which i have never had, and so to constantly challenge myself to a higher level is what brings one true joy. I am, as you can see, raring to go, ready t o offer my service to the school with the utmost of my abilities and in order awards that i will treasure.

Future Developments of Video Games Essay

The field of video games is one of the most exciting because it is constantly developing and advancing so quickly. Unlike a lot of areas of ICT which have reached a level of stability, all parts of games, gaming and games development are still growing and will continue to grow. This means there is the potential for individuals to have completely new ideas and be the first to create something in the field. The popularity of games is growing exponentially, with more and more people discovering an interest and passion for games all the time. A game now will reach a much larger, international audience and games developers can bring enjoyment to a vast array of people. Console manufacturers, games developers and other involved in the game industry and notoriously secretive about new projects being developed until they are almost ready for announcement and release – and even then sometimes games and products can be cancelled at the last minute. All employees working in the industry have to sign a non-disclosure agreement (NDA) most of the time which forbids them legally from revealing any of their company’s secrets. Releasing any information about a product could potentially jeopardise its sales. Technology evolves in amazingly rapid speeds. If you need any real observable proof of the speedy advancement of digital technology over the years, take a look at the gaming industry. From the very early years of black-and-white 2D games like Pong (1972) to the first 3D game, 3D Monster Maze in 1981, and from primitive first-person shooters like Wolfenstein 3D (1992) to complex, life-like shooters like Battlefield 3 (2011), there’s no doubt that the gaming industry has seen its fair share of technological evolution. Hardware Developments Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colours, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way console makers marketed these advances to consumers was through the measurement of â€Å"bits†. The TurboGrafx-16, Sega Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit. The bit-value of a console referred to the word length of a console’s processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit Motorola 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console’s overall ability. For example the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit cpu. The difference in their processing power is due to other causes. For example the Commodore 64 contains 64 kilobytes of RAM and the Atari has much less at 128 bytes of RAM. The jump from 8 bit machines to 16 bit machines to 32 bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8 bit or 16 bit consoles. However, the â€Å"bits† in a console are no longer a major factor in their performance. The Nintendo 64, for example has been outpaced by several 32 bit machines. It’s only inevitable that gaming hardware is going to constantly be improved, with more processing power, graphics capabilities, sound quality and memory capacity. The input method using a controller has drastically developed over the years beginning with a clunky controller and simple joystick on arcade games, the video game controller has evolved to be ergonomically designed to feel comfortable to avoid injuries such as the ones in the repetitive strain injury group or carpal tunnel syndrome. Most modern controllers are designed with the relaxed position of the hands in mind, resulting in the â€Å"pronged† design that reduces soreness and cramps after extended use, compared to older pads such as the NES or the Sega Master System. There are still a vast array of input methods to create an even more immersive experience, these include: steering wheel, pedals, light guns, dance pads, balance board, fishing rod, microphone and rhythm game controllers (drums and guitars). Many of these have been specifically designed to be used for a certain game or gaming series, such as guitar hero for example. The evolution of the controller to include more buttons proves that video games themselves are advancing as more buttons are required to complete different tasks within the game. New input methods are being developed to make the gaming experience more enjoyable and interactive, such as being able to control the character by body movement with sensor pads or clothing such as gloves. This type of input method can be seen back in the EyeToy for Playstation 2 which used a video camera. Most recently this market had been taken by storm with the introduction of the Wii and its totally unique controls. Many console manufactures have adopted this technique can be seen in the Playstation Move and the Xbox Kinect which both involve the player as a means of controlling the game instead of pressing buttons. This means of input is being pushed forward by many of the console manufacturers as it removes the stigma of video games being only for people who sit down all day and are lazy, and they are also seen as an alternative to exercising. The gaming industry has helped develop graphics and sound technology that can be incorporated as VR (Virtual Reality). An early 1990s attempt at a headset for console gaming and for hobbyists, was made by Future Vision Technologies. A modern example would be the Wii where the controller tracks and sends motion input accurately. There is also a new VR headset system in development designed specifically for gaming called the Oculus Rift. The headset provides approximately a 110 degree field of view, absolute head orientation tracking, USB interface and a 1200Ãâ€"800 resolution with the final consumer version aimed at 1920Ãâ€"1080. Some of the future games that will support the Oculus Rift includes Doom 4, Strike Suit Zero, Team Fortress 2, Miner Wars 2081, Minecraft and many more. Virtual reality has always been something that was portrayed in movies and television shows as something that will be ‘the future of gaming’. Attempts at creating it in the past have not shown popular results. However, it is something which is becoming more of a reality as technology advances, although whether we will ever reach the point of it becoming the standard of gaming is yet to be seen. Software Development The aim of software development is usually to reach a new level of realism or immersion. As processing power and memory increase, enhanced art and animation are able to be created. This allows images and movement to be more realistic. In the early days of first-person shooters, non-player characters (NPCs) had the intelligence of nicely rounded rocks. But they’ve been getting much better lately — look no further than Half-Life’s storytelling NPCs and Unreal Tournament’s excellent bot AI. The market success of titles such as these has prompted developers to put more effort into AI, so it looks as if smarter NPCs will continue to show up in games. AI researchers rarely use computer games for their research, outside of classic board and card games such as chess, checkers, and bridge. Possibly they see most game AI problems as simple â€Å"engineering† problems. This view has not been completely unjustified because often the goal of game AI is not to create intelligence, but to improve gameplay through the illusion of intelligent behaviour. Many of the techniques used to improve the illusion of intelligence have nothing to do with intelligence, but involve â€Å"cheats,† such as giving game AIs extra production capability or the ability to see through walls, or â€Å"faking it† by creating bots that â€Å"talk† to each other but completely ignore what is said. There also has been a drift in AI research toward problems and approaches where precise empirical evaluation is possible. Needless to say, gameplay isn’t something that today’s AI researchers feel comfortable evaluating. Although there is currently a significant gap between game developers and AI researchers, that gap is starting to close. The inevitable march of Moore’s law is starting to free up significant processing power for AI, especially with the advent of graphics cards that move the graphics processing off the CPU. The added CPU power will make more complex game AI possible. Still, game developers should still be wary of AI researchers who say, â€Å"My algorithm doesn’t run in real time right now, but just wait. In a few more years, I’m sure the processing power will be there.† A second, equally powerful force that is closing the gap is sociological. Students who grew up loving computer games are getting advanced degrees in AI. This has the dual effect of bringing game research to universities and university research to game companies — already there are at least five AI Ph.D.s at game companies. AI researchers are discovering that building interesting synthetic characters in computer games is much more than just an engineering problem. Moreover, games provide cheap, robust, immersive environments for pursuing many of the core AI issues. They could be the catalyst for a rebirth in research on human-level AI The final force is the game-playing public, who are starting to demand better AI. With the saturation in the quality of computer graphics, better physics and AI are the two technologies that have the most potential to improve gameplay. Players are looking for more realistic AIs to populate their worlds with interesting non-player characters (as in The Sims) and humanlike opponents who must be out-thought and not just out-shot (and who don’t cheat). AI can also provide dynamic game control, adjusting the gameplay based on how the game is played. Imagine playing a first-person shooter where the AI not only reacts to your behaviour, but also anticipates your actions by using an internal model of the way you play the game to make its plan. It also adjusts its skill at the tactical level to match yours, so that the game is never a blowout for either side. What can computer game developers do to hasten the collaboration of developers and AI researchers? The most important thing is to make commercial computer game interfaces available to AI researchers. Developers of games such as Unreal, Quake, and Half-Life publish DLLs, making it possible for not only hobbyists but also AI researchers to build bots that play games. If developers from other genres such as real-time strategy games follow suit, you would see an explosion of research on AI for these games. Game developers can also join AI researchers in discussing AI problems and solutions in open forums. There is now a yearly symposium sponsored by the American Association for Artificial Intelligence (AAAI) on AI and interactive entertainment that brings together game developers and AI researchers. Building good AIs is hard and difficult work. Automated learning approaches such as neural nets and genetic algorithms can tune a well-defined set of behavioural parameters, but they are grossly inadequate when it comes to creating synthetic characters with complex behaviours automatically from scratch. There is no magic in AI, except for the magic that emerges when a great programmer works very hard. With the development of artificial intelligence, NPC characters are becoming cleverer. It is predicted that this AI will continue to offer more and more realistic opponents who can think almost like a human. New Technologies It is becoming more popular to connect the Xbox 360 to a Windows PC, which is easily possible as both are Microsoft products. XNA is a set of tolls which allowed games to be built for Xbox and tested through this connectivity. Where hobbyists had been frowned upon by consol manufacturers in the past, Microsoft are positively encouraging homebrew gaming. They run competitions to find newly developed XNA games and release them on Xbox Live Arcade. This is not only evidence of the future of homebrew games and hobbyist being accepted, but it also signals the integration of console with other media equipment with the seventh generation being best known for major consoles branching out into other types of media rather than solely focusing on games. All three consoles offer basic abilities such as photo-viewing, listening to music and browsing the web, as well as the ability to connect to external memory such as USB flash drives and SD cards. The Xbox 360’s DVD player was plagued by quality issues but other media options became available later such as an external HD-DVD drive (now a dead standard), Zune downloadable content, Netflix streaming and Last.fm internet radio. PlayStation 3, on the other hand, offered HD movie playback out of the box via Blu-ray in addition to later services like Netflix streaming, and Qriocity music. This new generation for the first time has all of the major consoles focusing on online integration. All three have their own connection services: Wii’s Nintendo Wi-Fi Connection, Xbox Live, and PlayStation Network. Competition has branched now from simply offering the best games to the best online content; smaller games can now be purchased and downloaded from online stores within the consoles, and extra applications such as Netflix streaming and Facebook connectivity are heavily supported. Almost all games sold in retail have online support, including online multiplayer and downloadable content for bug patches and new features, potentially increasing replay value in certain games for even years. Another notable feature in current-gen gaming is the use of avatar characters. Nintendo first introduced Miis with the Wii console, caricatures of players that could be created and used in flagship titles such as Wii Sports; however they lack the ability to customize that Xbox’s avatars have, as clothes and accessories can be purchased online or unlocked in games played. PlayStation 3, instead of an in-game character, offers PlayStation Home, a social simulator where avatars can talk and explore, and customize their homes with elements from games played. This basic idea allows the person playing the games to have a more personalised feel to their console and that they have become truly integrated with it. The console is becoming a central element that is integrated into a whole media system. People may become to get rid of their stereos and DVD players as this one central piece of equipment makes many other defunct. It may even be that in the future the console is the integral part for controlling a house, including the lighting, temperature and other devices. With more reliable and faster internet connections, the technology of cloud computing has begun to gain some momentum. The Sims creator Will Wright embraces the idea of cloud gaming as a crucial part of the future of the industry. For one thing, the gaming industry sees it as an opportunity to make games as easy to access as music and movies.

Thursday, August 15, 2019

Hamlet (Free Will) Essay

Your father dies, you are left with emptiness and many things to ponder, months later a ghost appears and he delivers insane news about your uncle that makes you want to kill him; you have just entered the mind of Hamlet. When listening to superstitious people or relying on intangible objects to predict a future outcome, this raises the question of whether we are living by free will or forces larger than ourselves. In William Shakespeare’s play, Hamlet, The Ghost is a character that does not spend much time on stage but has a very meaningful position in the play. When coming to the conclusion of whether or not Hamlet lives by free will, or controlled forces larger than him; we must analyze the concept of being responsible for our own actions, whether God controls what happens, and if Hamlet is actually controlled by other forces larger than him. As we grow older, we are taught to be responsible for our own actions. We are told that there is no one to blame but ourselves when we make a mistake. Hamlet is a tragedy; in a tragedy, the hero has to possess a tragic flaw. Tragic heroes are not supposed to be driven by outside forces, but they must already possess the flaw within themselves. It can be inferred that Hamlet’s flaw is indecisiveness. He could not decide what to believe for himself, therefore, this causes him to make poor decisions. Hamlet had many plans which are executed in a bad way; no one is responsible for that, but himself. Hamlet says, â€Å"To be, or not to be, that is the question:/whether’ tis nobler in the mind to suffer/ the slings and arrows of outrageous fortune,/ or to take arms against a sea of troubles,/ And by opposing end them. To die to sleep-/no more; and by a sleep to say we end/†¦Ã¢â‚¬  (3. 1. 56-61). This soliloquy portrays one of the many times within the story where Hamlet has no idea what he wants to do with the situations placed before him. He debated his actions and this proves that he is the only person responsible for his decisions. It is easy for the reader to believe that the larger force could be God as well. There are parts in the play where Christianity is relevant, which could make the reader believe that the larger force is God. Everything happens for a reason; though, at many times people are clueless as to what the reason may be. Everyone has a conscious; we constantly carry the angel of good on one shoulder, and bad on the other. â€Å"Not a whit, we defy augury. There is special providence in a fall of a/ sparrow. If it be now, ‘tis not to come; if it be not to come, it will be now; if it be not now, yet it will come†¦Ã¢â‚¬  (5. 2. 185-187). In this quote, Hamlet expresses that God controls everything, even the sparrow’s death. This goes with the saying; there is a time and place for everything. If something happened at a later time, it is because it was meant to happen that way. It is evident that Hamlet believes God controls the fate of men and everything else as well. Our fate is predetermined, but the way upon getting there is not. Now, many people could blame God could for not showing us the way more clearly. This aspect is left for interpretation, because it could also be inferred that the person didn’t stop to hear what the good and bad devil on their shoulders had to say. Not taking accountability for your own actions is a part of human nature. We tend to blame our surrounding for our actions, which is why the reader could blame Hamlet’s action on other forces larger than him. The ghost in the story is very significant and can be seen as the reason why Hamlet chose to make bad decisions. The ghost says, â€Å"I am your father’s spirit†¦Ã¢â‚¬  (1. 5. 9). According to this quote, the ghost is Hamlet’s father. Growing up, we learn our values from our parents; they teach us right from wrong and we know that no matter what they say we simply have to do what they tell us. Since the ghost is Hamlet’s father, he feels obligated do something because he loves him dearly. Our parents have an effect on us. As human beings, we never let someone do something to a person we love. If someone close to us is hurting, we tend to be hurt as well. In the story, we can see that Hamlet has a very close relationship with his dad because he is willing to do anything for him, even kill people. Hamlet’s automatic instinct is to take revenge; the ghost clearly has a powerful effect on his actions. Whether it is free-will, the power of God or other larger forces, Hamlet makes decisions that result in the loss of many lives; Polonius, Rosencrantz, Guildenstern, Ophelia, Laertes, Claudius, and himself. Hamlet is proof that many things have an effect on our lives and that he lives by free will. Things that affect you are only influences; it is your decision if you chose to bring them into action. No one has the will power to make you do anything. Sometimes we are misled by certain influences but it is up to our mental strength to help lead us down the right path. This play should make every reader realize that there is a consequence for every good or bad action, and we are not the only ones affected by our decisions.

Wednesday, August 14, 2019

“Legalization Of Marijuana”: Pro Marijuana Essay

Marijuana should be legalized to solve many of today’s problems. These problems have gotten so out of hand that many extreme options are being considered to control or solve it. There seems to be no way to end the war against Marijuana other than to legalize it . The war on Marijuana doesn’t seem to be accomplishing too much. Different options need to be considered. There have also been too many lies, misunderstandings and misinterpretations thrown at Marijuana. Legalization is an option that hasn’t gotten a chance but should be given one. Although many people feel that legalizing marijuana would increase the amount of use, marijuana should be legalized because it will reduce the great amounts of money spent on enforcement and it will increase our country’s revenue. There are also many benefits that can be found to help people if legalization of marijuana is given a chance. Legalizing marijuana would increase our economy’s revenue. During alcohols prohibition, alcohol was still sold and used, but people were doing it illegally. Then the government took away the prohibition law and alcohol taxes were increased. The same thing should happen with Marijuana. Marijuana should be taxed heavily to increase our revenue. Marijuana would be made by the same people at pharmacy’s, so the quality would be assured, containing no poisons or impurities. Then Marijuana could be taxed heavily because the users will be assured of â€Å"clean drugs.† Making Marijuana legal will reduce the great amounts of money spent on enforcement every year. Drug dealers and users are one step ahead on the enforcement process. If one drug lord is caught, another one will show up somewhere else. We can’t defeat the dealers that way. Too much money is wasted on a cause that seems to have no end. So much of this money could be used on better things. By lifting the ban on marijuana use and treating it like other drugs such as tobacco and alcohol, the nation would gain immediate and long-term benefits. This change in the law would greatly improve the quality of life for many people. Victims of glaucoma and those needing  antinausea treatment, for example, would get easier access to Marijuana. Also, Doctors could get on with the investigation of marijuana’s medical uses without fear of being put in jail. It might also become possible to discuss the accusations of the dangers of marijuana use without getting caught up in a policy debate. Meanwhile, the black market would disappear overnight. Some arrangement would be made to license the production of marijuana cigarettes. Thousands of dealers would be put out of business, and the economy would begin to open up. This would lower crime dramatically. The dealers and their organizations would have no flow of money, no money means no guns and no reason for as many gang wars. The legalization of marijuana would also help the federal budget in two ways, the federal cash flow would increase, because marijuana cigarettes would be taxed. In return, the companies that make the cigarettes would also pay taxes. Second, there would be less money spent on law enforcement to apprehend and jail users and sellers of marijuana. The drug enforcement authorities might finally focus more on intense, hard drugs and violent crimes and the courts wouldn’t have to worry about sending so many people to jails. Marijuana should be legalized to solve many of today’s problems.