Monday, September 30, 2019

Martin Luther

THEMES IN U. S. & WORLD HISTORY Task 2 Roberta Gauvin Two of the most significant social and/ political changes that occurred as a result of the actions of one individual was Nelson Mandela. Mandela represented an example of a powerful leader who inspired millions of people around the world. First of all Mandela won the first multi-racial elections in South Africa thus creating a significant change in perception and building of a color blind society in Africa and around the world. Prior to becoming a president, people knew him for his anti-apartheid violent actions, his actions attracted attention to the existing problem. His actions made him well known around the world. Martin Luther King was well known around the world for his significant movements for the society. Martin Luther King became an iconic figure, whose courage inspired countless people. First, Martin Luther King advocated for civil rights by means of the peaceful method and never encouraged using violence for achieving the goals. His speech â€Å"I Have a Dream† encouraged the creation of a colorblind society and society based on equality among all people. â€Å"When he was notified of winning a Nobel Peace Prize, he stated that all the funds were to go to further the civil rights movement (King, M 1964). He actively addressed issues of poverty and contributed to the end of the War in Vietnam. References I Have a Dream: The Story of Martin Luther King in Text and Pictures. , New York, Time Life Books, 1968. â€Å"Martin Luther King, Biography†, Nobel prize (1964), Retrieved 14 September 2011 from http://www. nobelprize. or g/nobel_prizes/peace/laureates/1964/king-bio. html Themes in History, Individuals and Institutions (2006), retrieved 14 September 2011, from http://history. webtexts. com/courses/4573-history/toc/chapters/389802-individuals-and-institutions-as-mechanisms-of-social-change/assignments/342712-7-nelson-mandela

Sunday, September 29, 2019

Analysis of Act 1 Essay

A form of love expressed within ‘Romeo and Juliet’ is the â€Å"love at first sight† that Romeo feels upon seeing Juliet for the first time. In Shakespearean times, platonic love was prominent and this is clear in Romeo’s soliloquy. â€Å"Beauty too rich for use, for earth too dear† implies Juliet is angelic, demonstrating Romeo’s instant affection for her. Angel is within the semantic field of religion, a very important factor in the time with which the play is set and therefore illustrates not only Romeo’s apparent need to shower her with praise and affection, but also how serious his feelings actually are. Religious imagery is used again in stating â€Å"and touching hers, make blessed my rude hand† yet again suggesting that Juliet is a saint and that by touching her Romeo would become â€Å"blessed†. This, however, portrays Romeo’s beliefs within love. As mentioned, platonic love was the general way in which relationships at the time were, so by Romeo stating that he should touch her shows his forwardness and his almost childlike, selfish tendencies proving his obsession with love. Later within Act 1, Scene 5, however, Romeo and Juliet share a sonnet upon first meeting. The sonnet is the ultimate display of love and by speaking it together, Shakespeare allows the audience to understand that the two are not only seriously in love, but also share a very pure and unadulterated love- one that is beyond all other love. Shakespeare also displays how, now after seeing Juliet, Romeo has completely dismissed Rosaline, who he was irrevocably in love with not long before hand. â€Å"Did my heart love till now? Forswear it, sight. For I ne’er saw true beauty till this night† emphasises this by stating both the beauty of Juliet to be above all others and states that the beauty he believed Rosaline to have was not indeed so, quite ironically as four scenes previously he stated that she was â€Å"fair† and â€Å"exquisite†, yet again exposes Romeo’s fickle behaviour in terms of love. Romeo also declares â€Å"so shows a snowy dove trooping with crows† showing his dismissal of what he felt for Rosaline. The sentence is antithesis, demonstrating Romeo’s opinion that Juliet is exemplary again, â€Å"crows† being opposed to doves but also connoting death, expressing the extremity of Romeo’s statement. Romeo’s love for Juliet does appear as though genuine. The first few lines of the soliloquy mostly contain monosyllabic words and are very simple in both style of speech and and the intelligence of the vocabulary. This shows the sincerity of his love as it is completely opposed to when he was speaking of Rosaline. Where his speech then was organised and intentionally melancholy and philosophical, this is his first and genuine opinion of Juliet and her beauty. The soliloquy also consists of five rhyming couplets conveying the speech as romantic, as rhyming couplets are a poetic technique which in turn is considered romantic.

Saturday, September 28, 2019

Scientific Investigation Lab Report Example | Topics and Well Written Essays - 500 words

Scientific Investigation - Lab Report Example The steps in the entire experiment protocol include (1) GFP gene construction; (2) gene shuffling and selection; (3) mutant selection; (4) mutant characterization in E. coli; (5) CH) cell expression of GFP; (6) FACS analysis; and, (7) fluorescence spectroscopy. That is, the researchers first synthesized a GFP (green fluorescent protein) gene in an E. coli construct with optimized codon usage. This was further improved using an evolutionary process of recursive cycles of DNA shuffling of the GFP gene, combined with visual selection for the brightest E. Coli colonies. Since red-shifting the excitation maximum makes detection challenging by the naked eye, UV light was used for visual screening. The independent variable in this study is the process used to improve cell fluorescence or GFP in E. coli cells. In particular, the independent variable considered the absence of GFP, the Clontech GFP, the wildtype GFP, the cycle 2 mutant GFP, and the cycle 3 mutant GFP. On the other hand, the dependent variables that were investigated for differences in this study are the fluorescence signals and excitation signals of the E. coli genes. Technically, the control group for this study is the sample with no GFP. However, the three constructs (i.e., wildtype, cycle-2 and cycle-3) were also compared against the pGFP plasmid from Clontech, with a GFP sequence reported by Chalfie et al and contains a Q80R mutation which occurred as a PCR error as well as 24 extra amino acids from the N-terminus of LacZ. Results of the research study confirms the initial hypothesis that the combination of DNA shuffling and high throughput screening would be a powerful tool in optimizing a significant number of commercially important enzymes for which selections do not

Friday, September 27, 2019

Emerging Business Themes Essay Example | Topics and Well Written Essays - 3000 words - 3

Emerging Business Themes - Essay Example The factors have influenced work-related divisions, sex roles, rivalry interdependency, as well as family size. Improvements in the areas of communication and shipping decreased the communal distance that gave the drive to artistic diffusion and thus to social change. Demographic issues have always been of significance to marketers. In the previous one decade, there has been a fast development of technologies in goods and service manufacturing, distribution, design, and individual use, which have contributed to changes in customer behavior. For instance, communication advancements such as the accessibility of wireless communications, personal computers, and internet, have altered shopping and consumption manners. In the United States vehicle industry, clients in need of a vehicle search carefully on the Internet before they visit a dealer. Marketing investigators have extensively used population data. Parameters like sex, income, age, and social class are sensibly nice predictors of consumer behavior as well as market associated activities in macro and micro perspective. The global population is rising at a rate of over ninety million per annum. The aging of the populace could be the truth that the proportion and number of younger persons are dropping fast. For instance, Italy’s population would change from eighty million to forty million (Smith & Taylor, 2004.p.243). The basic features of developing and developed nations will begin to differ in significant ways. Senior communities could have undoubtedly different wants and standards from the younger ones. Hence, while communication and globalization advancements are driving the globe towards union, demographic issues are going in the opposite way and could cause the basic split between the senior and younger countries, and wealthier and poorer clients.

Thursday, September 26, 2019

Green Technology and Sustainable Development Research Paper

Green Technology and Sustainable Development - Research Paper Example The concentrated solar power integrates the use of mirrors and lenses, for purposes of creating a large surface area of sunlight, into a small beam, therefore converting the energy, into electric energy. This energy is always used in large power plants. The first solar power plant came into existence in the year 1980s. The plant was called Solar Energy Generating Systems, and was in California. This is the largest power installation system in the world (Cummings, 2012). This is because the plant has the capacity of producing 354 megawatts of solar power. There is no other solar plant in the world that produces solar energy, of such kind of a magnitude. Another solar plant is in the process of construction, and is situated in California. The power plant has the capacity of producing 550 megawatts of solar energy (Tumber, 2012). This is a solar plant that will use photovoltaic energy. Other solar plants, under construction in California are the Topaz solar farm, the Blythe Solar power project, and the Ivanpah solar power facility. All this are photovoltaic solar plants under construction in California. However, there exist photovoltaic solar panels in America that are in use (Sussman, 2012). These are the Copper Mountain Solar facility, in Nevada, and the Long Island Solar Farm, in New York. The two have a capacity of producing solar energy to the tune of 48 and 37 megawatts of electricity, respectively. This paper focuses on Photovoltaic industry, as an element of solar energy production. The Solar energy industry association estimates the number of jobs created by the industry to stand at around 25000 people. This amounted to an approximate number of 100,000 people as of August 2011. This people work in the sales and distribution department, installation, project development, finance, and research and development (Hess, 2012). This number of employees amount to less that 1% of United

Wednesday, September 25, 2019

Define the roles and application of management functions used by Research Paper

Define the roles and application of management functions used by today's healthcare managers - Research Paper Example Additionally, management organizes available resources that are essential in the provision of better health care (McConnell, 2006). Alternatively, there is the aspect of leading in making major decisions that affect both the staff and the patients in the health care sector. In other words, the management also pays a fundamental role of manipulating the behavior of the people. There are numerous ways in which the aforementioned functions apply to managing others. For example, planning helps the staff in setting priorities within a given time frame. These priorities help in meeting the set goals and objectives for the benefit of both the patients and staff. Additionally, in terms of organization, the functions enable the workers to work in teams for the benefit of completing several tasks at once (Seth, 2010). On other hand, in leading in decisions, the function is critical to motivate workers who are less productive in the company. Furthermore, it helps in the supervision of the workers during work to attain the expected goals. Similarly, it is imperative to observe that there are different roles of a health care manager and leader in the diversified health care industry. However, the most important function involves the organization of activities. This suggests that there is an organization of the planning and scheduling of goals in order to achieve desirable goals and objectives (McConnell, 2006). Organization also enables the manager to evaluate the performance of the both the workers and the progress of the home patients. This is through consultations and discussions that incorporate feedback and rapid response from the management. On that account, the most significant aspect related to health care management that I would gain by taking this class is the roles of organization and planning (Liebler & McConnell, 2011). This is because both roles work in harmony toward

Tuesday, September 24, 2019

Time extension under FIDIC 1999 Essay Example | Topics and Well Written Essays - 2000 words

Time extension under FIDIC 1999 - Essay Example It also includes details of operations like payments and specific works to be done in the contract. Due to the fact that the construction contract comes with numerous elements which define the contractors tender, employers letter of acceptance, contract agreement, contract conditions and technical details2, it is prone to numerous issues that can affect its interpretation. This include misunderstanding, conflict and other disputes. In order to minimize these problems, FIDIC has a set of standardised rules and regulations that control the operation of construction contracts. The 1999 FIDIC Red Book sets out provisions for continuity of projects, encouragement of of constructive relationships and provisions for dealing with uncertainties3. Clause 20.1 provides an important guideline on how claims can be made and it regulates the relationship between Employers and Contractors on making claims for further payments and time extensions amongst other things4. Clause 20.1 states that: â€Å"If the Contractor considers himself to be entitled to any extension of the Time for completion and/or any additional payment, under any Clause of these conditions or otherwise in connection with the contract, the Contractor shall give notice to the Engineer describing the event or circumstances giving rise to the claim. The notice shall be given as son as practicable, and not later than 28 days after the Contractor becomes aware or should, after the contractor becomes aware, or should have become aware of the events or circumstances† This clause attempts to create a timeframe within which Contractors must report issues relating to time constraints need for further payments and other issues. This is necessary because there is the need for some kind of order to ensure that Employers and Contractors needs are respected and there is no indefinite right for Contractors to come back with their demands and requests for time

Monday, September 23, 2019

Article review Example | Topics and Well Written Essays - 750 words - 3

Review - Article Example It is important to note that this business is not restricted to a particular group of individual since any person can engage in it. For instance, a person operating a small candy shop who has not been licensed is participating in an undercover economy because he or she is not willing to pay taxes on income received from business sales. Additionally, it is very difficult to approximate what percentage of a country’s economy is undercover but it has been argued that capitalistic countries like United States of America have a smaller undercover economy compared to socialistic countries like Russia (Pascale 2010). When people evade paying their taxes, it is dangerous to the economy. If people do not engage in a cash transaction activity, their money in the bank does not get work as disbursed due to the undercover economy, then that capital does not account for anything thus having zero impact to the individual and to the larger economy. The underlying assumptions are that a person engages in undercover economy in order to tame the increasing costs of living due to inflation and stagnant salaries. Most of this people live in rural areas and some are not aware that they participating in undercover economy. In most cases, big firms are the ones that escape stringent policies set by the government because they tend to pay high taxes than any other business. There is no distinction between transparency and undercover economy in the government and business sector. Government and big businesses usually play games with taxpayers’ funds. The secondary claims in this article is that undercover economy is beneficial to the individual since he or she is in a position to use more money to fund his or her activities. However, the undercover economy greatly affects the nations GDP because there is no enough capital to fund government projects and

Sunday, September 22, 2019

What Is the defining business Essay Example for Free

What Is the defining business Essay What is the defining business and economic characteristics of the video game console industry? ? Intensity of competition: the competition in the video game industry is dramatically fierce. There are three largest companies in this industry, which are Nintendo, Sony and Microsoft. Additionally, lots of companies have relatively high level of strength, for example:high technology and meet the social trend, which are able to compete in the market place. ? Market size; the target market for the products cover all over the world ,however,the cumulate sales in Europe, Japan and the U. S are higher compare to other regions. ?Influenced by global recession: video game is not the necessary product, hence,the global economic recession have influenced the sale of video game products. The revenue declines 6% in 2010 compare to 2009, and also continued decreasing in 2011. ?Growth rapidly:the video game industry have been growingrapidly, and also expected to continue growing in the future. What is the industry like? The companies in video game industry refer to provide high technological and innovative products. It includes online game, mobile game, video game console and handheld game. In addition, in order to attract exist and potential consumers and build customer loyalty, these companies multiply their efforts to enhancethe technology of the products. What’s more, video game business sectorupdate very fast, the new generation replaced the old one in short period. Meanwhile, the companies launched latest production rapidly. However, an obviously issue is that the target market is limited, young men are the majority part. What 3-5 key factors determine the success of video game console developers like Nintendo (2009-2012)? 1. Unique concept of video game console: In the original period, the video game companies tend to pay more attention to improving technology, which lead to less market share and high competition, however, after a strategic research, Nintendo intend to create product differentiation advantage over rivals, it avoid pursuing high-tech blindly, focusing on developing unique function of product, such as to allowed consumers to participate in the games by themselves. That characteristic can easily catch consumers’ attention. Having a unique and propriety concept is essential in video game console industry. 2. New market segment: The video game market is almost saturated;hence, these game companies have to seek new target market to survive. In traditional video game console target market, men occupied the majority portion. In order to gain more profit, companies should take effort to attract more women, elderly and so on. In terms of extending market share, companies can’t rely on a small proportion of population. Nintendo designed â€Å"Wii† not only just for men but also for the whole family, the game is very suitable for everyone 3. Technology capability: High technology capability is a vital factor for game companies to be a leader in video game console industry; it can provide more technical advantage over rivals. 4. Various range of products: In today’s world, people have relatively high demand of products, in order to satisfy the needs, it is necessary to produce diverse product to grab more market share. 5. Low cost Undeniably, reducing cost is an effective way to make profit gain, low cost lead to low price, and low price are more acceptable by consumers. Reference: Morris, C. (2011), Video Game Sales Drop 6% in 2010, Second Year of Declines, [Online] Available from: http://www. cnbc. com/id/41062675/Video_Game_Sales_Drop_6_in_2010_Second_Year_of_Declines.

Saturday, September 21, 2019

Slavery Without Submission Essay Example for Free

Slavery Without Submission Essay In chapter 9 of Howard Zinn’s A People’s History of The United States, Zinn analyzes, in details about the tough and troublesome living arrangements the slaves had to endure during the early 1800’s, the slave revolts that were started because of these living conditions, and how Abraham Lincoln was elected President, which led to the Civil War because the Southern States thought Lincoln was siding with the northern states about the slavery issue. In this Chapter, Howard Zinn is comparing what happens with the smaller slave rebellions that happened earlier on to what Abraham Lincoln eventually did, except Lincoln having done it on a much, much larger scale. The slave system was such an in depth system that made an abundance of money for the country. Southern states relied heavily on cotton, which was picked by the slaves. Since the southern states did depend on slave labor so much, Abraham Lincoln knew that these would be key reasons as to why abolishing slavery would be incredibly hard. Zinn talks about how the majority of slaves would either run away from their masters or physically revolt against their masters. Eventually, slave masters started to worry about slave revolts since they had started to become more popular in America. Zinn wrote†¦ â€Å"Religion was used for control. A book consulted by many planters was the Cotton Plantation Record and Account Book, which gave these instructions to overseers: You will find that an hour devoted every Sabbath morning to their moral and religious instruction would prove a great aid to you in bringing about a better state of things amongst the Negroes. I agree with this sentiment wholeheartedly. In my opinion, The Bible’s words have been twisted ever since it has been written and in the article â€Å"How The Bible Was Used To Justify Slavery†, it talks about how slave owners would have essentially used fear in the words of scripture on the slaves to scare them into not revolting against their masters (Blake). The main reason that these revolts never developed into anything serious is because the national government would not allow it. Even the more educated African Americans tried to rebel against the practice of slavery but in more civil terms. David Walker, a free and educated African American wrote a pamphlet called Walker’s Appeal. This pamphlet was not one of the more civil anti-slavery documents of this time. The pamphlet focused on a kill or be killed attitude if slaves wanted to obtain their freedom from their masters. This pamphlet did not go over well with southern slave holders. The state of Georgia offered money for the death of David Walker, who was later found to be dead. This was another form of fear that was used against slaves and another example of the national government, not allowing a revolution to take place. The national government’s stance was that slavery was not going to end, unless they agreed to it. Even Abraham Lincoln was not for the equality of African Americans, at least at first. Lincoln is quoted as saying â€Å"I will say then that I am not, nor ever have been in favor of bringing about in any way the social and political equality of the white and black races – that I am not nor ever have been in favor of making voters or jurors of negroes, nor of qualifying them to hold office, nor to intermarry with white people, and I will say in addition to this that there is a physical difference between the white and black races which I believe will forever forbid the two races living together on terms of social and political equality. And inasmuch as they cannot so live, while they do remain together there must be the position of superior and inferior, and I as much as any other man am in favor of having the superior position assigned to the white race. I say upon this occasion I do not perceive that because the white man is to have the superior position the negro should be denied everything. † (Lincoln, 145-146). Lincoln was for the progress of the country, first and foremost. Lincoln knew that slavery was a subject that could divide the nation and that slave labor was making the country money, so he could not just outright abolish it or let these revolutions of the slaves succeed. Zinn reiterates this fact when saying†¦Ã¢â‚¬Å"He opposed slavery, but could not see blacks as equals, so a constant theme in his approach was to free the slaves and to send them back to Africa† Lincoln was somewhat of a flip-flopper when it came to whom he was talking to about the subject to. It was not until the Civil War started and the casualties were getting higher and higher that Lincoln decided to enact the Emancipation Proclamation. The Emancipation Proclamation obviously did not go over well with southerners, but Lincoln did it to preserve a win for the Union, but it also did not go over well with anti-slavery forces, because for good reason, they believed that everyone should have the right to be free. This led to the passing of the Thirteenth Amendment, which officially abolished slavery. With all of this happening, resentment towards African Americans continued to grow and this time in the northern states. Poor northerners started looking at the war as liberation of African Americans that they had been dying for, so they started a riot against many African Americans. After all of this had happened, Lincoln was eventually assassinated, and Andrew Johnson became president and somewhat hurt the progress of African Americans. The government tried to give more rights and privileges to African Americans, but had a hard time keeping the situation under control. Black codes were started up, as well as the Ku Klux Klan. The government wanted to keep the white elites happy, but this in turn would usually mean something not appealing for African Americans, which would make it into a vicious circle. Howard Zinn’s point of this whole chapter was that for anything to actually change, something monumental would have to happen, not a revolt, not slaves running away, but a full fledged war. Even with this actually happening, with the Civil War, it was not fully accepted till years later. The slave system was in place such an in depth labor system that made so much money that people could not fathom a world without slaves, even though most knew it was morally wrong.

Friday, September 20, 2019

Significance of Realistic Physics in Simulation Games

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

Thursday, September 19, 2019

Global Atrocities :: essays research papers

Our Global Behavior and Acceptance   Ã‚  Ã‚  Ã‚  Ã‚  When considering what our future society will consider as evil, such as we view slavery today, we must look to the past to estimate the future. The past two hundred years have led to enormous changes in the way we treat our fellow man. The next two hundred years, I believe, will lead to much more legislation and concern for the global impact of nation states and their practices. The human race has come to a point where we need to take careful concern for all issues. The bar will be raised so to speak concerning global injustices. I have laid out a few current events that will be considered global injustices in the future.  Ã‚  Ã‚  Ã‚  Ã‚     Ã‚  Ã‚  Ã‚  Ã‚  With globalization becoming more and more of a necessity in this world, the future would naturally weed out isolationist countries. It seems that a nation state could not survive without some economic interaction with the rest of the world. Furthermore it would be advantageous to take advantage of outside offerings. There is always a need and a resource within a nation. The trick is to tap into the resource and aid in the need. Not to just dominate a market and leave the problems to the people of the market one dominates. Of course it is not written, but should there not be common courtesy in global affairs? This globalization will also eventually lead to the apparent obligation to aid in the success of humans across the globe, rather than an individual group of humans (ie.states, governments, etc.) When this apparent process   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Page 2 becomes evident in society, people naturally will consider crimes against humanity as more and more unacceptable.   Ã‚  Ã‚  Ã‚  Ã‚  Director General of The World Trade Organization, Mike Moore, said at the last World Economic Forum, that, â€Å"It’s not politically correct to say, but the big economies have needs too. And frankly... if the big economies get the sniffles, the rest of us get pneumonia.† This leads to the acknowledgment and realization of the domino effect, and how important it is to consider the implications of what we do. In the future, common society will consider isolationism and lack of willingness to aide others as evil. Humans will accept the notion that we are all related, and that all of what we do affects each other directly.   Ã‚  Ã‚  Ã‚  Ã‚  A secondary thought looks at current issues such as the Israeli-Palestinian conflict. The main thing besides the fact that these holy wars are wrong, is that they are obsolete. They serve no apparent purpose that I have been informed of. There are reasons to the conflict, but these reasons

Wednesday, September 18, 2019

A History of the Treatment of Insanity Essay examples -- Exploratory E

A History of the Treatment of Insanity Over the course of history, insanity has been subjected to a wide variety of treatments. Attempts to cure the mentally ill or simply relieve "normal" society of the problems caused by insanity have ranged from outright cruelty to higher degrees of humanity in today's society. This paper gives a brief overview of insanity--its believed causes and subsequent treatments--from primitive times up to the nineteenth century. There are two known traditions for diagnosis and treatment of mental illness: spiritual/religious and naturalistic/scientific. According to the spiritual/religious tradition, supernatural forces are the cause of insanity. One of the earliest examples of spiritual/religious treatment is a practice called trephining. Archeaologists have discovered skulls exhibiting this primitive form of psychiatric surgery. Trephining involved chipping holes in a victim's skull to release the evil spirits that were responsible for the person's mental illness. Other ancient peoples attributed insanity to the mischief of demons or the anger of the gods, namely the Chinese, Egyptian, and Hebrew societies. The Greek phisician Hippocrates believed insanity to be rooted in a lack of balance within the body. More specifically, he argued that a balance of four body fluids (or the four humors) was the key to mental health. An excess or deficiency of blood, phlegm, black bile, or yellow bile could lead to psychopathology. Those trained in the Hippocratic tradition were instructed to treat the mentally ill with attempts designed to restore the balance of the bodily fluids. These treatments were called "heroic" because they were drastic and often painful. Among them were bloodletting, purging, an... ...can Institutions for the Insane (AMSAII) was founded in 1844. It later became the American Psychiatric Association (APA). Its purpose is to designate the criteria to diagnose a patient as mentally ill (the current list of criteria is called the DSM-IV) and commit the person to an institution or design a course of treatment suited to the problem. Sources 1. Bankart, C. Peter. Talking Cures: A History of Western and Eastern Psychotherapies. Albany: Brooks/Cole Publishing Company, 1997. 2. Emery, Robert E., and Oltmanns, Thomas F. Abnormal Psychology. New Jersey: Simon & Schuster, 1998. 3. Foucault, Michel. Madness and Civilization: A History of Insanity in the Age of Reason. New York: Pantheon Books, 1965. 4. Rosen,. George. Madness in Society: Chapters in the Historical Sociology of Mental Illness. Chicago: The University of Chicago Press, 1968.

Tuesday, September 17, 2019

Facebook is a necessary evil Essay

Facebook in simple terms can be defined as a social networking website that enables around a billion people worldwide to connect with each other via the internet. Following its initiation Facebook was labelled as an essential tool for communication whereas these days it has mostly been used as a tool for practising of evil deeds in the society. Recently Facebook has been used as a tool for unnecessary evil in the society with main examples social uprising to cyber criminals. This essay explores the evil deeds associated with Facebook as a social networking site which includes facilitation a room for phishing crimes and social unrest in the society, spreading of false and potentially unwanted information and lastly lacking of privacy and weighs their values versus the perceived advantages of using Facebook as a communication tool. Firstly, Facebook is a necessary evil as it facilitates room for phishing crimes and social uprising in the society. Recent protests in countries such as Tu nisia and Egypt were reported to be fuelled and organised through social networking sites such as Facebook (Lister, 2011). Facebook can also be used as a tool for hackers and burglars to conduct their social activities as it gives them room for easier access to people’s personal information. Two thirds of Facebook users unwittingly expose themselves to crime by revealing their personal details. Consequentially without proper regulation Facebook can all but be used as a tool for practising evil deeds in the society. Secondly, social networking sites such as Facebook are a necessary evil as they enable the spread of unreliable and false information in the society. Recent reports suggest that about half of Facebook users have heard or seen false news and information through Facebook. A recent notable event was in 2012 when false rumours of fires, shootouts, and caravans of gunmen in a Mexico City suburb spread via Facebook causing panic and temporary closing of schools (Rodrigue z, 2012).As a result of Facebook being freely available news outlets are therefore likely to pick up bogus information that can lead to confusion and panicking among the public. In addition to Facebook being used as a tool for spreading information it can also be said to be a necessary evil as it lacks privacy and expose its users to illegal and unwanted intruders. Due to lack of privacy settings or the  public being ignorant or unaware of these settings government and corporate agencies are likely to invade the privacy of these users (McCullagh 2012). Consequently users of Facebook are likely to be exposed to ill-motivated agencies in the absence of adequate privacy settings. Despite the evil deeds associated with Facebook, it can also be a good tool for spreading information faster compared to other Medias. According to Maria (2012) most people are likely to learn about breaking news through the use of Facebook. This can be important especially in times of natural disasters as it can connect rescue teams with victims thereby lessening the impact of these events. Facebook can also be used by students as a tool for discussing educational topics and this ca n be beneficial in this ever changing technological environment (Kressler, 2012). In spite of Facebook being labelled as lacking privacy law enforcement agencies can also use it to catch and prosecute criminals (Evon, 2012). This is especially useful in connection with cyber criminals. Community members can report suspected criminal activities through Facebook leading to quicker response to crime. In addition to it being used as a tool for catching criminals Facebook can be used in empowering individuals to make social change on a community level. In summary given the above stated advantages of using Facebook to the society as well as considering the evil deeds associated with it, it can be said with certainty that Facebook is clearly a necessary evil. With regard to pros such as a tool for communication these cannot outweigh the known effect of using Facebook without proper regulation which includes social unrest promotion and rise in cyber crimes. For this reasons the main point i s that Facebook is a necessary evil and its usage should be controlled through proper and strict regulations/ legislation. References Evon, D. (2011, August 10). NYPD adding Facebook tracking unit to police force. Social News Daily. Retrieved from http://www.socialnewsdaily.com Kressler, S. (2010). The case for social media in schools. Retrieved from http://www.mashable.com Lister, T. (2011). Tunisian protests fuelled by social media networks. Retrieved from http://www.cnn.com Maria, K. (2012). Social media: The new news source. Retrieved from http://www.schools.com McCullagh, D. (2012). Feds snoops on social network accounts without warrants. Retrieved from http://www.news.cnet.com Rodrigues, O. R. (2012, August 09). False shootout status causes pain in Mexico City. The World Post Retrieved from http://www.huffingpost.com