Wednesday, November 27, 2019

Logo Research Evaluation Essay Example

Logo Research Evaluation Essay It has only one colour which makes it easy recognisable.The style of the font is unique, and the C is curly, maybe symbolising the chocolate being stirred. Besides the word Cadbury there are two glasses with milk being poured out of them into what looks like a bowl of chocolate which is being mixed. This combination is very easily remembered. It has a green shape in the background which looks like a pair of glasses, and where they overlap at the middle its darker green. Across the middle of the shape it says Specsavers in a large informative font, and then Opticians in a smaller font underneath. The remaining parts of the word Specsavers are underlined. All the writing is in white which makes it stand out on the coloured background. This is easily recognisable because Specsavers is an opticians and when you see the glasses shape you automatically associate it with Specsavers. This logo has no text, just a picture. It is of two portraits, they are in 3D and are computer graphics. The front one is in a turquoise green colour, and the background one is in a lighter green. This logo is so easily recognisable, even without words, because it is so well known and easily remembered due to its simplicity. This logo is easily recognised because of its unique style. It is always presented in a bold italic font, and is often shown as white on a dark background colour. In this case its white outlined in black which makes the word stand out. It would probably be a more effective logo if it had an image with it. This logo is simple yet effective. Its a black circle on a square with a hot pink background. Inside the black circle is a heart with a pair of scissors sticking into it, in a simple white outline. Underneath the heart is the word scarling. in quite a plain, white font. The white on black on hot pink is a memorable combination of colo

Sunday, November 24, 2019

How the Leather Industry Handles a Specific Operations Management Issue or Set of Issues Essays

How the Leather Industry Handles a Specific Operations Management Issue or Set of Issues Essays How the Leather Industry Handles a Specific Operations Management Issue or Set of Issues Essay How the Leather Industry Handles a Specific Operations Management Issue or Set of Issues Essay Operations direction is the field which is concerned with forming and put to deathing physical and proficient activities of a house. These actions are conducted by a combination of natural stuffs and processing or piecing the assorted constituents. utilizing the services of workers. machines. tools and power. It is a typical integrating of many different maps. Operations direction programs usually include instructions in rule of general direction. fabrication and production system. An operation may be defined as the procedure of altering input into end products by adding value to some entity ( Edurkar. 2009 ) . The two cardinal maps are to supply a merchandise or service and to sell that merchandise or service. It involves the planning and scheming of all maps necessary for the procurance of the firm’s merchandise or services. There are some specific facets of operations direction merchandise or services to stress ; company volume and location of concern feasible for clients and providers. selling schemes. techniques and machinery to do goods. work force direction and preparation and quality confidence. While set uping a leather industry in Kanpur India or even a little unit. an enterpriser is required to pay attending to assorted evidences like size. location and layout as they shape the efficiency of production. Such factors should sooner be considered by the enterpriser at the undertaking planning phase. and they must be cautious about them at the undertaking execution phase. A leather industry is normally comprised of four sectors ; the foremost and primary sector being the tanning and coating sector ( Singh. 2002 ) . This stage in the production procedure possesses a batch of importance because the leather industry involves both little and heavy industries. so its size varies and depends upon the handiness and handiness of a big natural stuff base. Country’s farm animal like American bisons and caprine animals provide basic natural stuffs for this industry. Some factors determine the size of the industry like land. edifice. etc. Size of land should be adequate to take attention of present and future demands like storage of natural stuff and finished goods. Kanpur in Utter Pradesh is a metropolis which enjoys abundant handiness of natural stuff and it is really easy to set up a leather production unit at that place because it besides has basic substructure for this concern ( Bhargava. n. d. ) . As proper location of an endeavor is important for its success. so Kanpur is the topographic point where a fresh enterpriser can set up his leather concern easy. because handiness of natural stuff and cheap skilled labour is non a large trade as it has a professionally developed leather market. The first issue of operations direction is the designing of a system. This begins with merchandise development. It should get down with the appraisal of client demands and bit by bit turn into merchandise design. The competency and setup that will bring forth a merchandise. every bit good as the information system needed to detect and command public presentation. are portion of this design procedure. Equally far as the leather industry or unit is concerned. one factor is rather interesting and promoting that this concern in developing states like India is non as hard or complicated in footings of competency and equipment needed. For illustration. a fledgling can originate a little bungalow leather industry with sensible investing and can acquire a cheap skilled labour force. Kanpur is the largest Centre of American bison based leather in India. Its tannery industry ( tanning is the procedure of continuing teguments of animate beings to bring forth leather ) began during the British regulation and the industry has continued to turn since so. Most of the tanneries are little. so it is rather executable for an enterpriser to originate a leather-oriented concern in this part. Leather production system design in the specific part is dependent upon the bing resource base. During recent old ages. most of the leather industries have shifted from industrialized to developing states. Reasons can be frequent handiness of natural stuff. inexpensive labour cost and flexible environmental ordinances. As environmental ordinances are stricter in the industrialized developed universe. set uping leather concern in a state like India can be helpful for an endeavor so that opportunities of alterations in its layout would be minimum.

Thursday, November 21, 2019

Secularizations Essay Example | Topics and Well Written Essays - 250 words

Secularizations - Essay Example The transition from pre-scientific to scientific must have been a supernatural one since the two are very different concept wise. Metaphysical stage, which is the centre stage, must have been inevitable. It acts as the bridge between religion and modernity. Through it, a communal stage where religion and science overlaps is clear hence bringing in the social part of both religion and science. Religion, which was a soft concept socialize with the hard known scientific concepts bringing in the concept of secularization. Religion becomes secular to adopt some scientific concepts while science becomes softer through the interaction. This makes religion to transition from being pre scientific to scientific hence making it fit in the modern world where science thrives. Science on the other hand creates room for the modernized religion hence making the two adopt secularization. It is in the transition therefore where the overlap between religion and science can be evident since the two have to adapt to each

Wednesday, November 20, 2019

Consent and capacity to treatment in medical law of an adult Essay

Consent and capacity to treatment in medical law of an adult - Essay Example 41, 2008). When the law talks about the capacity, it involves the maturity level and understanding and despite that a patient cannot be considered as having lack of capacity only because he made an unwise decision which does not fulfill his own best interests. According to the law, capacity cannot be the regarded as the decision which is reasonable and sensible to another person, perceptions may vary (Coyne, p. 64, 2005). People who have capacity can make their own decisions unless it is proven that they lack capacity. Disability is not a factor which indicates the lack of capacity; in fact a disable person can well take his own decisions without the assistance of anyone else. But in some cases, a person with a disability may require assistance to clarify the issues and understand the choices to ensure and enable autonomous decision making, but the other people may not always find other people’s decisions rights (Jackson, p. 601, 2002). For this, the law says that it cannot be assessed that the person is making a right decision or not, but what should be determined is that the decision is not ‘bad’ and whether it shows the lack of capacity in the person to make decisions or not. ... 171, 2004). Clinical incapacity is not permanent. The people who are severely depressed, intoxicated, comatose, agitated or impaired otherwise lack the capacity to make their medical decisions but for the time being. Later, they may retrieve their capacity. Where a patient has the ability to make a decision, the doctors should assess it (Herring, p. 202, 2012). People with dementia require the evaluation of the person’s level of judgment and memory before proceeding with the medical care. The law says that if the doctors find the person lacking capacity, they may turn to a close relative or friend or anyone appointed by the person to make decisions on his behalf (Wong, p. 445, 1999). However, these kinds of cases where the decisions are made by substitutes for the people who cannot make decisions for themselves are rarely brought into the court. But, if the patient himself objects to the medical decision taken or to the determination of him clinically lacking capacity, it can be brought to the court. The doctors are ordered not to go against the person’s will unless it is declared that he is legally incapacitated (Sturman, p. 963, 2005). Once the capacity is determined, the patient’s consent is equally important. Adults are more commonly categorized in this group and they make their own health decisions. Every adult has the right to accept or refuse medical treatment (Pozgar, p. 320, 2011). In general situations, a doctor asks for the consent of the patient before treating them. This suggests that the patient should be legally able to give his consent. If the patient is under guardianship, his decision will not be made by himself (Appelbaum, p. 1838, 2007). The patient must be mentally able to permit the medical

Sunday, November 17, 2019

Interview report Essay Example | Topics and Well Written Essays - 1250 words

Interview report - Essay Example The interview was carried out in his small office, and the subject was asked ten questions to which he responded comprehensively. Interview responses The subject expressed his passion for teaching language especially to ESL students because as he put it, â€Å"teaching someone a new language is as good as creating a new life. â€Å"You see them change over time and you can’t help but be delighted†. When asked whether he uses computer software to teach English, his response was affirmative and he said that computer software makes a good part of his teaching. This was followed by a follow-up question. Have you always used computer software in the language vocabulary acquisition for ESL students? His response was: when I began teaching English to ESL students, there was no computer software to offer second language acquisition and teaching was mainly done using one to one communication with the students and also by the use of books. However, as computers became more popul ar, the use of computers to teach language became very popular too, and there have been numerous computer nuggets that were designed to help ESL students to learn English vocabulary very efficiently. This software can be classified into two classes, those designed to be used by ESL students who are learning on their own; and those designed to be used in conjunction with the teacher. This software started becoming available and popular in early 2000s and was not popular in the 90s (Peterson, 2009). I only started to use it later after I had been teaching English for a number of years to ESL students. Follow up question: do you see any positive difference between now that you are using the software and when you were not using software to teach ESL students? He responded to this follow up question by saying that there were positive and negative consequences of using computer application for language vocabulary acquisition. The use of computer applications by students and especially ESL students to learn new vocabulary is helpful because the computer applications that the students use make it easy for the students to access information in a more convenient way. However, this will depend on whether the student is conversant in the use of computer in general. If the student is not very savvy with regard to the use of computers, using these applications will not help very much in making the student learn vocabulary, but will only make it harder. The subject was indicating that computer packages can be used to increase the efficiency by the students to learn new vocabulary, but this can only happen if the students are computer savvy. He added that in most cases, ESL students are also not computer literate, and this causes a big challenge in getting them to use the computer application to learn new vocabulary. The next question was: why would computer software be useful in helping the students be able to acquire language acquisition? This question was asked in order fo r the subject to demonstrate why he thinks that the use of software can be useful in some cases to help the ESL students to learn new language vocabulary. His response was: â€Å"With the use of computers, it is much easier to browse through the information because computers work very fast. When a student is using a computer application to learn the meaning of a new word, he is able to browse the database and get a number of important aspects of a new

Friday, November 15, 2019

Effects of Violent Video Games | Essay

Effects of Violent Video Games | Essay Violent computer games, and their possible effect on players. Introduction The Problems Social Effects of Playing Computer Games Conclusion Bibliography Introduction Feeding childrens passion for computers, billions of dollars in both public and private funds are being spent to give children access in school, at home, and in the community. Nearly every school is now equipped with computers, (Fisch, 2004, p. 2) and over two-thirds of our nations children have access at home. (Fisch, 2004, p. 4) But is computer technology actually improving their lives? Computer technology has transformed society in a number of profound ways. For better or worse, the increasing pervasiveness of computer technology is a reality no one can ignore or stop, not that one would. Computers are fast becoming integrated into nearly every aspect of daily living, from school to work, to banking and shopping, to paying taxes and even voting. They provide access to a wide range of information without a trip to the library. They convey personal messages in place of the post office or telephone. And they compete with newspapers, radio, and television in providing entertainment an d news of the day. Computer technology also has a profound effect on our economy. Not only are computers changing the way goods and services are manufactured, distributed, and purchased, but they are also changing the skills workers need to be productive and earn a living. This climate sets the stage whereby we encourage our children to utilize a computer, as such represents not the world of tomorrow, but the world of today, and thus they need to be computer literate. The public generally agrees that for children to participate socially, economically, and politically in this new and different world, they must acquire a certain level of comfort and competence in using computers. National polls indicate widespread support for providing children with access to computers to enable them to learn adequate computer skills and improve their education (Trotter, 1998, pp. 6-9). In surveys, most parents and children report that they view computers and the Internet as a positive force in their lives, despite conce rns about exposure to inappropriate commercial, sexual, and violent content (National School Boards Foundation, 2000). Most parents believe that the Internet can help children with their homework and allow them to discover fascinating, useful things, and that children without access are disadvantaged compared to those with access. The scenario’s described above represent the current generation of parents, as opposed to their children. A generation that grew up on computer and video games that their parents had no idea of what they were playing, or even what the technology was. Thus, there was a real understanding and involvement gap (Brougere et al, 2004, p. 1-4). Those basically unsupervised children are now adults. Adults that grew up selecting their own video and computer games while developing their own culture without guidance to determination as to what was good for them or bad, as they were just interested in the experience of a new technology changing the world of play and relaxation. Thus it was the game, almost regardless of what it was, and not the content that ruled (Brougere et al, 2004, p. 1-4). When discussing violence in computer games, as a result of this foundational background understanding, there are three standards from which to choose, the children of parents who grew up playing games and basically picking them out themselves, those whose parents supervised what they played and purchased, which is a small minority, and lastly, those adults who either didn’t have either video games or computers in their home. The assumption is, that almost all of today’s adults played video and or computer games when they were children, if not their own, then on a friends console or computer. Children of a generation whose parents were maybe exposed somewhat to computers at work, but more often than not, were not. Thus, the problem of violence becomes one that rests on the shoulders of game developers, manufacturers and designers based upon industry research, educational and emotional findings, as well as studies concerning the effects of violence on children. The parents of today’s adults knew about the creeping violence on TV, that they grew up with and which was publicized when they were children and teenagers. But, the circumstances are different today, as there is no television standards board making noise about PC and video game content. Thus, the level of acceptable violence as well as the controls, industry oversight and general standards as to what is and is not acceptable comes into play. If you question the underlying foundation, think about the popularity of Madden football. Like it our not, that U.S. sport tops boxing for all out mayhem, violence, competitive spirit and aggression. Thus, the dilemma as represented by attempting to equate the level of violence and their effe ct is based upon a generation that really had no boundaries. The jury is still out on the subject of the effects of computer games on children, teenagers, and young adults, and it is seemingly hopelessly divided. There are â€Å"an overwhelming number of parents†, pegged at 96 percent, based upon a survey conducted by the Interactive Digital Software Association who indicate that they pay attention to video and computer game content that their children play (Business Wire, 2003). That same survey indicated that 44 percent of the parents in homes that own either video game consoles and or computers stated that they themselves used to play interactive games and that they play with their children either on a daily or weekly basis (Business Wire, 2003). The returns from that survey found that all in all over 60% of the responding parents play interactive games with their children at least once in the month (Business Wire, 2003). The parents responding at a rate of 89 percent stated that they were there when the games were purchased for chil dren under the age of 18. The survey revealed some interesting trends, as well as revealed that the children who are playing computer and or video games are the offspring of former and present players themselves. This brings to mind if these parents acceptance level of violence in computer and video games is slightly jaded in terms of what constitutes violence. In fact, the majority of gamers, as they are termed, are in fact adults, according to the Interactive Digital Software Association survey (Business Wire, 2003). The survey revealed that the entire universe of game players is getting older. The percentage of players who were under the age of 18 made up just 30 percent of the gamer population, which is down from the 34 percent recorded in 2002 (Business Wire, 2003). However, the survey avoided the critical issue, the extent of violence in the games the parents indicated that they were supervising the buying for, as well as playing with their children. The survey did state that 36 percent of the games pla yed on computer were action oriented, which tied with puzzle, board, and card games for the top spot (Business Wire, 2003). In fact, the preferences were almost evenly divided across the four categories, with driving and racing games scoring at 36 percent, and sports at 32 percent. Excessive, unmonitored use of computers, especially when combined with use of other screen technologies, such as television, can place children at risk for harmful effects on their physical, social, and psychological development. Children need physical activity, social interaction, and the love and guidance of caring adults to be healthy, happy, and productive. (Hartmann and Brougere, 2004, p. 37- 41) Too much time in front of a screen can deprive children of time for organized sports and other social activities that are beneficial to child development. (Hartmann and Brougere, 2004, p. 37- 41) In addition, children may be exposed to violent, sexual, or commercial content beyond their years, with long-term negative effects (Brougere et al, 2004, pp. 8). At present, excessive use of computers among children, especially younger children, is not typical. National survey data gathered in spring of 2000 indicated that children ages 2 to 17 spent about 34 minutes per day, on average, using computers at home, with use increasing with age (Preschoolers ages 2 to 5 averaged 27 minutes per day, school-age children ages 6 to 11 averaged 49 minutes per day, and teens ages 12 to 17 averaged 63 minutes per day) (Brougere et al, 2004, pp. 9). Available data on computer use at school suggest that exposure in the early primary grades, at least, is relatively modest. A spring 1999 survey of 26 elementary schools in the heart of Silicon Valley, where computer use might be expected to be high, found that although 70% of teachers in kindergarten through third grade had their students do some work on computers, the students computer time averaged less than 10 minutes per day (Brougere et al, 2004, pp. 11). This data suggest that younger children in particular are not currently using computers for excessive amounts of time. In the case of video games, even their critics acknowledge that they are instructing our children. The critics just dont like the form and the sometimes violent and sexually explicit content of the instruction, which they believe teaches children aggressive behaviors (Suellentrop, 2006). Yet if such games are nothing more than murder simulators, as one critic has called them, why is it, as gaming enthusiasts never tire of pointing out, that the murder rate has declined in recent years, there are more video games, and more violent ones, than ever (Suellentrop, 2006). The important thing to find out about video games isnt whether they are teachers; The question is, as game designer Ralph Koster writes in A Theory of Fun for Game Design (2004), what do they teach? (Suellentrop, 2006). The marketing strategies of game companies links closely to Hollywood action movies as a means to reach more gamers. The Cinema has emerged as the most prominent influence on games. Both cinema and games are superficially alike, in that they are relatively modern media that deliver audio-visual content to paying audiences. The similarities that the media share have meant that some artistic strategies can be transferred between the two. However, there is a limit to the extent that artistic techniques can be taken from one and used in the other. Game designers are increasingly using unsuitable cinematic conventions in the creation of their games. Activision, a Santa Monica based game manufacturer generated the Fantastic 4 game in agreement with its studio, whereby you can â€Å"assume the persona of Mir. Fantastic/Reed Richards, Invisible Woman/Sue Storm, Human Torch/Johnny Storm, or Thing/Ben Grimm and master their individual attributes and unique powers to solve puzzles, overcome obstacles, and defeat enemies. Another option is to control the Fantastic 4 together as a team and dynamically switch b etween characters during their adventures, and combine super powers in order to level more devastating attacks and accomplish missions† (Society for the Advancement of Education, 2005). And the trend includes almost any Hollywood movie that can be converted to action, with the Fantastic 4 representing a mild version of what the industry has to offer. The basic theme is the ‘good guys, against the ‘bad guys’ in such re-creations as â€Å"X-Men Legends II: Rise of Apocalypse, the rival X-Men and Brotherhood† where you are â€Å"†¦ bonded by a common enemy, fight side by side for the first time, allowing players to switch instantly between super-power wielding teammates as they overcome obstacles, solve puzzles, and defeat more than 100 types of enemies† (Society for the Advancement of Education, 2005). Violence is a popular form of entertainment â€Å"a crowd of onlookers enjoys a street fight just as the Romans enjoyed the gladiators, and wrestling is a popular spectator sport not only in the United States, but in many countries in the Middle East (Centerwall, 1989, p. 23). Local news shows provide extensive coverage of violent crimes in order to increase their ratings. Technological advances have dramatically increased the availability of violent entertainment. The introduction of television was critical, particularly in making violent entertainment more available to children. More recently, cable systems, videocassette recorders, and video games have increased exposure. Hand-held cameras and video monitors now permit filming of actual crimes in progress. Economic competition for viewers, particularly young viewers, has placed a premium on media depictions of violence, as their attention translates into store sales. The Problems The level of acceptable violence of computer games, as well as violence in itself thus represents the question, as the top selling computer and video games all were violence based. And while the non-violent ‘Sims’ simulation game proved to be the top seller at 16 million copies, the next four games totaled 32 million (Wikipedia, 2007). Of those games Starcraft, 9.5 million copies sold, is a strategy war game played in space, whereby one can get a good idea of its content by the name on its expansion pack, ‘StarCraft: Brood War’ (Blizzard Entertainment, 2007). Half-Life (Planet Half-Life, 2007), 8 million copies, is a first person shooter game featuring blood spatters and other effects. Of the top ten computer games four are violence based, and of the next ten, 11 through 20, 5 are violence-based games (Wikipedia, 2007). Thus the ethics are sales, as well as creative foundation and premise from which the games are fashioned. The differing themes represent dir ections in terms of game development, what the manufacturer has build their reputation on, and the gamer profile they appeal to. Based upon the preceding the industry is split down the middle, with half gong for violence, and the other utilizing non-violent content. There is considerable evidence that violence on television, in video as well as computer games is harmful to children (Hope, 2005). And just as the current parents became adjusted to certain levels of violence in their exposures decades ago, such has magnified for their offspring according to lecturer Lesley Murphy of Robert Gordon University (Grant, 2006). The preceding calls for a scientific psychology concerning the effects violence games had on the parents to understand the level their children are being exposed to. Such should not only help us to understand our own the parent’s violence level, it should help to determine where this all stands in the realm of what is normal, speaking in relative terms. Playing computer games can be an important building block to computer literacy because it enhances childrens ability to read and visualize images in three-dimensional space and track multiple images simultaneously and there is also limited evidence available also indicates t hat home computer use is linked to slightly better academic performance. (Alington et al (1992, pp. 539-553). Dominick (1984, pp. 136-147) expresses concern there are the findings that playing violent computer games may increase aggressiveness and desensitize a child to suffering, and that the use of computers may blur a childs ability to distinguish real life from simulation. Compared to girls, boys spend more than twice as much time per week playing computer games (Funk, 1993, pp. 86-89) and are five times more likely to own a computer game system (Griffiths and Hunt, 1995, pp. 189-193). In a study of self-reported leisure time activities of 2,200 third and fourth graders, computer games topped the list of activities among boys: 33% of boys reported playing computer games, compared with fewer than 10% of girls (Harrel et al, 1997, 246-253). Initially it was thought that this disparity was the result of the games violent themes and lack of female protagonists (Malone, 1981, pp. 333-370). A more likely reason, however, is the difference between the genders in their play preferences: boys ten d to prefer pretend play based on fantasy, whereas girls tend to prefer pretend play based on reality, a rare theme for computer games, even those designed specifically for girls. Social Effects of Playing Computer Games As mentioned earlier, game playing has long been the predominant use of home computers among childrenespecially among younger boys. Although the available research indicates that moderate game playing has little social impact on children, concerns nonetheless have been raised about excessive game playing, especially when the games contain violence. Research suggests that playing violent computer games can increase childrens aggressive behavior in other situations. Existing research indicates that moderate game playing does not significantly impact childrens social skills and relationships with friends and family either positively or negatively. Studies often found no differences in the sociability and social interactions of computer game players versus non-players, (Phillips et al, 1995, pp. 687-691) but a few studies found some mildly positive effects. For example, one study found that frequent game players met friends outside school more often than less frequent players. (Colwell et al, 1995, pp. 195-206) Another study of 20 families with new home computer game sets explored the benefits and dangers of playing games and found that computer games tended to bring family members together for shared play and interaction. (Mitchell, 1998, pp. 121-135) Less is known, however, about the long-term effects of excessive computer use among the 7% to 9% of children who play computer games for 30 hours per week or more. (Griffiths and Hunt, 1995, pp. 189-193). It has been suggested that spending a disproportionate amount of time on any one leisure activity at the expense of others will hamper social and educational development. (Griffiths and Hunt, 1995, pp. 189-193) Indeed, one study of fourth- to twelfth-grade students found that those who reported playing arcade video games or programming their home computer for more than an hour per day, on average, tended to believe they had less control over their lives compared with their peers. (Wiggins, 1997) In addition, some evidence suggests that repeated playing of violent computer games may lead to increased aggressiveness and hostility and desensitize children to violence. (Provenzo, 2001, pp. 231-234) Although educational software for home computer use includes many games that encourage positive, pro-social behaviors by rewarding players who cooperate or share, the most popular entertainment software often involves games with competition and aggression, and the amount of aggression and violence has increased with each new generation of games. A content analysis of recent popular Nintendo and Sega Genesis computer games found that nearly 80% of the games had aggression or violence as an objective. (Dietz, 1998, pp. 425-442) One survey of seventh- and eighth-grade students found that half of their favorite games had violent themes. (Funk, 1993, pp. 86-89) Yet parents often are unaware of even the most popular violent titles, despite the rating system from the Entertainment In a 1998 survey, 80% of junior high students said they were familiar with Duke Nukema violent computer game rated mature (containing animated blood, gore, and violence and strong sexual Content), but fewer than 5% of parents had heard of it. (Oldberg, 1998) Numerous studies have shown that watching violent television programs and films increases children and adults aggression and hostility (Friedrich-Cofer and Huston, 2000, pp. 364-371) thus, it is plausible that playing violent computer games would have similar effects. The research on violent computer games suggests that there is, indeed, an association between playing such games and increased aggression, and that the critical variable is a preference for playing aggressive games, rather than the amount of time spent playing. (Friedrich-Cofer and Huston, 2000, pp. 364-371). Several experimental studies suggest that playing a violent game, even for brief periods, has short-term transfer effects, such as increased aggression in childrens free play, (Friedrich-Cofer and Huston, 2000, pp. 364-371) hostility to ambiguous questions, and aggressive thoughts. For example, one study of third and fourth graders found that those children who played a violent game (Mortal Kombat II) responded more violently to three of six open-ended questions than did children who played a nonviolent computer game (basketball) (Friedrich-Cofer and Huston, 2000, pp. 364-371). Furthermore, it has been found that children who have a preference for and play aggressive computer games demonstrate less pro-social behavior, such as donating money or helping someone. (Friedrich-Cofer and Huston, 2000, pp. 364-371). Studies of television have found that continued exposure to violence and aggression desensitizes children to others suffering, (Rule and Ferguson, 2001, pp. 29-50) but studies of computer games have not yet explored such a link. At least since the 1980s, however, both the U.S. and British military have used violent video games for training, reportedly to desensitize soldiers to the suffering of their targets and to make them more willing to kill. (Kiddoo, 2000, pp. 80-82). Conclusion The foundation of violence in computer games stems from the fascination with violence as spawned by the movies as well as television. These mediums have become an overbearing influence in game development and its expressive methods are being applied in game context. A look at the graphics of any video game reveals the similarities as well as attempt to capture as much realism as possible. Such is a natural evolution of the product and technology, but such also is continually blurring the fantasy atmosphere that used to be clearly delineated. The violence that exists in over 50 percent of computer as well as video games is not so much a product of the designers and manufacturers; it is a product of society in that the function of their businesses is to fulfill a need. And since the foundation for that need is there, they continue to create the games to fill it. The problem starts and exists with the consumer market, one that is a product of television and cinema culture that has been at work long before computer and video games arrived. There is now a sincere understanding that the effects have become deeply rooted facets of industrialized cultures, and games can not be blamed, yet they, along with other entertainment medium are contributing to the problem. Youth violence affects us all, and thus a reversal of the process is going to be a difficult undertaking as a result of the historical context from which it came. A look at the top selling video game categories reveals the extent of the problem: Table – Top Games Genres (Wikipedia, 2007) Rank Genre 1 Strategy / RPG 2 Action 3 Sport Games 4 Racing 5 All Shooter Games 6 Simulations 7 Family Entertainment 8 Children’s Entertainment 9 Fighting 10 Other Games 11 Edutainment With the following games rated as all time favorites, based on violent content: Donkey Kong, 1981, Nintendo Co. Ltd, Nintendo of America, Inc., Arcade. Doom, 1993, id Software, id Software, P.C. DOS. Dragon’s Lair, 1983. Magicom Multimedia, Cinematronics, Arcade. Duke Nukem, 1991, Apogee Software Ltd., Apogee Software Ltd., PC DOS. E.T.: The Extraterrestrial, 1983, Atari, Inc., Atari Inc., Atari 2600. Final Fantasy series I – IX, 1990 2003, Square Enix Co., Sony Computer Entertainment America, Inc., Nintendo Entertainment System, Super Nintendo Entertainment System, PlayStation, PlayStation 2. Final Fantasy VII, 1996, Square Co., Sony Computer Entertainment America, Inc., PlayStation. Grand Theft Auto III, DMA Design Ltd., Rockstar Games, PlayStation2 Half-Life, 1998, Valve Software, Sierra On-Line, Inc., P.C. Win. ’95. Legend of Zelda: The Wind Waker, 2003, Nintendo Co. Ltd, Nintendo of Europe, Inc., GameCube. Mario Bros I-VII, 1983 –2003, Nintendo Co. Ltd, Nintendo of America, Inc., Nintendo Entertainment System, Super Nintendo Entertainment System, GameCube. Max Payne, 2001, Remedy Entertainment Ltd., GodGames, Win. ’95. Metal Gear Solid, 1998, Konami Computer Entertainment Japan Co., Ltd., Konami of America, Inc., PlayStation. Metal Gear Solid 2: Sons of Liberty, 1998, Konami Computer Entertainment Japan Co., Ltd., Konami of America, Inc., PlayStation 2. Myst, 1994, Broderbund Software, Keyboard Mouse, Macintosh. Pac-Man, 1980, Namco Ltd., Midway Mfg. Co., Arcade. Perfect Dark, 2000, Rare Ltd., Rare Ltd., Nintendo 64. Pokemon, 1998, Game Freak, Inc., Nintendo of America, Inc., Game Boy. Pong, 1973, Atari, Inc., Atari Inc., Arcade. Resident Evil, 2002, Capcom Co., Ltd., Capcom U.S.A., Inc., GameCube. Rogue Leader, 2001, Factor 5, Lucas Arts, GameCube. Silent Hill, 1999, Konami Computer Entertainment Kobe (KCEK), Konami of America, Inc., PlayStation. Space Invaders, 1978, Taito Corporation, Taito America Corp., Arcade. Spacewar, 1962, Russell, S. Street Fighter II, 1991, Capcom Co., Ltd., Capcom U.S.A., Inc., Arcade. Super Mario Bros., 1985, Nintendo Co. Ltd, Nintendo of America, Inc., Nintendo Entertainment System. Tekken 3, 1998, Namco Ltd., Namco Hometek, Inc., PlayStation. Tennis for Two, 1958. Higinbotham, W. Tetris, 1989, Pajitnov, A., Nintendo of America, Inc., Game Boy. Tomb Raider, Core Design Ltd., Eidos Interactive, PlayStation. Tomb Raider: The Angel of Darkness, 2003, Core Design Ltd., Eidos Interactive, PlayStation 2. Winning Eleven 6: Final Evolution, 2003, Konami Computer Entertainment Kobe (KCEK), Konami Computer Entertainment Japan Co., Ltd., GameCube. Wolfenstein 3D, 1991, Apogee Software Ltd., Apogee Software Ltd., PC DOS Zelda I –VI, 1987-2003, Nintendo Co. Ltd, Nintendo of America, Inc., Nintendo Entertainment System, Super Nintendo Entertainment System, GameCube. As a business, the economics of a return on investment figures importantly into the reasons as to why so many violent games are produced. Simply speaking there is a market for them! The high cost of producing games engenders a desire within the companies financing games production to ensure a return on their investment. In most popular mass culture, this has seen a cautious approach to creating content. There has been a streamlining of the creation of content, be it music, films or games, that has seen the removal of as many variables as possible in order to produce content that can be easily quantified and accounted for. Companies are reluctant to take risks and the simplest way of avoiding them is to repeat previously profitable formulae, or in the case of a developing medium, such as games, to adopt the techniques of the more developed and superficially similar medium of cinema. Designers are reliant upon the finance provided by publishing companies to create games. This has seen the production of numerous games based on Hollywood films and characters, or the construction of games that can be marketed and sold on the strength of their cinematic aesthetics and sensibilities. Computer and video game companies base their strategies of what to produce based upon careful market research and raw numbers, and the fact is, since 50% of the market has been and continues to be buying violent game content, they will continue to design and market these types of games! And while the problem is deep seated, there is a logical and easy solution, if only the adults will play along. The survey conducted by the Interactive Digital Software Association (2001), indicated the following statistics: adults purchase 90% of all games sold And that is the only statistic that will be utilized to make the point. As the controlling variable in the purchase, it is the adults that need to be reached. The problem is how? Educating Adults to the problem is the logical answer. But as the primary buyers of games overall, they are also heavy buyers of violent game content themselves. The preceding is more than an ethical dilemma, it is a cultural one. One whereby the cycle needs to be broken with the same vigor and force that instilled it in the first place. But, that took decades and billions in advertising and marketing dollars to put into place. Thus it seems that the only force large enough to impact upon this situation are governments. Therein lies the ethical problem, for this speaks of another regulation is a world that is fast becoming over regulated in order to save ourselves from ourselves! The solution that the preceding is leading up to is the same as has been done in the instance of cigarette smoking, warning labels on each box as a mandated action. Could the foundation for this approach be similar to the health risk utilized in the instance of cigarettes, only in this instance as a societal risk? That represents an extremely touchy subject as it seemingly broaches upon freedom of choice. The warning labels and legislation to curtail smoking has achieved success as a result of the non-smokers who did not wish to inhale second hand smoke in restaurants, offices and other public indoor locales. These restrictions did not and do not restrict smokers for smoking. Thus, why would it curtail violent game players from playing. Thus, could a violent game tax be the solution. This would or might represent a choice in that the extra money so charged would be put into a victims and marketing fund to fuel additional education on the dangers of violence. Seemingly, that might create an outcry as well, however, as is the case with any type of social change, the majority wins out, thus the non-violent lobby would have to organize itself for a long

Tuesday, November 12, 2019

Capital Punishment: The Best Solution Essay -- Capital Punishment, Dea

It is the the duty of the government to provide security for all individuals. Therefore, it is only a necessity, but also an obligation to get rid of those who impose threat or harm to any individual. Capital punishment is not always the most appropriate solution, but given the circumstances, it may be the most effective way to deal with criminals who threaten society. First of all, capital punishment would reduce taxes and makes prisons a much more effective place to hold criminals. This causes life imprisonment to become practically obsolete and prisons will be capable of functioning as a rehabilitation center. (the purpose of prison is to separate the criminals from the general population and to rehabilitate prisoners.) By implementing capital punishment, taxes would go down because there will be less prisoners to pay for. Also, capital punishment would get rid of â€Å"life imprisonment† (those who have committed a crime serious enough to get sentenced for life will be executed) and this is very important because recently, prisons have started to become a home for prisoners ins...

Sunday, November 10, 2019

Music and Its Effects on Behaviors in Teenagers and Young Adults

Jorja M. Rea Professor Andre Yang English 1A 25 November 2012 Music and its effects on Behaviors in Teenagers and Young Adults Picture this: A young man is arrested for murder, twisting and cursing at the police as his mother watches from the sidewalk. It is light enough out that you can see, not far from him, lays the body of a young women. She was his girlfriend, whom he had beaten to death. This young man is just one of many young adults that are being arrested for committing vicious crimes in our society. Barongan and Nagayama Hall (1995) examined the effects of cognitive distortions in men had towards women.The men in this study viewed women in a sexually aggressive way. The men’s behavior was observed in a laboratory setting. Twenty-seven men listened to misogynous rap music and 27 men listened to neutral rap music. Participants then viewed neutral, sexually-violent, and assaultive film vignettes and chose the vignette that they found appealing. The results showed that à ¢â‚¬Å"participants who viewed the sexual-violent stimuli indeed felt sexually violent towards women, even having thoughts of raping and abusing women†.That young man will spend the next 3 years of his teenage life in a jovial facility and then be relocated to prison once he turns 18. What happened that caused a young man with a 3. 0 GPA to go from good to bad? According to Ortiz (2004) it all has to do with the human brain. The human brain has been called the most complex mass in the known universe. This is a well-deserved reputation, for this organ contains billions of connections called neurons. Among its parts and governs countless actions, involuntary and voluntary, physical, mental and emotional. The largest part of the brain is the frontal lobe.A small area of the frontal lobe located behind the forehead, called the prefrontal cortex, controls the brain’s most advanced functions. This part often referred to as the â€Å"CEO† of the body, providing humans wi th advanced cognition. It allows us to prioritize thoughts, imagine, think in the abstract, anticipate consequences, plan, and control impulses. Along with everything else in the body, the brain changes significantly during adolescence. In the last five years, scientists, using new technologies, such as an MRI, have discovered that adolescent brain is far less developed han previously believed. Doctors of Harvard Medical School have studied the relation between these new findings and teen behavior and concluded that adolescents often rely on emotional parts of the brain, the Amygdala, rather than the frontal lobe, â€Å"one of the things that teenagers seem to do is to respond more strongly with gut response than they do with evaluating the consequences of what they’re doing. † Since this young man, and many countless others in his position, lacks a complete prefrontal cortex they are forced to use the Amygdala.Fight or Flight is all it tells us to do. Thus, without an y clear knowledge these young people are forced to find role models who the feel â€Å"get them†. They turn to music for its lyrics and beat and this is where the trouble begins. Mahiri and Conner (2003) tested whether or not it is true that our African-American youth is more violent than other nationalities and why. Is it the rap music that they may listen to? The researchers assessed the perspective on violence of 41 middle school students attending a unique school in a low-income section of a large northern California city.The researchers probed ways that these students interpreted or reflected upon rap music and hip-hop culture, particularly its representation of violence, crime, and sex. A brief questionnaire was handed out to each of these participants, which consisted of scenario questions (what would you do if†¦). Based on the responses to the questions researchers were able to come to the conclusion that these particular students were â€Å"unfortunately lookin g up to these negative role models†. The constant talk of female assault, sex, and violence was being imbedded into these children’s minds†. And it doesn’t end there. Many other researchers have examined the effects of how musical genres have increased tendencies towards violet behaviors in teenagers and young adults. These studies have helped to uncover whether or not violent and aggressive music and music lyrics have had in fact, increased the rate of individuals that lash out in a violent, aggressive manner.Although none of the researchers in this paper considered the lack of the prefrontal cortex as a results as to why these young adults are so effects by the images they see or the music they listen to, they did however find something else altogether; these studies were done to inform society on how music is affecting people’s moods. For example: Anderson et al. (2003) studied whether or not media violence influences youth. They randomly assigned youths to watch either a short violent or a short nonviolent music video and then observed how they interacted with other people after viewing the music video.After each participant watched the music video for approximately 15 minutes, both physical and verbal aggression towards others was assessed using a 10-point scale: with 1 showing nonviolent behaviors and 10 showing a lot of violent behaviors. A correlational analysis was used to see if there was a relationship between a participant watching the violent music video and acting violent, or watching the nonviolent music video and not acting violent. â€Å"The results showed that exposure to media violence had a statistically significant association with aggression and violence among youth†.This research clearly demonstrates that exposure to media violence heightens the chances that a youth will behave aggressively and have aggressive thoughts in the short run. Arlin (1996) examined the â€Å"influence of exposure to viol ent rock videos on participants’ appraisals of their own aggressiveness†. Participants were preselected based on their scores on a measure of locus of control. After completing a measure of Buss and Durkee’s Hostility Inventory, they were randomly assigned to view either a view or nonviolent music video. After viewing the video, participants once again completed the Hostility Inventory.The results revealed a main effect of locus of control, such that individuals with an external locus of control showed lower self-reported aggressiveness after viewing a music video than individuals with an internal locus of control. Johnson, Jackson and Gatto (1995) studied whether exposure to rap music could cause violent attitudes and delayed academic performance. Forty-six African-American males (ages 11 to 16 years) from an inner city boys club in Wilmington, North Carolina were recruited to participate in this study. Participants were randomly exposed to violent rap music vid eos, nonviolent rap music videos, or no music videos.They read two vignettes involving: (a) a violent act perpetrated against a man and a woman and (b) a young man who chose to engage in academic pursuits to achieve success, whereas his friend, who was unemployed, â€Å"mysteriously† obtained extravagant items (i. e. , a nice car, nice clothes). The results showed that participants who saw the violent rap music videos reported greater acceptance of violence. In addition, â€Å"participants who saw the violent rap videos reported higher probability of committing similar acts of violence and greater acceptance of the use of violence against women†. St.Lawrence and Joyner (1991) examined the effects of sexually violent rock videos on males’ acceptance or violence against women. The experimental manipulation involved exposure to sexually violent heavy-metal rock music, Christian heavy-metal rock music, or easy listening classical music. One month prior to the experi mental manipulation, participants were administered several attitudinal scales about religious orientation, sex roles, rape myths, and interpersonal violence. The results indicated that â€Å"males without a religious background were more accepting of sexist and rape-supportive beliefs†.The researchers also came across an unexpected finding which was greater self-reported sexual arousal in response to classical music. Kalof (1999) examined the effects of gender and music video imagery on sexual attitudes. A group of 44 U. S. college students were randomly assigned to 1 of 2 groups that viewed either a video portraying stereotyped sexual imagery or a video that excluded all sexual images. A two-way scale revealed that exposure to traditional sexual imagery had a significant main effect on attitudes about adversarial sexual relationships. There seems to be some confirmation of a relation between sex and exposure to conventional sexual imagery on the acceptance of interpersonal violence. † Viemero and Paajanen (1992) examined whether or not viewing violent television actually does increase the aggressive behavior of those who viewed it. There were 391 eight-year old and ten-year old children participating in this study. â€Å"These children were tested on their aggression, their fear fantasies, and their dream and fantasies about these shows†. Two measurements of aggression were made: peer-nominated aggression and self-related aggression.TV viewing habits were measured by the amount of TV viewed during the week. Violence was depicted by how regularly violent TV shows were watched. They found that there was significant positive correlation for boys between TV viewing variables and aggression. There was also a significant positive correlation between the amount of TV and televised violence viewing and fear and aggressive fantasies about actual shows that were seen by the children. â€Å"These children seem to have been strongly impacted by the violence seen on television shows they were watching, and then acting in a more aggressive way after watching the violence†.Now that the It seems very obvious that there is a significant relationship between listening to violent music and watching aggressive/violent music videos and one getting into more fights, using inappropriate language, inappropriate gestures, and a tendency to think less of women. All of these researchers identified in this paper studied this exact relationship and found significant results. It is apparent that there is indeed a direct correlation between violent music and people’s aggressive behaviors.An operational definition of violent behavior is physically and verbally hurrying others, cursing, stealing, inappropriate gestures and negative views of women. Whether it is the lyrics, the beat, or watching the entertainers act violently, people in general who are viewing these music videos are behaving in an inappropriate and destructive way. Lis tening to violent music has an effect on aggression. This information is useful for parents of young children who are growing up watching these music videos. The studies completed by the researches mentioned in this paper reveal a serious problem.Our society as a whole should consider this a severe problem, especially with all of the school bombings, the high rates of angry- gang affiliated- weapon carrying young people, and the millions of dollars being spent on this violent and degrading (mostly to women) kind of music. When angry, violent, aggressive, vulgar videos were shown, participants portrayed a massive amount of hostility; their moods were changing as the video continued as did their behavior. They also answered the scenario questions with the most violent answer chose available.The participants who viewed nonviolent videos showed amazingly different answers to the questions, the majority of them answering the questions with the nonviolent or calmer answer choses. This cle arly shows evidence that allowing teenagers and young adults to watch violent music videos (like Eminem or DMX) has and will have a strong effect on violent tendencies like beating a women to death. It can also be said that the reason the results were significant in the violent groups is because of the extreme difference between the two videos.The violent videos were extremely violent showing fighting, carjacking, yelling, cursing, and hitting women. Meanwhile, the nonviolent groups watched music videos that showed people dancing on the beach and having fun. The extreme differences between the two types of videos could be the reason for the significant results obtained by the researchers. It may be wise in the future research to use videos that are not so tremendously different. Bibliography Anderson, C. A, Berkowits, L. , Donnerstein, M. , Edward, K. , Huesmann, L. , Rowell, J. , Johnson, J. , Linz, D. , Malamuth, N. , & Wartella, H. 2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4, 81- 110. Arlin, B. , (1996). The influence of locus of control and aggressiveness of rock music on aggression. Journal of Social Behavior and Personality, 14, 491- 498. Barongan, C. , & Nagayama Hall, G. C. (1995). The influence of misogynous rap music on sexual aggression against women. Psychology of Women Quarterly, 19, 195-207. Mahiri, J. , & Conner, E. Black youth violence has a bad rap. Journal of Social Issues, 59, 121-140. Johnson, J. D, Jackson, L. A. , & Gatto, L (1995).Violent attitudes and different academic aspirations: Deleterious effects of exposure to rap music. Basic and Applied Social Psychology, 16 (1-2), 27-41. Kalof, L. (1999). The effects of gender and music video imagery on sexual attitudes. Journal of Social Psychology, 139, 378- 385. St. Lawrence, J. S. , & Joyner, D. J.. (1991). The effect of sexually violent rock music on males’ acceptance of violence against women. Psychology of Women Quarterly, 15, 49-63. Viemero, V. , & Paajanen, S. (1992). The role of fantasies and dreams in the TV viewing-aggression relationship. Journal of Social Psychology, 18, 109-116.

Friday, November 8, 2019

John Dos Passoss Manhattan Transfer Essay Example

John Dos Passoss Manhattan Transfer Essay Example John Dos Passoss Manhattan Transfer Paper John Dos Passoss Manhattan Transfer Paper Both F. Scott Fitzgeralds Great Gatsby and John Dos Passoss Manhattan Transfer contain significant criticisms on American society but they present and explore this in different ways. Manhattan Transfer is comprised of snapshots of life, it has three sections and in the first one we are introduced to at least twenty characters. It does not focus on any one specific life or subject. The Great Gatsby is a continuing story of the lives of a small group of upper class Americans and their part in society. Not only is it interesting to consider the ways that the two writers differ in their approach to criticising society, it is interesting to examine the affects that these different styles have on the reader. One of the main themes that are prevalent in both stories is the criticism of societys obsession with wealth and status. Fitzgerald explores this theme through the unfolding of the lives of his characters and their attitudes towards each other. We are told that Daisy refuses to marry J. Gatsby despite being in love with him, [He] was poor and she was tired of waiting. Instead she marries Tom Buchanan, A man full of pomp and circumstance who could afford to give her a string of pearls valued at three hundred and fifty thousand dollars the day before her wedding. Through getting to know Daisy we discover that this choice has led her to having a very bad time and being trapped in an unhappy marriage with an unfaithful husband. Daisy says of her daughter that she hopes she is a fool implying that the fact that she used her head when making a decision for marriage has not given her happiness. Despite her words at the end of the novel Daisy makes the decision to stay with Tom even after the love affair with Gatsby has been rekindled. It is clear that Tom can offer her the status that Gatsby never can, he is an aristocrat that belongs in fashionable East Egg, whereas Gatsby, however much money he makes cannot escape the fact that he will always be viewed by upper class society as Mr Nobody from Nowhere. Dos Passos shows societies importance of wealth in more brief observational ways, there are instances of characters forfeiting love in order to form relationships for money and status again. Relationships in this story appear to be more business like than for love, we see Emile whos headed to the city in pursuit of wealth attach himself to Madame Rigaud a business owner under the guise of love. Ellen sees marriage also as a way in which to better herself financially, her comments on marriage relay that love is not her main concern and other characters in the story comment on this, Why that girld marry a trollycar if she thought she could get anything by it. A notable difference of the two novels is the familiarity of the characters, While the criticism of Fitzgerald stems from the unhappiness that can be brought about by placing wealth over love, Dos Passos shows us far less consequences but many more examples of the willingness of people to enter a relationship for money and status. We almost read of the relationships as business deals as apposed to examining the inner workings of a relationship. The result of this technique is one of shock for the reader of the cold-hearted money driven nature of society. Both Manhattan Transfer and the Great Gatsby comment on the weight given to appearance in New York society. Right from the opening of Manhattan Transfer the reader is presented with how vital it is to look the part in order to succeed. The only job seeking advice given to Bud is to go and git a shave and a haircut and brush the hey seeds out o yer suit abit before you start lookin' because its looks that count in this city. Appearance is also of great importance in The Great Gatsby when playing the role of an upper class citizen.

Wednesday, November 6, 2019

Lydia Pinkham Was an Inventor and Marketer

Lydia Pinkham Was an Inventor and Marketer Only a woman can understand a womans ills.- Lydia Pinkham Lydia Pinkham was an inventor and marketer of famous patent medicine Lydia E. Pinkhams Vegetable Compound, one of the most successful products ever marketed specifically for women. Because her name and picture were on the label of the product, she became one of the best-known women in America. Occupation: inventor, marketer, entrepreneur, business managerDates: February 9, 1819 - May 17, 1883Also known as: Lydia Estes, Lydia Estes Pinkham Lydia Pinkham Early Life Lydia Pinkham was born Lydia Estes. Her father was William Estes, a wealthy farmer, and shoemaker in Lynn, Massachusetts, who managed to become wealthy from real estate investments. Her mother was Williams second wife, Rebecca Chase. Educated at home and later at Lynn Academy, Lydia worked as a teacher from 1835 to 1843. The Estes family opposed slavery, and Lydia knew many of the early abolitionist activists, including Lydia Maria Child, Frederick Douglass, Sarah Grimkà ©, Angelina Grimkà ©, and William Lloyd Garrison. Douglass was a lifelong friend of Lydia. Lydia herself became involved, joining, with her friend Abby Kelley Foster the Lynn Female Anti-Slavery Society, and she was secretary of the Freemans Society. She also became involved in womens rights. Religiously, the Estes family members were Quakers but left the local meeting over a conflict around slavery. Rebecca Estes and then the rest of the family became Universalists, also influenced by the Swedenborgians and spiritualists. Marriage Lydia married widower Isaac Pinkham in 1843. He brought a five-year-old daughter into the marriage. Together they had five more children; the second son died in infancy. Isaac Pinkham was involved in real estate but never did very well. The family struggled financially. Lydias role was primarily as the typical wife and mother of Victorian middle-class ideals. Then, in the Panic of 1873, Isaac lost his money, was sued for nonpayment of debts, and generally fell apart and was unable to work. A son, Daniel, lost his grocery store to the collapse. By 1875, the family was nearly destitute. Lydia E. Pinkham Vegetable Compound Lydia Pinkham had become a follower of nutrition reformers like Sylvester Graham (of the graham cracker) and Samuel Thomson. She brewed a home remedy made of roots and herbs, and including 18% to 19% alcohol as solvent and preservative. She had shared this freely with family members and neighbors for about ten years. According to one legend, the original formula came to the family through a man for whom Isaac Pinkham had paid a debt of $25. In desperation over their financial circumstances, Lydia Pinkham decided to market the compound. They registered a trademark for Lydia E. Pinkhams Vegetable Compound and copyrighted a label which after 1879 included Lydias grandmotherly picture at the suggestion of the Pinkham son, Daniel. She patented the formula in 1876. Son William, who had no outstanding debts, was named the legal owner of the company. Lydia brewed the compound in their kitchen until 1878 when it was moved into a new building next door. She personally wrote many of the advertisements for it, focusing on female complaints which included a variety of ailments including menstrual cramps, vaginal discharge, and other menstrual irregularities. The label originally and assertively claimed A Sure Cure for PROLAPSIS UTERI or Falling of the Womb, and all FEMALE WEAKNESSES, including Leucorrhea, Painful Menstruation, Inflammation, and Ulceration of the Womb, Irregularities, Floodings, etc. Many women were unwilling to consult physicians for their female difficulties. Physicians of the time often prescribed surgery and other unsafe procedures for such problems. This might include applying leeches to the cervix or vagina. Those supporting that eras alternative medicine often turned to home or commercial remedies such as Lydia Pinkhams. The competition included Dr. Pierces Favorite Prescription and Wine of Cardui. Growing Business Selling the compound was at core a family enterprise, even as it grew. The Pinkham sons distributed ads and even sold the medicine door to door around New England and New York. Isaac folded pamphlets. They used handbills, postcards, pamphlets, and advertisements, beginning with the Boston newspapers. The Boston advertisement brought in orders from wholesalers. A major patent medicine broker, Charles N. Crittenden, began to distribute the product, increasing its distribution to nationwide. Advertising was aggressive. The ads targeted women directly, on the assumption that women understood their own problems best. An advantage that the Pinkhams emphasized was that Lydias medicine was created by a woman, and the advertisements stressed endorsements by women as well as by druggists. The label gave the impression of the medicine being homemade even though it was commercially produced. Ads often were designed to look like news stories, usually with some painful situation that could have been alleviated by the use of the compound. By 1881, the company began marketing the compound not only as a tonic  but also as pills and lozenges. Pinkhams goals went beyond commercial; her correspondence including advice on health and physical exercise. She believed in her compound as an alternative to standard medical treatment, and she wanted to counter the idea that women were weak. Advertising to Women One feature of the advertisements of Pinkhams remedy was an open and frank discussion of womens health issues. For a time, Pinkham added a douche to the offerings of the company; women often used it as contraception, but because it was marketed for hygienic purposes, it was not targeted for prosecution under the Comstock Law. The advertising prominently featured Lydia Pinkhams image and promoted her as a brand. Ads called Lydia Pinkham the Saviour of her Sex. The ads also urged women to let doctors alone and called the compound A medicine for women. Invented by a woman. Prepared by a woman. The advertisements offered a way to write to Mrs. Pinkham and many did. Lydia Pinkhams responsibility in the business also included answering the many letters received. Temperance and the Vegetable Compound Lydia Pinkham was an active supporter of temperance. Despite that, her compound included 19% alcohol. How did she justify that? She claimed that the alcohol was necessary to suspend and preserve the herbal ingredients, and so she did not find its use incompatible with her temperance views. Using alcohol for medicinal purposes was often accepted by those who supported temperance. While there were many stories of women being affected by the alcohol in the compound, it was relatively safe. Other patent medicines of the time included morphine, arsenic, opium or mercury. Death and Continuing Business Daniel, at 32, and William, at 38, the two youngest Pinkham sons, both died in 1881 of tuberculosis (consumption). Lydia Pinkham turned to her spiritualism and held seances to try to contact her sons. At that point, the business was formally incorporated. Lydia had a stroke in 1882 and died the next year. Although Lydia Pinkham died in Lynn in 1883 at age 64, her son Charles continued the business. At the time of her death, sales were $300,000 per year; sales continued to grow. There were some conflicts with the companys advertising agent, and then a new agent updated the advertising campaigns. By the 1890s, the compound was the most advertised patent medicine in America. More images showing womens independence began to be used. Ads still used Lydia Pinkhams picture and continued to include invitations to write to Mrs. Pinkham. A daughter-in-law and later staff members at the company answered the correspondence. In 1905, the Ladies Home Journal, which was also campaigning for food and drug safety regulations, accused the company of misrepresenting this correspondence, publishing a photograph of the tombstone of Lydia Pinkham. The company responded that Mrs. Pinkham referred to Jennie Pinkham, the daughter-in-law. In 1922, Lydias daughter, Aroline Pinkham Gove, founded a clinic in Salem, Massachusetts, to serve mothers and children. Sales of the Vegetable Compound peaked in 1925 at $3 million. The business decreased after that point, because of family conflict after Charles death over how to run the business, the effects of the Great Depression and also changing federal regulations, especially the Food and Drug Act, that affected what could be claimed in the advertisements. In 1968, the Pinkham family sold the company, ending their relationship with it, and manufacturing was moved to Puerto Rico. In 1987, Numark Laboratories acquired a  license to the medicine, calling it Lydia Pinkhams Vegetable Compound. It can still be found, for instance as Lydia Pinkham Herbal Tablet Supplement and Lydia Pinkham Herbal Liquid Supplement. Ingredients Ingredients in the original compound: False unicorn root, true unicorn rootBlack cohosh rootLife rootPleurisy rootFenugreek seedAlcohol Newer additions in later versions include: Dandelion rootBlack cohosh root (as in the original)Jamaican dogwoodMotherwortPleurisy root (as in the original)Licorice rootGentian root The Lydia Pinkham Song Responding to the medication and its widespread advertising, a ditty about it became famous  and remained popular well into the 20th century. In 1969, the Irish Rovers included this on an album, and the single made the Top 40 in the United States. The words (like many folk songs) vary; this is a common version: We sing of Lydia PinkhamAnd her love of the human raceHow she sells her Vegetable CompoundAnd the newspapers publish her Face. Papers The Lydia Pinkham papers can be found at Radcliffe College (Cambridge, Massachusetts) at the Arthur and Elizabeth Schlesinger Library. Books About Lydia Pinkham Elbert Hubbard. Lydia E. Pinkham. 1915.Robert Collyer Washburn. The Life and Times of Lydia E. Pinkham. 1931.Sarah Stage. Female Complaints: Lydia Pinkham and the Business of Womens Medicine. 1979.R. Sobel and D. B. Sicilia. The Entrepreneurs: An American Adventure. 1986. Background, Family Mother: Rebecca ChaseFather: William EstesSiblings: nine older and two younger Marriage, Children Husband: Isaac Pinkham (married September 8, 1843; shoe manufacturer and real estate speculator)Children:Charles Hacker Pinkham (1844)Daniel (died in infancy)Daniel Rogers Pinkham (1848)William Pinkham (1852)Aroline Chase Pinkham ( 1857)

Sunday, November 3, 2019

Information Security Plan Essay Example | Topics and Well Written Essays - 3000 words

Information Security Plan - Essay Example The organisation is housed in a detached, multi-storeyed building located in the central business district of an Australian city. The company owns several assets that may at risk (Hall 2012, 273). The company’s physical holdings include the tables, chairs, computers, cabinets, calculators, printers, fax machine, scanner, delivery equipment, production equipment, inventories, and air conditions. The company’s employees use the tables, calculators, and chairs to process their daily activities like recording business transactions. The business transactions include selling the company’s goods and services. Further, the company’s employees also use the chairs to accomplish their daily responsibilities of processing the sales and purchase of inventory items (Brigham 2010, 105). In addition, the employees use the chairs whenever they prepare their monthly reports. The employees use the chairs because it would be too taxing for the employees to stand up the whole day while encoding the company’s business transactions. Management assigns one chair t each employee. ... In addition, the company’s employees file their printed records in the cabinet (Schlesinger 2007, 2). The cabinet contains confidential printed records of the company’s daily transactions. The transaction records include the number of items bought by the company’s current and prospective customers. The transaction records include the amount and quantity bough from the current and prospective suppliers. Likewise, the company uses the printers to print the required hard copy reports (Stickney 2009, 366). The company also uses the printers to print sales letters that are submitted to the company’s current and prospective customers. The company uses the printers to submit purchase requisitions to the company’s current and prospective suppliers. The employees use the printers to prepare their monthly reports or presentations. In addition, the company uses the fax machines and scanners to send information to entities outside the company’s premises (Hussey 2010, 11). The fax machines and scanners hasten the transfer of printed copies. The use of the fax machines and scanners eliminate the process of sending confidential data through the post office, snail mail. Normally, the fax machines can be used as telephones. In the same manner, the company uses delivery equipments (Hussey 2010, 11). The delivery equipments include trucks, cars, and other delivery vehicles. The company uses the delivery equipments to deliver the sold products to the company’s current and prospective customers. In addition, the company harnesses the delivery equipments to retrieve the purchased products from the company’s current and prospective suppliers. Further, the company owns inventories (Mendell 2006, 21). The inventories

Friday, November 1, 2019

Effect of Recession on International trade of UK Essay

Effect of Recession on International trade of UK - Essay Example ession has been characterized with variables such as unemployment, jobs creation and availability, the incomes of the affected population as well as aspects of housing and demography. This paper even so narrows its scope to take the gross domestic product to represent the aforementioned variables. Recession can be argued by this paper to affect the social life in terms of increase in crime, This, loosely speaking, can be said to result from the cases of lack of jobs, unemployment, and the effect of recession on higher education or education in general. Due to the recent cases of recession, there have been reports of sharp increases in unemployment rates, evident in between the years, 2008 and 2009 (Trading Economics, 2014). This happened concurrently with drastic declines in employment rates in a given span of years. The number of available jobs fell and this impacted negatively on production. This paper notes that, during the recession period, most of the lively hoods in the UK were negatively impacted. This is what prompted the analysis. As much as there exists domestic negative impacts, this paper seeks to find out if the same impact has a relationship with the international trade. This paper developed a model, Y = -73460693 -0.596*balance of trade, to relate and predict the effects of the recession on international trade. The daily activities in the world derived from quantitative techniques. Practical phenomena and decisions need to be addressed more accurately and effectively. Practically the everyday numerous decisions that must be made are assisted by analyzing datasets quantitatively. The importance of this statistical technique is the fact that unlike in the academia, the real business world is rich in information to base on in making critical decisions correctly. The development of statistics and more specifically quantitative analysis methods is majorly due to the inability to identify the characteristics of interest in most instances of business