Thursday, October 31, 2019

The Organization System - Culture and HR Policies and Practices Term Paper

The Organization System - Culture and HR Policies and Practices - Term Paper Example Hence resource-based view of the firm suggests that if an organization has any resource which is valuable, immobile and inimitable it can be used as its sustained competitive advantage which will work as a weapon against its competitors. Wright and McMahan (1992) identified four criteria for a firm’s resource to provide as a source for sustained competitive advantage as: 1) Contribute positive value to the firm 2) Unique among competitors (both current and potential) 3) Must be imperfectly imitable 4) Must not have any alternative resource to get replaced This means that for a resource to provide competitive advantage to a firm it must be unique, rare, difficult to copy and without alternatives; above all it must add positive value to the firm. Applying this concept to Southwest Airlines it can be seen that Southwest Airlines has utilized its human resources and nourished the relationship among various levels of staff to offer quality services to its client. Competitive advant age of Southwest Airlines as identified by many authors and researchers is the relationship between its employees which ensures the firm, overall, has a shared knowledge and goal base to proceed on. Gittell (2005, p. xii) explained it beautifully â€Å"Southwest's most powerful organizational competency--the "secret ingredient" that makes it so distinctive--is its ability to build and sustained high performance relationships among managers, employees, unions, and suppliers.   These relationships are characterized by shared goals, shared knowledge, and mutual respect†. Hence this characteristic of shared knowledge and shared goals arrived at by mutual relationship among employees is what makes it distinctive among its competitors. Applying the four criteria identified by Wright and McMahan (1992) on the above discussed competency of Southwest Airlines, we can say that being a part of an industry where customer’s experience matters a lot this is a competency which abso lutely adds real value to the company. Only when employees work according to a shared goal will their actions work in the same direction, which is, of course, utmost important in achieving customer satisfaction. As far as being unique is concerned, in an industry where there’s cut throat competition and every airline is striving hard to improve its services, achieving a level where the resource become an irreplaceable competency is certainly considered as unique. Though the resource is not completely inimitable however it is difficult to imitate. This is because though every airline works to improve its customer relationships via embedding a sense of shared goals among its employees however doing is perfectly is what only Southwest Airlines is doing. There exists evidence in literature that Southwest Airlines is unleashing its employees’ relationship in such a manner that it promises the firm a valuable and inimitable resource. Hence the resource can be considered as i mperfectly imitable. Lastly, since human resources, specifically human intellect, as suggested by Zairi, Jarar & Aspinwall (2010) â€Å"is fast becoming the executive skill of the age† it is difficult to find an equally worthy alternative. They added that there is no doubt many facets in an organization like IT, new processes, new products and services etc however they are well replaceable, whereas the only irreplaceable resource is workforce in

Tuesday, October 29, 2019

Project Management - Module 1.6 not 1.4 Coursework

Project Management - Module 1.6 not 1.4 - Coursework Example Subsequently designer is expected to insure that all sub-consultant work is coordinated. Pertinently conceptual design approves further details that may emerge. This document should clearly outline the prearranged civil, architectural, structural, mechanical, electrical, fire protection design and plumbing. It is vital to include up-dated cost approximation of all key features and component of design. Upon the approval of the design by the owner, the design team immediately starts the execution of this final contraction design particulars (Norman, E. et al 2008).The authenticated design development package entails a completer concept therefore no further alteration to the plans, elevations, or building systems will be permissible except when it comply with construction or code supplies. 1) Guideline and objective establishment- the first project stage is to outline the scope which sets up the expectations, estimated cost, constituted high level plans, and finally established timelines for each activity to be executed. 2) The concepts which involve mapping, user training, and walkthrough phase where the new system is learned, business process is revised to ensure that they carry out flawlessly corner to corner in meeting the organization’s objective. 5) Customization (infrastructure phase); it is the stage where the data from the old system is transferred into a newly developed supplementary system. The appropriate information technology infrastructure is constructed. 6) Cover phase is the final phase in that the old system is closed down and new system kicks off fully with a constant improvement in the method of undertaking business. However, the methodology used does not contend to limit the choice of the software to be used for word processing, spreadsheets, etc. The pertinent issue is faithfulness to the methodology in organization for the team to produce

Sunday, October 27, 2019

Effects of Film on Driving Behaviour

Effects of Film on Driving Behaviour Mass Media Society Jeremy Philip Monteiro      Imbert Narumanan Sebastian Lim Jit Shern Contents page (Jump to) Introduction We conducted a study on college students here in Tunku Abdul Rahman University-College Penang to see if a movie could affect their driving behavior. We selected the movie, The Fast The Furious. The choice of movie is selected because the movie itself is involves high-speed chases and racing with vehicles that are modified to push itself to the limits. The movie itself is an action and also a thriller; it was released in 2001 and directed by Rob Cohen and distributed by Universal Pictures. The main cast of the movie are Vin Diesel and Paul Walker; Walker plays as an undercover cop who must stop a team of hijackers who are led by Diesel. Brian gets involve with the hijackers and falls in love with Diesel’s sister and must choose to be an accomplice in Diesel’s plan or blow it all over by arresting him and his crew. Throughout the movie there will be conflict, some family oriented scenes but its main focus are on the adrenaline-rushing fast cars. This research was done on college students, specifically in TARUC Penang. There were about 30 students who were asked to be interviewed using a prepared set of questions. The interview was conducted informally as it would make the interviewee more comfortable as well as to stimulate open ended answers rather than close ended. The idea is to see if these college students who have watched the movie affected in anyway in terms of driving. The title of our research is â€Å"Do movies affect students’ driving? A review on The Fast The Furious. Literature Review The theory that is used in this research is the Media Effects theory. Media Effect theory explains as how the media can affect the society and how the society can affect the media. The concept of this theory relies on both the media as well as the society. However there are several implications that are negative made of this theory which is saying that people try to follow exactly as to what they see. For instance, â€Å"copycat murder† that took place in 2004 when a boy was murdered by his best friend and the game ‘Manhunt’ was instantly banned due the style of murder was assume to be similar to the game. The theory defines moral panic in relation to representations of sex, violence and deviant behavior and its supposed effects on youth. Moral panic is the feeling that the situation is out of control in some way, and therefore represents a threat to the moral order. The media effects theory was firstly proposed by the Frankfurt School of social researchers in the 1920’s from people’s reaction to Nazi propaganda. The hypodermic model explains that the media is like a drug that society may be addicted to, stating that the audience are helpless to defend themselves against the media and just behave passively. This theory is quite similar to the Social Learning theory by Bandura where a studied made on 2 groups of children who are exposed to the violent content on television and the other group is exposed to the positive content. Later, both groups were given a doll and the group who were exposed to the violent content reacted violently towards the doll. This helps determine that children may behave according to what they see or exposed to. Research The purpose of this research is to find out if a movie such as The Fast The Furious may or may not be an affect or influence the driving in any way. In order to ensure that the information we use in this research is accurate and reliable, we decided to use a primary research method to obtain our results. Which is to interview our respondents face to face and gather their feedback. The idea of an interview is to obtain a qualitative research which is in hope to receive in-depth answers to the questions. The target audience were selected at random in college and most of them were from the Faculty of Social Science and Humanities. Based on the nature of the movie, we could assume that the producers of the franchise were targeting teenagers and young adults. Therefore we have decided to interview our fellow college-mates for this research. Moreover, most the students in TARUC have just gotten their driving license and are experiencing unsupervised driving for the first time. Our team has chosen 30 individuals within the campus grounds and approached them in the canteen, the library and the foyer. Below are the ten questions that were prepared for the interview: Have you watched The Fast and the Furious? Where did you watch the movie? What do you think of the movie? How many times have you watched the movie? Do you think the movie influences your driving style? In what way? After watching the movie, do you see yourself attempting to replicate the stunts you have seen? Which scene in the movie would you say made an impact on your driving? Do you think it is dangerous or safe to be mimicking the driving from the movie? After watching the movie would you say that your driving abilities have improved? Do you feel that the movie can play a role in how you drive? These ten questions are made specifically to understand how the student thinks or feel after watching the movie, especially to see if the movie has made a change on their driving abilities and if they are aware of it. We took note of what the 30 individuals had answered and evaluated them. Findings Based on the questions above, we have found that all 30 respondents have answered that they have watched the movie before. Since it being an old movie that was released in 2001, majority of students answered that they have watch the movie on television. However there were a minority that had answered cinema. Majority of students had answered that they think that the movie is a good and entertaining movie which falls as a positive review. However a minority of them had also answered that the movie comes off as an unrealistic and bad movie which implies as a negative review. To the question above, majority of students answered once and minority of them had answered twice. Based on the question above, all 30 students who have watched the movie claims that they are unaffected by the movie. To question 6, only 2 students answered â€Å"yes† where else majority of them answered that they will do not see themselves wanting to replicate the stunts they see in the movie. As to question 7, majority of students claimed the there is no scene applicable. However, a minority of 6% answered the racing scene made an impact on their driving. Based on the question, all 30 students have answered that it is dangerous to be mimicking the driving from the movie. According the chart above, minority of students claimed that their driving abilities have improved after watching the movie. However, majority of them said that the movie did not improve their driving abilities. Based on the final question, majority of students feel that the movie does not play a role in how they drive today and a minority of 23% said that it does. Conclusion We’ve learned that the conducting research isn’t an easy task and takes time to produce result. We also learn that most students find it hard to produce quality answers as they rather provide brief answers. From the findings above, we are able to deduce that the influence brought upon by a movie has not affected the driving style of college students in our campus. This is solely based on their answers of course; however we are unable to physically prove at the moment if it has taken an effect Most students found the movie to be fun and entertaining but however manage to realized that the movie is unrealistic and are aware of the dangers involve if they were to follow what they see in the movie. Despite having good overall reviews of the highly action packed scenes from the movie itself, students find that stunts coordinated in the movie is rather dangerous and definitely will not be attempted in their daily driving routine. In short, based on the majority of answers we gathered, after a watching the movie, The Fast The Furious, students at Tunku Abdul Rahman University-College are not affected by it. Bibliography/References Neal H.M (Producer), Rob Cohen (Director) (2001).The Fast and the Furious[Motion picture]. United States: Universal Pictures (Distributor). Martyn Shuttleworth(Jul 5, 2008). Survey Research Design. Retrieved Nov 22, 2014 from Explorable.com:https://explorable.com/survey-research-design Robson, C. (2002)Real world research: A resource for social scientists and practitioner-researchers, Oxford, Blackwell. Biagi, S. (2012). Media impact: an introduction to mass media (10th ed.). CA: Thomson/Wadsworth. Vivian, J. (2012). The media of mass communication (11th ed.). Singapore: Pearson. Burton, G. (2005). Media and society: Critical perspective. New York: Open University Press. Krish, S. J. (2006). Children, adolescents, and media violence: A critical look at the research. CA: Sage Publication. Appendix Survey 1 Have you watched the movie The Fast and the Furious before? Yes Where did you watched the movie? I watched it on TV, one of the Astro movie channels. What do you think about the movie? Very fast paced and entertaining action movie, But like all actions movies, it is filled with unrealistic action sequences, involving cars mostly, and violence. How many times have you watched the movie? Twice. Do you think the movie influences your driving style? In what ways? No, the move did not influence my driving style. After watching the movie, do see yourself attempting to replicate the stunts you’ve seen? No. What scene in the movie would you say made an impact the most on your driving? No scene in particular as I think the entire movie did not have any impact on my driving skills. Do you think it is dangerous or safe to be mimicking driving acts from the movie? It is dangerous of course, People have to know that Fast and Furious is a movie and the driving sequences are made to look unrealistic and dangerous to meet the criteria of an action movie. These sequences are mostly carried out by experienced stunt drivers. After watching the movie, would you say that your driving abilities have been improved? No, not at all. Watching the movie did not affect my driving skills at all. Do you agree that movies can play a role in how a person drives? Yes. Those who watch the movie and are into to automobiles might try to imitate the driving sequences done in the film, which depict illegal racing, speeding and reckless driving to be fun. Also, some people might get the idea that it is safe to do all those things and not get in trouble or get hurt as the characters in the movie remain unscathed and always get away with what they’re doing. Unfortunately, this does not apply in real life. Survey 2 Have you watched the movie The Fast and the Furious before? Yes. Where did you watched the movie? When it played on TV. What do you think about the movie? Good, quite entertaining. I thought it was very cool with the fast cars. How many times have you watched the movie? Once. Do you think the movie influences your driving style? In what ways? No. After watching the movie, do see yourself attempting to replicate the stunts you’ve seen? Nope, not at all. What scene in the movie would you say made an impact the most on your driving? No particular scene. Do you think it is dangerous or safe to be mimicking driving acts from the movie? Dangerous, of course. After watching the movie, would you say that your driving abilities have been improved? Nope, I was too young at the time when I first watched it. Do you agree that movies can play a role in how a person drives? Maybe. Sometime Maybe. Sometimes people will go too far and imitate their role models on screen without knowing the risks of actually doing so. Survey 3 Have you watched the movie The Fast and the Furious before? Yes. Where did you watched the movie? On the television. What do you think about the movie? Quite a cool movie. How many times have you watched the movie? Once but I watched it halfway through. Do you think the movie influences your driving style? In what ways? Nope. After watching the movie, do see yourself attempting to replicate the stunts you’ve seen? Not really, I wouldn’t dare. What scene in the movie would you say made an impact the most on your driving? No particular scene. Do you think it is dangerous or safe to be mimicking driving acts from the movie? Quite dangerous, After watching the movie, would you say that your driving abilities have been improved? No. Do you agree that movies can play a role in how a person drives? No. Survey 4 Have you watched the movie The Fast and the Furious before? Yes, unfortunately I have. Where did you watched the movie? It is quite an old movie, I think it was on TV. What do you think about the movie? It’s good but very unrealistic. How many times have you watched the movie? Once. Do you think the movie influences your driving style? In what ways? Absolutely not. After watching the movie, do see yourself attempting to replicate the stunts you’ve seen? No. What scene in the movie would you say made an impact the most on your driving? None in particular as I can barely even remember the movie. Do you think it is dangerous or safe to be mimicking driving acts from the movie? Very dangerous. After watching the movie, would you say that your driving abilities have been improved? Not at all. Do you agree that movies can play a role in how a person drives? Yes, there will always be some crazy sod out there who think they can pull of movie driving-stunts on an actual road an attempt to speed on the highway. Its ridiculous.

Friday, October 25, 2019

Essay --

Odonata The damselfly species is part of an insect group called Odonata. Odonata consists of dragonflies, which are the suborder Anisoptera, and damselflies, which are the suborder Zygoptera. The insect group Odonata is very small, probably containing only about 5,000 living species (Corbet, 1999). Odonata, typically called Odonates, are usually found close to bodies of water, looking for small insects to eat. Adult Odonates catch their prey while in flight, while younger Odonates, called nymphs, hunt for their prey at the bottom of the body of water they live in. Nymphs eat almost any insect small enough for them to digest (book on iCloud). Nymphs Nymphs live in water throughout their entire developmental stage, which can take anywhere from three weeks to more than eight years, depending on the species of the nymph and it’s location and habitat. They undergo eight to seventeen molts (Corbet, 1999), although the amount of molts undergone depends on the species. When a nymph’s developmental stage is complete, it climbs out of it’s previous home in the water, a final molt is undergone, and an adult damselfly appears (Encyclopedia Britannica, 2010). Nymphs have a set of gills along their abdomen, which are used for breathing as well as a transportation device and a way of escaping from predators in an emergency. Water is ushered into the gills, and then forcefully emitted, propelling themselves forward and farther away from their enemies (Encyclopedia Britannica, 2010). Nymphs, despite their excellent predatorily abilities, are usually hunted by fish, although occasionally they are also hunted by birds, crayfish, frogs, and each other. When their development is complete and they are finally an adult dams... .... Transferring sperm depends on the species of damselfly because the sex organs are particularly elaborate and specific to the each species. Organs in the male damselflies that allow the end of its’ abdomen to attach to the back of the females’ head correspond between each individual species, making mating between separate species nearly impossible. Some species of damselflies lay their eggs either inside or on plant tissue, which is either above or in water. Some females climb beneath the surface of the water to position their eggs and remain there for an hour, or perhaps more. Some species submerge their abdomen in the water, so the eggs wash off, or put them on leaves close to the water’s edge. This is sometimes done while the damselfly is in flight. Other species simply allow their eggs to drop onto the surface of the water while they are flying (Corbet, 1999).

Thursday, October 24, 2019

Harriet Tubman Essay

Her deeds not only saved lives during these terrible time’s but also gave other African Americans the courage to stand up for what they believe in and achieve equal rights for men in women in the world no matter what their skin color or gender was. Born to the parents of slaves Harriet Tubman changed the world in more ways than one and will be explained in the essay. Harriet Tubman was born Araminta Ross to her slave parents Ben and Harriet Green. The specific date of her birth is said to be between the years of 1820 and 1821 but there is no actual record of her birthday. This was a common problem of the time for many of the American slaves born in this era. Being born into an African American slave family during the 1800’s, Harriet took on the task of being a slave during the early time in her life period. Her first task as a child was to take care of her of her younger brother and also was responsible for the care of one of one of the slave owner’s babies. The work that Harriet was assigned was work that the men never had to do but all work that was done on these plantations or farms should’ve been looked at as equal in all ways. During this time even women slaves were being discriminated against, they automatically were discriminated against at birth when they came out as a girl. The women were thought of as less because they didn’t go out into the fields to do the hard work, but without the women doing their work the men’s work wouldn’t have been done. Life was hard for Harriet during these early years as she was responsible for this young baby and had to take care of it day and night. One would perceive that taking care of this baby at such a young age would be a reason for Harriet’s motherly side towards all the slaves she later helped escape from slavery so they could be free. Harriet’s young life was filled with many experiences and hard times during her childhood. She contracted the measles at a young age she had an incident when at a store, a slave owner threw a two pound weight at another slaves head and hit Harriett. The other slave had left their field without out permission and went to the store. The slave owner told her to help restrain the irate slave but she refused to. The slave owner threw the two pound weight at the problem slave but missed and instead hit Harriet. Harriet did not have any serious damage done to her from the weight but one would think this was a key point in her life when she realized she wanted to be free and to also help other slaves become free of these evil slave owners. Women have been oppressed in the world since the start of time. Men have always been looked at as if they are more important or more useful in the world we live in. We can see that in Harriet Tubman’s case, Her work as a child was mainly as a babysitter of the children or used in the house as a slave. Even during the time of slavery women weren’t granted the same rights as their men counterparts. Most of the time the women slaves were used as maids, caretakers, or doing gardening. These were duties that they thought were suitable for the women and without the women doing these duties the farm or plantation wouldn’t run. Men were mainly used to the harder and more physical labor on the plantations or farms. They were sent out into the fields every day to harvest the crops so that the owner could make his money to maintain his lifestyle. The women were kept back to do the chores around the house and this is where the persona that women are supposed to stay home and do housework comes from even today. The sad part is that people that thought the men were the most important workers, but without the women none of the duties would have been finished. They served and equal role in making the plantation work and weren’t given the credit they deserved. Without the women staying in the house and looking after the children or cooking the meals, none of the men would have food or somewhere to sleep when they were done with their work. One can see that every duty should’ve been seen as equal. The women could do the same duties as the men and vice versa either way the duties are all needed to make the system work. Women’s rights have improved drastically since that time but there still is a stigma that men are better than women. This type of view is wrong and shouldn’t even be thought about in the world we live into today. Woman server a great purpose in the world we live in and should be considered equal in all aspects of life. If one were to ponder this idea seriously we can see without out women no children are born. The sad truth is that women still have to fight for their rights in every aspect of their daily lives. The typical women in society makes only . 70 cents for every dollar that a man would make doing the same job. One would think that one hundred and fifty years later women would be considered equal counterparts to men. â€Å"There has been progress toward greater workplace equality, but we still have a long ways to go. In the United States, most occupations are gendered. Many jobs are segregated by sex; there are large wage gaps, and numerous women experience sexual harassment and pregnancy discrimination. These types of walls are being broken down every day but still need to be dealt with in a faster and more efficient fashion. As we know slavery was a horrible part of the American society until December of 1865 when it was abolished and Harriet Tubman experienced this horrendous travesty of American society. Harriet Tubman experienced this until one day she decided it was enough a nd escaped from her slavery with her brothers on September 17, 1849. This escape was delayed because of her brothers wish to go back to his family, but weeks later Harriet had had enough and finally escaped. Guided by the light of the moon Harriet traveled at night for the fear if she traveled during the day she could be caught by slave catchers, who would’ve taken her home for a bounty. She passed through many conductors’ houses during her travel, conductors of the Underground Railroad, and finally escaped to Pennsylvania a northern state that had already abolished slavery. This escape thus allowed Harriet Tubman to one day become a conductor in the underground railroad herself to allow other slaves to escape to the freedom they deserved. The author explains how and when slavery was finally abolished throughout the whole United States and a cause of the civil war. [ â€Å"The U. S. House of Representatives passes the 13th Amendment to the Constitution, abolishing slavery in the United States. It read, â€Å"Neither slavery nor involuntary servitude†¦ shall exist within the United States, or any place subject to their jurisdiction. â€Å"] This single, yet monumental, law would go on to start a bloody civil war of the north versus the south and end with freedom of all slaves throughout the whole United States of America. When the Civil War began, President Lincoln’s professed goal was the restoration of the Union. But early in the war, the Union began keeping escaped slaves rather than returning them to their owners, so slavery essentially ended wherever the Union army was victorious. In September 1862, Lincoln issued the Emancipation Proclamation, freeing all slaves in areas that were still in rebellion against the Union. This measure opened the issue of what to do about slavery in Border States that had not seceded or in areas that had been captured by the Union before the proclamation. In 1864, an amendment abolishing slavery passed the Senate but died in the House as Democrats rallied in the name of states’ rights. The election of 1864 brought Lincoln back to the White House and significant Republican majorities in both houses, so it appeared the amendment was headed for passage when the new Congress convened in March 1865. Lincoln preferred that the amendment receive bipartisan support–some Democrats indicated support for the measure, but many still resisted. The amendment passed 119 to 56, seven votes above the necessary two-thirds majority. Several Democrats abstained, but the 13th Amendment was sent to the states for ratification, which came in December 1865. With the passage of the amendment, the institution that had indelibly shaped American history and had started the Civil War was eradicated. † This excerpt shows that the hard work and dedication of Harriet Tubman had paid off during her times a slave and thus created freedom for all her African American brothers and sisters to become free. Though it did not make an immediate impact for African Americans to have equal rights it started that movement that has caused everyone in the United States to be equal today. The amazing aspect of Harriet Tubman is her knack for always wanting to help other’s in their slavery. In 1851 Harriet decided to go back to her hometown of Dorchester County to get her husband any many other slaves. Even thought this amazing woman was free she decided to risk her own life and freedom to help other have their own freedom. After a short time of being there she helped eleven other slaves escape in the December of 1851. They escaped safely back to Harriet’s new life in Philadelphia and in freedom. For someone to risk there own life just to help others shows the humanitarian she is. Harriet’s life was full of many different stories but the most important one is work in suffragist activism towards the end of her life. She was one of the women who fought for all women’s rights and also the right to vote. Sadly that would not be passed during Harriet’s life time. Harriet was a woman who fought for the freedom of slaves and also showed that a woman can change the world. She was one of the very prominent women who helped to free slaves and help them start their new life’s and even risked her own life doing so.

Wednesday, October 23, 2019

Different types of play Essay

The activity called playing is a form of enjoyment that provides pleasure, excitement and competition. A person playing more often than not is enjoying himself and having fun. Games are the factors of playing that creates the whole essence of the word. Studying two â€Å"types† of games can help provide more understanding regarding this subject matter. The Traditional Games that have been active from different nations during the course of time, and the technology-based Video games, particularly in China and Europe are the two main aspects of this paper. II. TRADITIONAL GAMES Traditional games are the games that nations have produced due to people’s love for enjoyment and leisure. These are the games that were inspired by the times and have been kept alive through the passing of the knowledge of the game from generation to generation. A. TRADITIONAL GAMES IN ASIAN COUNTRIES Traditional games very much vary due to the differences of cultures and nationalities. Taking a look at examples of two different Asian countries can help assist compare and contrast traditional games. Two nationalities that have interesting traditional games are China and the Philippines. 1. ) China Due to China’s rich history, it has produced so many different traditional games throughout the years of the civilization’s existence. Here are some of the games (The Chinese Historical and Cultural Project, 2007). â€Å"Chinese Yo-Yo or Pull-Bell† The bamboo â€Å"empty bell† is represented in Records of Scenes at the Capital from the Ming dynasty (1386-1644 A. D. ): The two ends are circular saucer shapes. In the center is a horizontal bit of wood. Mount it on a string and twirl with a vibrating motion. It emits a humming sound. This was a game played by girls and boys during the springtime, when the willow leaves turns green. It became specifically famous in the North. A poem was even made about it. â€Å"Kites† Different folk tales about the beginning of the kite do exist. A Sung Dynasty statement makes their initial appearance in the Warring States era. But Lin K’un of the Yuan dynasty perceived that the kite was created in the Han dynasty to faze the opponents by the eerie sounds of connected whistles. History displays that the kite was also utilized to call for help. In Taiwan, kite flying is incorporated with the season of autumn. Cut bamboo, which is strong and light, is the conventional material for creating the frame of the kite. â€Å"Jump Rope† The jump rope dates back 1,500 years to say the least in China. It was named â€Å"jumping one hundred threads† due to the rope’s appearance displaying like a hundred different ropes as it circled in the air. During the Spring Festival in the South, this was the time that â€Å"jump rope† was most famous. It can be created with the utilization of different materials such as cotton and grass, straw and cotton combinations with wax coating. Group and single jumping are both popular in China as well as in the Wes. â€Å"The Shuttlecock (Chien-tsu)† The Shuttlecock developed out of an ancient military exercise It was famous during the time of the Han and T’ang dynasties. Subsequent to the Sung dynasty, the game was named Chien-tsu, the Chinese term for â€Å"arrow† which sounds just exactly like the word for â€Å"shuttlecock†. Consisting of a small, weighted round base with tassels or feathers at a single end, the Shuttlecock is usually kicked with the heel, the toe, instep and outer side of the foot, and the same with the knee. This game was most appropriate for cold weather because this energetic exercise warmed the body. The Tawainese government during the year 1975 included this game in physical education programs of their elementary schools, and it somehow brought back the popularity of the game. 2. ) Philippines The Philippines, despite having a diverse history due to different colonial periods, has produced such enjoyable and challenging traditional games. Most of these games were usually played during town â€Å"fiestas† (feasts) while some are just the usual pastime of Filipino children. The following are samples of Filipino traditional games (Filipino Games, 2008). â€Å"Agawang sulok† Agawang sulok – catch and own a corner – The â€Å"it† or tagger stands in the center of the ground. The participants in the corners will try to exchange places by running from one base to another. The â€Å"it† must persevere to protect a base or corner by running to any of the corners when it’s left vacant. â€Å"Araw-lilim† Araw-lilim – sun and shade – The tagger or it attempts to touch or tag any of the participants who directly in contact with the sunlight. A player saves himself or herself from being tagged by simply staying within the shade. The tagged player will in turn become the next game’s tagger. If there are five or more players participating, two or three taggers can be allowed as the taggers at the same time. â€Å"Bulong-pari† Bulong-Pari – whisper it to the priest – It is composed of an it and two teams. Team A’s leader goes to the priest and whispers one of the names of Team B’s players. Then he goes back to his place and the priest shouts out, â€Å"Lapit! † (â€Å"Approach! †). One of team B’s players must approach the priest, and if it happens to be the one whom the leader of team A whispered, the priest will then say, â€Å"Boom† or â€Å"Bung! † The participant then falls out of line and stays somewhere close, serving as the priest’s prisoner. â€Å"Luksong-tinik† Luksong-tinik – jump over the thorns – Two players acts as the base of the tinik (thorn) by placing their left or right feet together (soles touching gradually building the tinik). Players shall set a starting point, providing a runway for the participants to attempt a higher jump, so as not to hit the tinik. The other players of the team starts jumping over the tinik, then the other team members follow. â€Å"Langit-lupa† Langit-lupa – heaven and earth – An â€Å"It† chases after participants who are permitted to run on level ground (lupa) and climb over objects (langit). The â€Å"tagger† may tag participants who stay on the ground, but not those who are standing in the â€Å"langit† (heaven). The player who gets tagged then becomes â€Å"It† and the game continues. â€Å"Patintero† Patintero or harangang taga – try to cross my line without letting me to touch or catch you – The group’s members who is it stands on the water lines. The middle perpendicular line allows the â€Å"it† appointed on that line to cross the lines occupied by the â€Å"it† that the parallel line intersects, thus adding up to the opportunities of the runners to be cornered. â€Å"Palosebo† Palo-sebo – greased bamboo pole climbing – The challenge of this game includes a bamboo pole that is greased that players must accomplish to reach the top by climbing. Usually played during town fiestas, more often in the provinces, the game’s objective is that for the participants to attempt to be the first person to reach the prize which is usually a little bag placed at the peak of the bamboo pole. The bag normally has money or toys inside. â€Å"Piko† Piko – hopscotch – The participants stand behind the edge of a box, and each must have to throw their cue ball. The first to play is dictated depending on the agreement of the players (e. g. nearest to the moon, wings or chest). The one who had success in throwing the cue ball closest to the point or place that they have agreed upon will be the first to play. The next closest is second, and so on and so forth. â€Å"Sipa† Sipa – game of kick – The thing being utilized to play the game is also named â€Å"sipa†. It is consisted of a washer with colorful threads, commonly plastic straw, connected to it. The sipa is then thrown above for the participant’s toss utilizing his/her foot. The participant should prevent the sipa to reach the ground by hitting it several times using his/her foot, and sometimes the portion just above the knee. The participant must count the number of times he/she was able to kick the sipa. The player with the most number of kicks shall win the game. â€Å"Sungka† Sungka – The game’s objective is to amass stones or cowrie shells in the participant’s home base (bahay) by ceaselessly distributing the shells around smaller holes until the participant have no more shells to use. The player who gathers the most number of shells in his or her bahay wins the game. â€Å"Ubusan lahi† Ubusan lahi – game of conquer – A player attempts to conquer the members of a group (as in claiming the members of another’s clan). The player tagged from the main group then transforms as an ally of the â€Å"it†. The more players, the better it is. The game shall begin with just a single it and then try to conquer and tag other participants. Just as soon as one player is tagged by the tagger, he or she then will assist the â€Å"it† to tag the other remaining members until no other player is left on the original group. B. TRADITIONAL GAMES IN EUROPEAN COUNTRIES 1. ) England There are also many famous traditional games present in England, one example of it is the game â€Å"Skittles†. â€Å"Skittles† Skittles or Nine Pins has existed in the Inns of England for a long time. Generally, participants take turns to stroke balls of wood down a lane at the end of which are several skittles also made of wood, to try to knock them all over. Across England there are a number of skittle games. Undoubtedly, Skittles has been one of England’s most popular games. Different books have made mention of this game. Seemingly, for numerous centuries up until today, a bunch of the different games of Skittles are still being played. 2. ) Scotland Scottish people are considered as Highlanders, their traditional games are called the Highland games which they held throughout the year. This is their way of celebrating Celtic culture and Scottish heritage. The common facets of the games almost are epitomes of Scotland. They use the bagpipes, the kilt and the heavy events. Held in Dunoon, Scotland every August, the Cowal Highland Gathering, (better known as the Cowal Games), is the biggest Highland games in Scotland, appealing to around 3,500 competitors and somewhere in the region of 15-20,000 of international crowd (Grondin, 2006). III. VIDEOGAMES A video game is a game that regards interaction with a user interface to create visual feedback on a video device. The term video in video game usually referred to a raster display device. But with the famous use of the term â€Å"video game†, it now connotes any type of display device (Newman, 2004). The electronic systems utilized to play video games are named as platforms; sample of these are video game consoles and personal computers. These platforms range broadly, showing from big computers to little handheld devices. Video games that are specialized such as arcade games, while previously common, have gradually declined in use as home video game consoles have grown to fame and notoriety (Garrat, 2004). Moreover, Video games have changed the landscape of playing games, or the more common term of today, gaming. Almost being a more comfortable way of playing, Video games provide a person with the chance of enjoying himself at home. The genre of Video games has evolved throughout the years. Starting off with the Atari System and evolving to the Nintendo Wii and XBOX 360s of today, Video games have changed and made an impact to the youth of today’s generation (Silberman, 2007). It can be said that Video games have transformed a lot on people, almost affecting their way of life and their perception of play. A. VIDEOGAMES IN ASIAN COUNTRIES A lot of countries in Asia have many addicted people with regards to Video games. The following two countries can be considered as one of the top countries in Asia who have a large following for Video games. 1. ) Korea In South Korea, most people are linked to Video games due to the influences of their history. A sense of integration and correlation with regards to what people need to accomplish in Video games somehow make Koreans feel more attached to the game. Online games are the most popular among Korean citizens and most of them seem to like playing as an organized group different from Americans who loves to play in a solo way. Coordination and cooperation among Korean players somehow makes them much different from other nations (Crego, 2003; Lachlan, 2003). They consider their country as a game nation who accepts different styles of games, especially online ones. The passion for Video games has made Koreans stand out as one of the most addicted nations in terms of Video games. 2. ) China Another interesting country to look at regarding video games would definitely be China. A country with a magnanimous population combined with the huge territory, China has been also expanding in terms of technology development and economic growth. The popularity of Video Games is really high, but it has not yet reached its full potential due to the low Internet penetration within the country. Improvement of this matter can help China be more acquainted with Video games. China has a large market and it draws attention of corporations that create games due to that reason. China is different from Korea in terms of Video Games due to their different favorites. It is predicted that if in the future, 10% of Chinese people would be playing online games, it would showcase that there will be more people playing games online in China than the whole population of any single country in Europe (Lachlan, 2003). B. VIDEOGAMES IN EUROPEAN COUNTRIES Video games in Europe are not as popular compared to Asian countries. The drive for online games is just not as fierce unlike in China or Korea. In Europe, Video Games are not as big as compared to China or Korea. Video games in Europe does not become a sensation to the whole of the population. IV. COMPARISON & CONTRAST There is a huge difference with regards to the Traditional games compared to Video games. The Traditional Games somehow creates an image of a more cultural approach while Video games showcase a more technological approach (Smith, 2007). Another major difference regarding the two is that Video Games need power or energy and online games need Internet to provide full satisfaction. Without electricity, Video games won’t even exist. Traditional games tend to become more substantially formed for exercise as compared to the usual Video games, with exception to the Nintendo Wii (Hanson, 1999; Lachlan, 2003). There is a huge difference with regards to different nations’ perceptions about Video games, and it may be influenced by the country’s moral characteristics or traditional aspects. The difference with regards to Asian countries to European countries is that Asian countries freely accept the Video games and allows it to become a huge phenomenon in their respective countries, unlike in Europe. V. CONCLUSION All in all, it can be concluded that there are huge differences regarding Video games and Traditional games. For one, the physicality factor differs a lot. In traditional games, physical exercise is more utilized than in Video games. The latter promotes some sort of laziness while the former encourages fitness and health. It may not be disregarded that both are fun to play and that’s the reason why they both exist in the world today (Smith, 2007). But Video games have displayed both positive and negative sides. The positive side is that it helps educate people towards the advancement of technology. It promotes modernity and futuristic possibilities. These Video games even take the players to different sights and sounds. Only a Video game could provide varying places of fantasy, past, future and other surrealistic worlds or universe. Video games expand man’s creative thinking. But despite all of these positive factors that Video games can create, there are also the negative implications that go along with it. Violence has been a concern with regards to Video games. Due to the freedom of ideas and the creative side of gaming companies, there are huge risks of exposing the youth to violence with the use of these Video games. Many killings are attributed to Video game addictions. The effect of Video games to a person’s mind can be magnanimous. Today, there are so many different violent games that somehow scare many nations. This seems to be a wrong path for children who love to play Video games. The influence of Video games to children can be surmountable and be hard to analyze. The school killings in the United States somehow showcase the suspects as attributed to love for video games with violent content. Overall, Video games are not bad, they just need to be utilized and maximized for the good because they can even influence the youth for education. Video games used as academic tools are a big help for educators and students alike. Tradition and modernization must coincide for a better future. The traditional games should not be regarded as a threat to children’s development. Instead it should serve as the basis for people’s concept of play and parents must ensure proper guidance and child-rearing. The video games should be inspired by these traditional games that have lasted for centuries and has proven that they are fun that’s why they last. Hopefully this lasting impression could still be present in the next generations to come. Traditional games and Video games may sound different but they both posses the access to fun and enjoyment in terms of playing and they can help improve people’s socialization, fine motor and psychomotor, intellectual, leadership, time management, problem solving, decision making, and planning skills. REFERENCES Crego, R. (2003). Sports and Games of the 18th and 19th Centuries. Wesport, CT: Greenwood Press. Lachlan, K. (2003). Popular Video Games: Quantifying the Presentation of Violence and Its Context. Journal of Broadcasting & Electronic Media, 47, 58. Newman, J. (2004). Videogames. London: Routledge. Silberman, L. (2007). Incorporating Video Games into Physical Education: Between Their Popularity and Their Efficient Delivery of Information, Video Games May Help to Enhance Students’ Motivation, Understanding, and Performance in Sports. Journal Title: JOPERD–The Journal of Physical Education, Recreation & Dance, 78, 18. The Chinese Historical and Cultural Project (2007). Traditional Games. [Electronic Version]. Retrieved May 12, 2008, from http://www. chcp. org/games. html Hanson, G. (1999, June 28). The Violent World of Video Games. Insight on the News, 15, 14. Garrat, P. (29, August 2004). Videogames: Play To Win. Mail on Sunday, 48. Grondin, K. (18, June 2006). Fun and Games †¦ Scottish Style Residents Bask in Music, Traditional Competitions. Daily Herald, 10. Smith, K. (15, July 2007). Don’t Give a Childtoys, Says Expert; CHILD’S PLAY: But Traditional Games or Role Play Can Be Better Fun Than Toys. The Mail on Sunday, 41. Filipino Games (Mga Larong Filipino). Retrieved May 12, 2008, from http://www. seasite. niu. edu. /Tagalog/Filipino_Games/mga_larong_pilipino. htm

Tuesday, October 22, 2019

The Definition of Hydrophobic With Examples

The Definition of Hydrophobic With Examples To be hydrophobic means to fear water. In chemistry, it refers to the property of a substance to repel water. It isnt that the substance is repelled by water so much as it has a lack of attraction to it. A hydrophobic substance exhibits hydrophobicity and may be termed hydrophobic. Hydrophobic molecules tend to be nonpolar molecules that group together to form micelles rather than be exposed to water. Hydrophobic molecules typically dissolve in nonpolar solvents (e.g., organic solvents). There are also superhydrophobic materials, which have contact angles with water greater than 150 degrees. Surfaces of these materials resist wetting. The shape of water droplets on superhydrophobic surfaces is called the Lotus effect, in reference to the appearance of water on a lotus leaf. Superhydrophobicity is considered a result of interfacial tension and not a chemical property of matter. Examples of Hydrophobic Substances Oils, fats, alkanes, and most other organic compounds are hydrophobic. If you mix oil or fat with water, the mixture will separate. If you shake a mixture of oil and water, the oil globules will eventually stick together to present a minimum surface area to the water. How Hydrophobicity Works Hydrophobic molecules are nonpolar. When they are exposed to water, their nonpolar nature disrupts hydrogen bonds between water molecules, forming a clathrate-like structure on their surface. The structure is more ordered than free water molecules. The change in entropy (disorder) causes nonpolar molecules to clump together to decrease their exposure to water and thus decrease the entropy of the system. Hydrophobic vs. Lipophilic While the terms hydrophobic and lipophilic are often used interchangeably, the two words dont mean the same thing. A lipophilic substance is fat-loving. Most hydrophobic substances are also lipophilic, but exceptions include fluorocarbons and silicones.