Wednesday, August 26, 2020

It is Time for Punishment free essay sample

Since the time the oar was expelled from the rundown of lawful disciplines in state funded schools, they have begun utilizing confinement. This requires an understudy to remove time from his/her day and spend it secluded in a study hall. The inquiry for some responsible for discipline is, â€Å"When is the best an ideal opportunity to have detention?† Schools have attempted in school suspension, after school confinement, and lunch detainment to shifting degrees of achievement. An increasingly fruitful technique is have understudies serve confinement on Saturdays. A teenager’s most loved day of the week is Saturday. On Saturday, understudies go to ball games, the motion pictures, dates etc†¦ Most schools hold detainment during a normal school day, where the understudy leaves classes and goes to sit in another homeroom. Numerous understudies call this discipline time â€Å"sleep time.† They escape class for a while and as a rule just sits in confinement for an hour or something like that. We will compose a custom exposition test on It is Time for Punishment or then again any comparative theme explicitly for you Don't WasteYour Time Recruit WRITER Just 13.90/page In the event that schools began having confinement on Saturday, the understudies would miss this leisure time. Rather than the understudy heading off to a gathering or different exercises, they would need to go to class and serve detainment. Exploration shows that confinement on Saturdays is best. Guardians can once in a while be a child’s most exceedingly awful adversary throughout everyday life, along these lines, when school drill sergeants carry guardians into the condition, the understudy gets rebuffed at home and at school. On the off chance that an understudy needs to serve confinement on Saturday, not exclusively does the understudy need to surrender some portion of his/her day, however the guardians may likewise need to surrender their opportunity to take the understudy to class. Saturday confinement additionally meddles with family excursions to the lake, sea shore, Dollywood†¦ After various offenses, the grown-up, will inevitably become weary of losing their Saturday and begin rebuffing their kid at home also. Following five days of getting up ahead of schedule, we understudies have one day to stay in bed, accepting that we go to chapel on Sunday. Saturday at long last comes, and we get the chance to stay in bed. Presently, on the off chance that schools start to have detainment on Saturdays, at that point there goes the additional stay in bed time. At the point when young people are denied of their lone additional rest time, at that point they start to consider whether getting in a difficult situation is justified, despite all the trouble or not. By having detainment on Saturdays, understudies will lose their additional rest, their free day, and will disturb their folks by making them remove time from their day to take them to class. This is an exceptionally successful discipline and ought to be set up at the earliest opportunity. OK need to lose your Saturday?

Saturday, August 22, 2020

Introductin to Managment and Welfare Essay Example | Topics and Well Written Essays - 1500 words

Introductin to Managment and Welfare - Essay Example The task incorporates three offices: exercises supervisor, financing director and chipping in chief. My job in the undertaking joins exercises director whereby I will encourage recreational and remedial exercises for the old. The job of the subsidizing chief is to receive award models of financing the task, just as overseeing and allotting accounts to the project’s exercises. The volunteers’ supervisor, then again, will be answerable for enlisting, instructing, arranging, empowering, and supporting volunteers. Undertaking Objectives The basic goal of this venture is to relieve sentiments of social disconnection among the older occupants. Seeking after the solace of the older isn't fantastical as it strengthens their profitability inside the general public. The arrangement of exhaustive relaxation exercises appropriate for the old is equipped towards empowering them to stay dynamic all through the later phases of their life. This is crucial in reducing seniors’ in clination to detachment by effectively captivating them into relaxation exercises. Additionally, the venture is equipped towards incorporating the older into the network by means of gathering collaborations and social capacities. Eventually, the venture is aimed at advancing solid living and strengthening informal organizations among the older (Kunstler and Daly 2010, p.341). Jobs and Responsibilities of Activities Manager One of the center commands of exercises director is to urge the older inhabitants to recommend charming recreation exercises, which are then executed. The contribution of the older into selection of exercises is basic; dynamic association helps in keeping up a raised mind-set state inside the gathering. As exercises trough, I should organize with specialists, for example, social managers so as to plan and actualize programs outfitted towards improving the way of life of the old. Likewise, I will likewise need to create inventive action projects and occasions for m y customers also stay informed concerning the ongoing patterns in recreational offices. Enrollment of the Participants Recruiting the seniors into the visualized physical and social spaces won't be a simple undertaking. To begin with, we will move toward the neighborhood network pioneers to accumulate firm help for the venture. Looking for help and underwriting by the nearby local gatherings and pioneers upgrades strong duty from the network as far as continuous help rule, activity, and funds. In the enlistment procedure, we will look for the guilty pleasure of the neighborhood network using occasions and an investigation so as recognize the intended interest group. Since this task is a childcare office for the old, the undertaking targets more seasoned inhabitants who have not yet been consolidated into the private lodging for the older, and who bear the dull of expanded degrees of social disconnection and discouraged network inclusion. The activity of the undertaking is comparable in numerous regards to other inhabitant care offices for the old. We are looking to draw in retirees, a limit of 50, and have conceived a few manners by which to associate with them. The venture is in its inhabitant enrollment stage, which joins sourcing data from the social directors inside the network and welcoming retirees to apply. We will likewise hold a â€Å"open afternoon†

Wednesday, August 19, 2020

Final Decision Day 2012 - UGA Undergraduate Admissions

Final Decision Day 2012 - UGA Undergraduate Admissions Final Decision Day 2012 Yes, the question that all freshmen applicants (and their parents) have been asking again and again can finally be answered. Final decisions for freshmen applicants are scheduled to be released on Friday, March 30 (unless something catastrophic occurs). As normal, we will open up the status check sometime in the afternoon on Friday (please do not ask what time on Friday, as I am just saying Friday afternoon for a reason), and applicants will be able to view their decisions. As well, admit and wait-list decision letters will be sent out by mail (we do not mail out denial letters). There will be three decision groups (Admit, Deny and Wait-List), and I will try to post some information on all three of these decisions next week. Please do not have multiple people in your family try to log into the myStatus page on Friday, as this will slow everything down. Just have one person (hopefully yourself) log into myStatus, be patient as it may be slower than normal (do not keep hitting enter or refresh), and tell family members who want to see your myStatus page to wait until Saturday. If you do have multiple people trying to log into your myStatus, it could cause your individual myStatus page to freeze, so do not do this. Remember, we cannot and will not give out any decisions by phone, in person or by email, and we are as happy as you are to have decision day finally get here. Go Dawgs!

Sunday, May 24, 2020

Act 2 of Reasons to Be Pretty

Reasons to Be Pretty is a hard-edged comedy written by Neil LaBute. It is the third and final installment of a trilogy. The trio of plays (which also include The Shape of Things and Fat Pig) are connected not by characters or plot but by the recurring theme of body image within American society. Reasons to Be Pretty premiered on Broadway in 2008. It was nominated for three Tony Awards (Best Play, Best Leading Actress, and Best Leading Actor). The following is a summary and analysis of the events in Act Two. Read the synopsis and character outline of Act One. Scene One - After the Break Up Act Two of Reasons to Be Pretty begins in the lobby of a restaurant. Steph and Greg unexpectedly encounter each other. Steph is on a date, and the former couple awkwardly make small talk, attempting to be pleasant. The conversation segues to nostalgia for their good times together, which then transitions into the familiar argument about body image and their break up. She smacks him, then just as suddenly tries to apologize. However, Greg has had enough. He tells her that her date will eventually hurt her feelings too, and that he wont be there to help her. Somehow, they cool down and wish each other well on their lives without one another. Scene Two Carly visits Greg (who is yet again reading some classic literature). He comments that has not seen Kent lately. After trying to flatter him, Carly then wants to ask him an important question about Kent. Before the question, Carly reveals that she is three months pregnant. She suspects that Kent is cheating on her. At first, Greg contends that he does not believe that Kent is unfaithful. Carly continues to pressure him, asking Greg to look her in the eye and say he doesnt know anything. She asks if Greg was out with Kent and girls, but Greg lies and says that it was just guys from work. This relieves Carly for the time being. She tells him: I dont know why God made it so hard for us to trust you guys but he did, and it sucks. Scene Three Greg and Kent prepare for work-related softball game. Kent says that he expects Carly to hit the gym the day after the baby is born. He thanks Greg for covering up his affair, and begins to recount his recent sexual exploits with Crystal, the hot girl from the office. Greg tries to explain that he no longer lie about Kents affair. This irks Kent, who feels that Greg is being judgmental. He repeatedly calls Greg a pussy. Greg tries to get the upper hand, hinting that he might tell Carly the truth, but Kent believes that he is bluffing. He claims that Greg would never tell because he is afraid of people disliking him. Kent bullies him, wrestles him to the ground, and then calls his ex-girlfriend ugly. Greg finally stands up to Kent, not just because he is obnoxious, not just because he is an adulterer, and not just because of his comments about Steph. Before he beats Kent up, Greg explains that he is doing it Because you need it, okay? For who you are and what you have done, and for all the sh*t you will no doubt perpetrate for the rest of your life. After over-powering his ex-friend, Greg leaves Kent, who fumes in rage. Scene Four Carly and Greg are hanging out in the break room. She chats about her pregnancy. In hopes of showing Carly the truth about her husband, Greg strongly suggests that she takes the evening off and go home to her husband. She follows his advice. Although we never see the confrontation between Carly and Kent, it is implied that Carly will discover the truth about her husbands affair, and will move onto a new chapter in her life. Immediately after Carly leaves, Stephanie stops by to share the news: she is engaged to be married. Steph has become a manager at her hair salon. Greg has plans to go to college, realizing that he doesnt want to work at a warehouse for the rest of his life. Steph admits that she cannot stop thinking about Greg, yet at the same time believes that she will be much happier with her soon-to-be husband. Greg apologizes and is very understanding. He emphasizes that she has a pretty face, making her feel better. He also admits that he is simply drifting, and that their four years together may never have turned into marriage. She leaves, but not before kissing him good bye one last time. Although they do not rekindle the relationship, the characters in Reasons to Be Pretty represent a rather optimistic view on relationships and young, middle class Americans. In comparison to the protagonist in Fat Pig, Greg exhibits both courage and selflessness by the end of the play.

Wednesday, May 13, 2020

Wednesday, May 6, 2020

Cloud Based Gaming Free Essays

string(211) " provide interesting clues to the direction in which cloud based gaming \(I will refer to this word in this paper to mean high end games hosted and running from the cloud and not the facebook games\) will lead\." Cloud Based Gaming [pic] By Gautam Gogoi 10BM60028 Vinod Gupta School of Management Abstract Imagine how great it would be if you could play a high end game like Far Cry 2 or Crysis on your netbook or your mobile. This is what cloud based video game providers like Onlive or Otoy promise. The entire processing of the games will be done in the cloud or servers maintained by the provider while the game will run in your browser and you will be sending the responses through the web. We will write a custom essay sample on Cloud Based Gaming or any similar topic only for you Order Now In this paper the effects of these changes on the Video Game industry and Gaming as a whole will be studied. The feasibility, limitations, challenges of this idea and the various players presently working on this new technology and their present progress in this regards will also be looked at. Initially it is planned as a paid service. But the possibility of all the costs to be covered by advertisement and nominal subscription costs as per economies of scale will also be analyzed. Video games and the Video Game Industry The definition of video game as per wikipedia is as follows- â€Å"A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. † Below is shown the block diagram of a video game. The input device and the processor constitute the platform. Various examples of platforms are Computers, Play Station, X-Box, Nintendo Wii, mobile phones etc. The input devices are normally joypads or keyboards. A game software is a piece of software which is run by the processor to generate the required environment ith specific goals which the user has to achieve. It also defines the rules about what should happen in case of particular responses from the user. It has to be bought separately and plugged into the platform for the user to play the game. The display device may or may not be a part of the platform. Usually in case of computers and handheld device, it is a part of the platform, while for devices like Play Station and X Box, it is not a part of the platform. [pic] Any video game involves the interaction with the platform through an Input device. The input is then passed on to the processor, which processes the inputs to generate appropriate outcomes using a game software. These outcomes are then displayed on the display. According to the outcomes displayed on the display, the user again takes necessary steps which are again transmitted to the processor through the input device. This cycle takes place continuously and the user interacts with the platform to control a person or a team on real time basis to propel it towards its goal, which can vary from killing an opponent to winning a game. This process keeps on going till the final outcome of the game is reached (all levels cleared) or if the user reaches the termination stage (game over). Video games have existed since 1950s in various forms. But it is in the last 10-15 years, that it has grown exponentially. This growth can be attributed to the growing computing powers of the PCs and various other devices. It started initially as a thing for the kids. But today it is meant for adults as well, with adults and teenagers comprising of a huge chunk. In fact, as per a report by Entertainment Software Association, the average age of gamers in America is 35. This can be partly associated with the increased maturity and complexity of games and also with the fact that, people who used to play games earlier have grown up but still continue to play games. Microsoft Flight simulator, is a very good example of a very complex and realistic game with even real pilots using it as a simulator to test their skills. Age of Empires is another wonderful game with large business connotations. Here you can build an entire empire and conquer all other empires to become the ruler of the entire land. With games such as this, it s no surprise that video games are no longer things that are just for the kids. Another very wrong conception is the fact that video game is a small industry. The video game industry is infact a behemoth which earned a revenue of $41. 9 Billion in 2007. It has already surpassed the music and the movie industry and is closing on to the book and the DVD industry. But the game makers have specially been impacted by piracy. According to a survey by the Computer Entertainment Suppliers Association (CESA), the PSP and the DS lost approximately $41. 7 billion in sales from 2004 to 2009. Rampant piracy in places like India and China has specially impacted the PC Game makers. So bad is piracy that companies have stopped making games for places like China, because no one will buy them there. Also the sales from console based versions normally exceed PC based versions inspite of the large user base of the PCs. An example is that of Unreal Tournament 3 PC version selling 34,000 while the Playstation 3 version selling 86,633 in its first month. The major players include Sony, Nintendo and Microsoft with the platforms and game makers like Electronic Arts, Eidos, Konami etc. Among the platforms, Sony Playstation is the most popular one. Some simple games have already come out in a cloud based approach. Facebook games are a prime example of this. But this paper does not deal with these types of games. Rather this paper deals with more complex games like crysis, call of duty etc which require much higher processing power. But games like those present in facebook, provide interesting clues to the direction in which cloud based gaming (I will refer to this word in this paper to mean high end games hosted and running from the cloud and not the facebook games) will lead. You read "Cloud Based Gaming" in category "Papers" Keeping this in mind lets look at some of the key characteristics of the Facebook games. Facebook games are immensely popular among people specially the more aged ones. More than 200 million play games on facebook in a month and the top ten games have more than 12 million active users each. A very crucial reason for this is that these games are free. Also it is a fairly new phenomenon and as such the novelty concept is another reason for a large number of users. The revenue for these games comes from analytics about the users playing the games and from advertisement. Also the nature of games is very different. The game mainly focuses on cumulative effort. You will get more rewards if more of your friends play the game, or if you make friends while playing those games who will help you during the game. The most important learnings from these facebook are the user base and the revenue model which provides these games free of cost. The large user base and the popularity of these games across people of all ages is an evidence of the potential of cloud based gaming. As we progress through this paper, the revenue model of cloud based gaming will also be studied keeping the revenue model of facebook games in mind. Cloud Based Gaming an introduction In cloud based gaming, the processor and the program are present in the cloud (internet). The input is sent to the processor through the internet. Also the processor sends the visual signals to the display device through the internet. As shown in the figure the red arrows represent links using the internet. The game usually runs on an internet browser on the side of the user. [pic] The service provider will be maintaining the parts inside the cloud and will charge a monthly rate from the users who will avail this service. This rate can be a lump sum amount for a certain period of time or it can be on the basis of number of hours used. As the game runs on the cloud, it will result in optimal utilization of processing powers as a result of balancing of troughs and crests of various users. Let’s take an example of a game to see how this works. Suppose you are playing Fifa, a football simulation game. The game will be installed and running on the servers of the provider. The game will be displayed on your system through your internet browser. You will use your keyboard to give inputs to the game. Suppose you want to shoot the football. You will press the appropriate button on your keyboard, which will then be sent to the servers of the provider through internet. The processing about the shot will take place on the server using the game software. The outcome of your shot will then be transmitted to your system and the display through the internet. This process will then be repeated as you keep playing the game. Impact of Cloud Based Gaming- Cloud based gaming will have an immense impact on the gaming industry as a whole and will also impact the computer hardware industry. The various impacts are mentioned below 1. Platform independent gaming – This will be one of the biggest impacts of cloud based gaming. As games will now be hosted on the clouds, platforms will become redundant. The entire processing will then be shifted to the clouds. All you will need is a device which can access the internet, display the game and send inputs to the cloud. As such it will result in the end of consoles (in the long run). We will be able to enjoy the same games on netbooks, mobiles, tablet PCs, etc. This will also result in reduction of demand of high end PCs for gaming. This is because, the moment the processing is shifted to the cloud, same resource will be shared by many users, thereby optimizing the use of processing power. 2. Game players will increase exponentially- Platform independence will result in a larger number of users or gamers. This is subject to the rate charged for the same, but considering the optimal use of resources and the economies of scale, the prices will definitely be lesser than what it costs now. This will also depend on the acceptance of the idea by the general public which will be discussed later. 3. Crackdown on piracy- As the games will be installed on the servers, piracy will be stopped. Whoever wants to play games has to take a subscription. The game makers will get their share of revenue from the providers. This will have an uplifting effect on the industry. As more people pay for games, the cost per user will go down. This will in turn induce more people to join in. This positive feedback loop can finally lead to much more affordable gaming. 4. Nature of games to change from single player based to multi player based- As all games will be played online, the ocus will be more on developing multi player based games. This is already taking place, but with time even more emphasis will be paid to multi player modes specially those involving much larger number of players than those playing today. 5. Massive scope of advertisement as a result of high number of users- With large number of users comes the scope of advertisement. This can be another crucial factor in reducing the pric e which will again lead to more users. It is an added advantage that people of most age groups play games. As such, the scope of advertisement increases further. Challenges and Hurdles – Although the benefits are numerous and the effects far reaching, there are many challenges and hurdles which have to be cleared for the benefits are to be realized. Lets look at the main hurdles towards this 1. Latency Issues- The time lag between the pressing of a button and the corresponding action will be a major deciding factor regarding how well this service is accepted by the gamers. Normally there is a lag of about 60-70 ms when we run games on our systems. But reaching to these levels at HD resolution and 60 fps (frame per seconds) is a huge technological challenge. Infact many people have commented that reaching to these levels of latency will not be possible. But Onlive tests have shown a latency of about 140 ms at 30 fps. Although this might not be acceptable to hard core gamers, but casual gamers will be more than satisfied with this. 2. Video Compression- Cloud based gaming will require transmission of HD videos at real time basis. For this to be possible without any delay, some form of video compression must be used. 3. Resource sharing of the server- This is another crucial factor. Ideally one server should be dedicated for each user, but it is not possible practically. Using one server for many less demanding games will be problematic as all games assume that they own the server’s resources exclusively. Also many servers used in processing of single game will lead to problems of transmission of data among the GPU’s as lot of data is generated in the running of games. When achieved, proper utilizing of server resources will enable the providers to further reduce the subscription cost by reducing idle server time. 4. Convincing users to migrate to this platform- A big challenge will be to convince users to move to this new platform. Hard core gamers will be the hardest to convince because of things like latency issues. Also as most gamers already have a system at this moment, they will not migrate unless their systems have become outdated. So the migration will take place slowly as computers and consoles start becoming outdated. Many of the benefits will not be realized unless economies of scale are achieved and therefore this is a very crucial thing for the success of this idea. 5. High speed and dependable internet connection- This is a absolute necessity if cloud based gaming is to be experienced. Onlive, which is a provider of cloud based gaming specifies 3 Mbps connection as the minimum required and 5Mbps as the recomended to use this service. Apart from speed, dependability is another important factor. The speed has to be uniform. Otherwise, the game will get stuck in between resulting in inability to play the game. Although this might seem a problem now, with time and advancement, this will soon cease to be a problem. 6. Handling a large number of users- At present Onlive is providing cloud based gaming but the user base is very small. It is to be seen how they can manage to cope with vastly more users as time progresses. But this problem should be solved with time. Current Players Now let us look at the current players who have been working with this technology. Here we will study the current state they are in, how they have overcome the hurdles and their revenue model Onlive- It is the first company to come out with a model of cloud based gaming. Founded by Steve Perlman, a renowned entrepreneur and inventor in the field of video games, it has started its services from July 2010. The executive team also includes other renown figures like Mike McGarvey, a former CEO of Eidos Interactive and Tom Paquin, key developer of Netscape and a founder of mozilla org. At present the monthly rental is 15$ and apart from that you also have to buy games separately. It has also come out with many popular games like Unreal Tournament, Prince of Persia, NBA etc. The reviews about the service have been mixed. Latency for the games have been found to be between 150-210 ms. Video quality also has been variable due to the video compression used. But framerate and graphics were on an average found to be good. The video compression has been managed by a proprietary compression system. Here the screen is divided into 16 parts and each part gets its own encoder. Another thing they have done is the ability to retain and reuse most of the earlier video information. This is possible also across the various frames also. So if an object is moving from one frame to another, the same video data is used again to create the effect. The data centers are 5 in number with onlive going for a concentrated system rather than a spread out system. David Perry of Gaikai has criticized this by saying that distance is a critical thing in online cloud based services like this. Time will tell if this concentrated approach will indeed lead to lags or delays in the service. The pricing structure of Onlive has been a serious put off. Games infact cost as much as much as DVDs. Add to that the monthly subscription cost. So even if you own a game, you will not be able to play it if your subscription gets over. But as this is just the beginning, costs are expected to be reduced with time and as more users start using this service. But in terms of technology, onlive is right up there. It has proven the technological feasibility of the idea and only time will tell us about the financial feasibility of the same. They are portraying themselves as a replacement of consoles. They are even planning to come out with mini consoles that use the onlive service to deliver gaming service to televisions etc. But the present technology has a long way to go before it can compete with the consoles. The present system cannot compete with consoles for performance and as such most gamers will not migrate very soon. A critical thing for onlive will be increasing its user base. If it can manage to do so, it can provide games at much lower rates. It can also look for advertisements to further reduce the user costs. But till then, it has to slog it out against the existing consoles. Gaikai- Founded by David Perry, one of the best known Video Game Industry veterans, Gaikai is another player in the cloud gaming sphere, but it has a slightly different model than onlive. Having received funds from TriplePoint Capital, Rustic Canyon Partners, Benchmark Capital it is also backed by Intel and Limelight Networks. Game companies like Electronic Arts and InstantAction have already signed up to use its service. The executive team also includes Michael Bowen, who was previously Director of Technical Operations at Facebook as well as VP of Operations at Sony Online Entertainment. They are expected to come out with a Beta in December 2010. Although based on the same idea, the business model of Gaikai is quite different from that of Onlive. Gaikai is positioning itself as a service which allows users to test or try out new software. Suppose you are reading about a new game and you want to check out how it feels to play or use it. This is where Gaikai comes in. It will enable you to test run the software or game without the need of any download or installation. If you like it you can then proceed to buy that game. Gaikai will get its revenue from the software manufacturer who will pay for each purchase. So Gaikai is not competing directly with console makers and rather it is cooperating with them. Although this idea is not as radical as Onlive’s, it is still a very effective idea with numerous applications. The possibility of testing a software can influence many more users to buy this software. Also this can act like a launchpad for full fledged cloud gaming service. Gaikai also differs in the way it will distribute its data centers. While Onlive and Otoy are planning few large data centers, Gaikai is planning about 300 smaller centers across the US. They say that this way they can reduce the distance between the user and the data center. As such the performance of the service will be better. Otoy- Founded by Jules Urbach, Otoy was the first to promise cloud based gaming. But it has only come to prominence recently after finalizing deals with AMD, Intel and Nvidia. Infact AMD has been making a special graphics supercomputer which will be used by Otoy. The minnows among the three companies pursuing this technology, it plans to launch its services in summer next year. Its business model is not clear, but is expected to be in line with Otoy’s one. Also it is planning to provide HD services of games, movies and applications through its services. The way ahead With Onlive already coming out with its services and the others expected to come out very soon, the market is expected to heat up and attract a lot of users. But the main question is that will sufficient users be attracted to this service. The hardest thing will be to convince the users to migrate to this new platform. The most obvious outcome will be that initially these services will coexist along with the presently existing consoles and platforms. The hard core gamers will not easily migrate to this new platform and will be the last to migrate. Initially casual gamers will start using these services who do not own a very powerful system. But a lot will depend on the rate or price that will be charged. Till the prices are high, the number of users will not increase and most of the benefits will not be achieved. So according to me this service will continue to be an elite service for some years with people slowly adapting to this new service. But with the growth and advancement of technology, the prices will go down. The quality of the service will also increase substantially. This will further encourage more people to join into this service. A lot depends on the patience of the firms and how long they are able to wait to reach profitable levels, because this technology will be accepted slowly. The three players presently in this field might not reap the full benefits of this, but this is surely a winning idea and someone will surely reap full benefits of this in the years to come. The tipping point will be reached when the user base will be large and diverse enough to support advertisement. Advertisement will further reduce the costs and as such encourage even more people to join in. nly at such low levels of prices will people from India and China be encouraged to join into this service. India and China are the key to this service because these are the two places with most of the people and maximum piracy. When people from these two countries will start joining this service, the number of users will start rising exponentially. Piracy will be reduced and game makers will start receiving more revenues, specially from people who were earlier using pirated versions of the same games. The actual benefits of cloud based gaming will then be realized. But there is a catch to this. Many people play games because they are free, specially in India and China. If games become available only through the cloud, piracy will be stopped. As such many people might stop playing games. Therefore it is very important that the prices reach to a sufficiently low level to coerce such persons to try them out. I firmly believe that the things mentioned here have a very high probability of happening. The biggest reason which makes me believe this is the rate at which technology is advancing. With the growth in processing powers of computers and growth in internet bandwidths cloud based gaming is actually very near. Another reason is the win win situation for all the players. With growing piracy it is natural that game makers will start taking measures to prevent it. Cloud based gaming is a very natural way to fight piracy. If the users do not have access to the games, how will they make illegal copies of them. Conclusion Cloud computing has revolutionized the computing world. Google, Amazon, Microsoft are heavily investing in it because it is the thing for the future. Already application like Google Docs and many corporate softwares are running from the cloud. So it is natural that games also go to the clouds. Running application from the cloud enables better use of idle system time, thereby optimizing the use of computing powers. Also it is much more easier to upgrade the software or hardware as the updation has to be done only on the server and not all individual machines of the users. In cloud based gaming, the processing will take place in a server and it will communicate with the users system through the internet. Benefits will include reduced piracy, increased user base, platform independent gaming and scope for advertisement. Hurdles include latency issues, resource sharing model at server level, video compression techniques etc. The present players in this field include Onlive, Gaikai and Otoy. As a gamer, the scope and potential of cloud based gaming really excites me. Imagine how great it would be if we could play our favorite games right from our mobiles and compete with players using various platforms like consoles or PC. The whole dynamics of games will change and they will cease to be a single player based games. The important thing will be collaboration between the various players. Games will start involving a huge number of players at a same time like it happens in Massive multiplayer online role-playing game. We will no longer be bothered by upgrading of computers and inability to play games because our systems do not support them. All you have to do is to open your browser, and all the processing will be done in the clouds. References- 1. http://en. wikipedia. org/wiki/Video_game 2. http://www. theesa. com/facts/pdfs/ESA_EF_2009. pdf 3. http://www. grabstats. com/statcategorymain. asp? StatCatID=13 4. http://vgsales. wikia. com/wiki/Video_game_industry 5. http://www. canada. om/topics/technology/games/story. html? id=ae936f84-8def-457d-b07a-40099252278d 6. http://gamer. blorge. com/2010/06/07/video-game-piracy-costs-industry-41-billion/ 7. http://techcrunch. com/2010/09/21/200-million-people-are-playing-facebook-games/ 8. http://www. onlive. com/support/performance 9. http://www. gamasutra. com/view/news/30537/Opinion_Give_Cloud_Gaming_A_Chance. php 10. http ://en. wikipedia. org/wiki/OnLive 11. http://en. wikipedia. org/wiki/Steve_Perlman ———————– Display Processor Game Software Input Device User Display Processor Program Input Device User How to cite Cloud Based Gaming, Papers

Tuesday, May 5, 2020

A Trying Relationship Essay Example For Students

A Trying Relationship Essay The history of William Shakespeare, poet and playwright, is anything but one free of controversy. There are several arguments challenging his very existence. Over the years, every aspect of his life has been studied and researched comprehensively. One of the most intriguing aspects of his life undoubtedly is his relationship with his wife and his various love affairs. This essay aims to highlight and analyze the environment surrounding his marriage and attempt to compare it with information presented in the screenplay. The various scholars who have involved themselves in bringing to life his past have come up with stirring evidence about his marriage. What is for certain is the fact that Shakespeare did marry a certain Anne Hathaway. On November 28, 1582 the Bishop of Worcester issued the marriage bond for William Shagspere and Ann Hathwey of Stratford This was almost beyond doubt, Anne Hathaway, daughter of Richard Hathaway of Shottery 1582 Marriage. This quote not only confirms this fact, but also gives us the most accurate known date of Shakespeares wedding. However, some records have changed the whole story surrounding Shakespeares marriage. Ivor Brown, in his book Shakespeare, traces the circumstances that led up to the marriage. William Shakespeare may not have married Anne Hathaway out of choice. On November 27, 1582, an entry was made in the Episcopal register at Worcester. This set down the issue of a marriage license to William Shaxpere and Anne Whatley of Temple Grafton. On the next day, two yeomen of Stratford, Fulk Sandells and John Richardson, agreed to pay forty pounds should any legal consideration arise to prevent the marriage of William Shagspere and Anne Hathway of Worcester. Brown 45 The first theory that can be proposed after reading the excerpt is that an error occurred in the recording of the wedding and was promptly taken care of the next day. But, what if Anne Whatley really did exist? After all, the excerpt does claim that the two Annes were from different towns. It isnt hard to tribute an affair to Shakespeare at all. Shakespeare didnt need looks to captivate a ladys heart. Over the years, he has captured the hearts of millions worldwide with his penmanship. Arguably, such a man could, at that young an age, have easily seduced several women with the magic of his words. And, even though he is some ten years older in the screenplay, Norman and Stoppard have done a brilliant job of portraying Will as an individual brimming with passion and lust in the screenplay. Though a mix up in names was commonplace of that time, it is unlikely that it took place in this instance. Hathaway and Whatley are wholly different names and Temple Grafton could certainly not have been penned down as Stratford. Now however sleepy a clerk may have become during the course of his days penmanship and its refreshment intervals, it is extremely unlikely that he would transliterate Temple Grafton into Stratford Brown 48. This bit of evidence may be the  clue that suggests the possibility of Anne Whatleys existence. Had there been an Anne Whatley from Temple Grafton and an Anne Hathaway, from Stratford, it would give a juicy twist to the story of William Shakespeare, the lover! But, we can only speculate as to what the truth actually was. Perhaps, Shakespeare had intended to marry Whatley all the way and an irresistible Hathaway had suddenly walked into his life. Another possibility could be that the playwright was having an affair with both women at the same time and had made false promises to both. And, the reason he ended up marrying Hathaway was that she was three months pregnant. . . . because the bride was some three months pregnant and there was reason for haste in concluding the marriage 1582 Marriage. This corresponds with what Will tells Dr. Moth in the screenplay. .u32f9d97d664e314b91fc04323ec6210e , .u32f9d97d664e314b91fc04323ec6210e .postImageUrl , .u32f9d97d664e314b91fc04323ec6210e .centered-text-area { min-height: 80px; position: relative; } .u32f9d97d664e314b91fc04323ec6210e , .u32f9d97d664e314b91fc04323ec6210e:hover , .u32f9d97d664e314b91fc04323ec6210e:visited , .u32f9d97d664e314b91fc04323ec6210e:active { border:0!important; } .u32f9d97d664e314b91fc04323ec6210e .clearfix:after { content: ""; display: table; clear: both; } .u32f9d97d664e314b91fc04323ec6210e { display: block; transition: background-color 250ms; webkit-transition: background-color 250ms; width: 100%; opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #95A5A6; } .u32f9d97d664e314b91fc04323ec6210e:active , .u32f9d97d664e314b91fc04323ec6210e:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .u32f9d97d664e314b91fc04323ec6210e .centered-text-area { width: 100%; position: relative ; } .u32f9d97d664e314b91fc04323ec6210e .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .u32f9d97d664e314b91fc04323ec6210e .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .u32f9d97d664e314b91fc04323ec6210e .ctaButton { background-color: #7F8C8D!important; color: #2980B9; border: none; border-radius: 3px; box-shadow: none; font-size: 14px; font-weight: bold; line-height: 26px; moz-border-radius: 3px; text-align: center; text-decoration: none; text-shadow: none; width: 80px; min-height: 80px; background: url(https://artscolumbia.org/wp-content/plugins/intelly-related-posts/assets/images/simple-arrow.png)no-repeat; position: absolute; right: 0; top: 0; } .u32f9d97d664e314b91fc04323ec6210e:hover .ctaButton { background-color: #34495E!important; } .u32f9d97d664e314b91fc04323ec6210e .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .u32f9d97d664e314b91fc04323ec6210e .u32f9d97d664e314b91fc04323ec6210e-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .u32f9d97d664e314b91fc04323ec6210e:after { content: ""; display: block; clear: both; } READ: Bladerunner: Humanity of Deckard s statement in the screenplay about the detached relationship between him and his wife. WILL: Four years and a hundred miles away in Stratford. A cold bed too, since the twins were born. Banishment was a blessing 12. This statement not only describes the emptiness between the couple, but also runs parallel with the possibility that Will indeed never wanted Hathaway as his wife. Another strong pillar supporting this theory is a statement from Shakespeares will. In his will, Shakespeare left Anne only his second-best bed. The exact significance of this is uncertain. Sometimes it has been interpreted as a derisory gesture. Wells 69 This may su ggest that another woman perhaps an unknown mistress was Shakespeares first choice in bed. Any feelings beyond that cannot be inferred from this small piece of information. This would lead us to believe that a very powerful theory about the history of Shakespeares marriage may be proposed using these excerpts. Right from the presumption that he was an ardent young man caught by the worst sort of trap the lifetime bond of marriage to the supposition that he chose to break free from the relationship because his nature forbade him to accept such a verdict. William Shakespeare, I believe, was a lover. The fact that he would have to spend the rest of his life with a woman who would not keep their relationship brisk for long did not appeal to him. And, that is when Norman and Stoppards Will was born.