Friday, November 29, 2019

Japanese Anime Essays - Mecha Anime And Manga, Mazinger, Shnen Manga

Japanese Anime Japanese Anime First of all, for those of you that don't know what Anime and Manga mean I'm gonna tell you that those are two Japanese words. Anime can be translated as Animation Movie (cartoon) while Manga means Comics. Please note that many people think that Manga are only R-rated or X-rated Japanese comics but this is not true! All Japanese comics book are considered Manga! As far as I'm concerned the great and constant production of Anime begins in the year 1958 when Toei Doga produced the animated version of a famous ancient Chinese legend: The White Snake. It is from 1963 that the Anime big business started to grow faster thanks to Osamu Tezuka and his house of production (Mushi). Tetsuwan Atom was their first production: the cartoon was done in black and white and was a true success. Atom was the first small robot of Nippon animation and later on, many young authors will be inspired by Tezuka's drawings. In the same year we also had the first prototype of a giant robot: Tetsujin 28 go created by Mitsuteru Yokoyama. It was however poorly realized and didn't earn too much success but it's important to remember because it set the basis for the so called 'Robot Anime' a new genre that will flourish around the '70s when Go Nagai will create the best Robot Anime Series ever done: Mazinger Z, Great Mazinger, UFO Robot Grendizer, Getter Robot and GetterRobotG. Mazinger Z is one of the most popular Japanese mangas of all time, which was originally written by Go Nagai. Here are the basics of what it is about. Mazinger Z is a giant robot built by Dr. Kabuto to fight the evil mechanical monsters created by Dr.Hell. Dr.Kabuto and Dr.Hell were two famous scientists: during an archeological expedition in Rhode's Island they found the ruins of an ancient society that had a technology so advanced to be able to build giant robots (called 'mechas'). When Dr.Hell realized how powerful those robots were, he had the idea to rule the world! Dr.Kabuto didn't like the crazy ideas of Dr.Hell and decided to retire. However he was still working on two scientific projects: -a new alloy he called Super Alloy Z processed from Japanium (a new element found only in the stratum of Mount Fuji); -a new powerful source of energy called Photo-Atomic Energy. He decided to use his new discoveries to build Mazinger Z: a giant robot even more powerful than those mechas he found in Rhode's Island. He knew that Dr.Hell was a mad scientist and the only way to stop him was to destroy all the mechanical monsters he found before he could activate them. Mazinger Z made with Super Alloy Z and activated by the Photo-Atomic Energy was the last hope. Years later when Dr.Hell was ready to conquer the world, he ordered his servant Baron Ashura to kill Dr.Kabuto because he was the only one to know about his monsters and maybe the only one who could potentially slow down his conquest of the world. Baron Ashura destroyed Dr.Kabuto's house but fortunately just before his death Dr.Kabuto was able to show to his nephew (Koji Kabuto) his secret laboratory and the giant robot he built. Koji got really mad because of his uncle's death. He runs toward Mazinger Z willing to learn how to use it as soon as possible. Unfortunately Dr.Kabuto couldn't explain the complex instructions to correctly operate Mazinger Z but after few tries Koji was able to land with the pilder (also known as Jet Piloter in some version of the series) into Mazinger's head and from there take control of Mazinger's body. Few days later, Dr.Hell showed his monsters to the world; they start destroying everything in their path but a new hero was already there to fight them: Koji Kabuto, now perfectly able to control his Mazinger Z destroyed all of Dr.Hell's monsters! The story will be quite the same later, Dr.Hell will build more and more powerful monsters, Mazinger Z will have to desperately fight with all of them, but at the end he'll be victorious. In the series other two robots are involved: Aphrodite A is a

Monday, November 25, 2019

Impact of Television essays

Impact of Television essays "I believe that television is going to be the test of the modern world, and in this new opportunity to see beyond the range of our own vision, we shall discover either a new and unbearable disturbance of the general peace or a saving radiance in the sky. (Qtd. In Murray 7) This quotation, by E.B. White, was written at the dawn of the television. White was right, it would either be beneficial or detrimental to society. Ever since the first television station was licensed in 1941, our lives have been affected by the presence of television. However, this effect is not negative. Despite the selection of shows that appeal to us negatively, it is used as a simple means of entertainment that appeals to the ethical in us as well as an invaluable source of cultural enrichment. Television is also an excellent aid in preparing children for school and assisting in educating children after they have begun school. Every day millions of people turn to their televisions as a form of escape from the pressures and stress of day-to-day life. The television, to them, serves the purpose of entertaining them for a half hour or an hour at a time. What people dont realize is that some shows also deal with ethical issues. Some sitcoms, such as the popular NBC produced show Friends and CBS Everybody Loves Raymond, are meant solely for entertainment but deal with everyday ethical dilemmas. Humor is not the only approach used in television entertainment. Shows, such as ABCs NYPD Blue, use thick plot lines and heavy drama to draw the viewer in entangling them in an intricate web of law and order. Even though some shows are meant only for entertainment, some shows make it a point to dive into major ethical based plot lines, an example of this can be found in CBSs Touched by an Angel. All of these shows, no matter the target audience, somehow delve into the difficult world of e...

Thursday, November 21, 2019

Costing and Economics of Textile Production Essay

Costing and Economics of Textile Production - Essay Example A company will invest in country in which support infrastructure is available; a company will invest in a country with good transport network, good energy and electricity services and good communication network, a country with poor infrastructure will not be appropriate to invest in as it will not enable smooth running of the company. Poor infrastructure will not enable the company to transport its goods on time and this may also cause an increase in the cost of production of its goods and therefore it will be less likely for the multinational company to invest. Some countries have abundant resources and factors of production, example raw materials used for production or even abundant skilled and cheap labour, when such advantages exist then there is a high likelihood for a multinational company to invest, a good example of this is why many multinational companies invest in third world countries, because there is abundant and cheap factors of production. However multinational companies will be less likely to invest in countries where such advantages do not exist.

Wednesday, November 20, 2019

Macro Economics Assignment Example | Topics and Well Written Essays - 500 words - 1

Macro Economics - Assignment Example The ECB is thinking of buying corporate bonds as an option if it believes that more measures are needed to increase money into the European economy. Though such an idea does not seem to be imminent, investors snapped up stocks and sold the euro based on ECB’s thinking. Investors are moved by signs that ECB is considering more policy measures to increase money in the European economy if current measures such as low interest rates, new bank lending facility as well as a program to buy particular types of debts fail to boost economic growth and inflation. France’s CAC 40 went up by 2.3 percent and Germany’s DA rose by 1.9 percent. In the same vein, Spanish stock rose by 2.4 percent and Italian stock went up by 2.8 percent. The ECB’s current initiatives are geared toward adding money supply to the economy by increasing the amount of assets on its books. ECB creates new bank reserves by printing money to purchase assets. The graph below shows there is a decrease in money supplied in the European economy. The European Central Bank (ECB) has to put into play policy measures that will move the graph to the right as shown by the arrow. These measures include low interest rates, buying of corporate bonds as well as new bank lending facility which will add money to the economy and push the graph to the right in order to boost economic growth and inflation. The nominal interest rate must decrease to encourage the demand for money back to the equilibrium. It is worth to note that an decrease in the nominal interest rate will decrease the demand for savings and so increase the demand for money. Cox, Josie and Blackstone, Brian. â€Å"European Stocks Jump as ECB Mulls Buying Corporate Bonds† http://online.wsj.com/articles/european-stock-markets-edge-higher 1413878920?mod=WSJ_hp_LEFTWhatsNewsCollection (accessed October 21,

Monday, November 18, 2019

Recruitment of a Star Essay Example | Topics and Well Written Essays - 1250 words - 1

Recruitment of a Star - Essay Example 27). This allows for loyalty and dependency. He is the best fit or candidate for the job because of the above positive aspects as well as the intelligence he demonstrated during the interview. Letting Peter go was the biggest mistake that Stephen Conner made because he faced the biggest problem of finding the right replacement as soon as possible (Groysberg et al. 1). Time was the significant factor for Stephen since it was that time when the organization was in dire need of an experience, skilled and senior analyst so as to get started with PowerChip Company, their new client (Connor & York, 2011). Other than that, Stephen faced a lot of concerns from the organization’s senior executives regarding his decision of allowing Peter go. As a matter of fact, the senior executives were very disappointed with his decision to make Rina a substitute for Peter because Rina was an assistant to Peter and had joined the organization only three years ago yet they needed a senior and highly qualified analyst (Groysberg et al. 2). The organization needed a senior analyst who is amazingly intelligent and with very superior analytical skills just like Peter (Connor & York, 2011). So a candidate that needed to succeed or supplant Peter must possess the same characteristics or be of the similar cadre so as to fit on the same shoe quite easily. Peter was at all times a hard worker and an achiever and his priorities were resource management, time management as well as competency at work (Groysberg et al. 4). Therefore, to find the best fit or replacement look alike of peter, there must be a new Peter that has the similar skill set as well as attitude. From the list of the four candidates, the best fits are Sonia and Seth because of the following reasons. Sonia is a hard worker and an achiever. Despite the fact that she is working in a boutique, Sonia’s performance following the previous three years has tremendously grown

Saturday, November 16, 2019

Violent Video Games Children

Violent Video Games Children The Effects of Violent Video Games on Children Computer video game is one of the most popular trends among children as well as young adults. From the time it was invented it has evolved into a more exciting and challenging media games of all time. The technological advancement has made it even more exciting for the players to religiously play and challenge themselves of what are the things in store for them while they are playing. The graphics and sound effects fascinate its audience, as if they are really there in the setting of the situation, especially those three dimensional computer machines which are seen mostly in computer arcades. The ability of the player to control and maneuver the situation made it more even exciting. Violent video games have been one of the most sought themes among the players. But with the increasing number of people engaged into this computer games, a lot of issues has also been raised, as to the negative effect and the benefit of these violent video games to children and young adults. This essay wi ll argue that violent video games do have a negative effect on children. Early experiments using physiological measures of arousal such as: galvanic skin response, heart rate and respiratory changes found that children are emotionally responsive to even animated television violence. The effects of violent video games on young adults arousal levels and aggressive thoughts have been measured. Results indicated that college students who had played virtual reality game had a higher heart rate and exhibited more aggressive thoughts in a post test, than those who played a non-violent game (Grossman DeGaetano 70-71). These physiologic changes stimulate the sympathetic system which creates excitement and this â€Å"good† feeling makes them to do it repeatedly. Similarly, as cited in an article in AllPsych Journal entitled, The Psychological Effects of Violent Media on Children, The Academy of Pediatrics states â€Å"More than one thousand scientific studies and reviews conclude that significant exposure to media violence increases the risk of aggressive behavior in certain children, desensitizes them to violence and makes them believe that the world is a ‘meaner and scarier place than it is† (Tompkins). According to Tompkins, if children become accustomed and believed that this violent behavior is acceptable and normal it will be hard to change that belief as they grow older. She also relates this to the study of domestic violence where in a person exposed to this violence tend to be either abused or abuser. She further explains this by citing the Columbine incident as an example, where in the two students, who committed a violent act are video fanatics. Their exposure to violence was linked to their violent act since both of them came from a good family. Moreover, â€Å"reward increases imitation† (Gentile 136). And this process of rewarding in computer games makes it more addicting because children tend to be reinforced when they are rewarded, which in psychology termed as â€Å"positive reinforcement† but this reward system in computer games defeats the true purpose of â€Å"positive reinforcement†, that good acts should be rewarded in order to reinforce the action, where as computer rewarding rewards its players after killing or defeating their opponent. Furthermore, â€Å"Participation in violent video games cast a negative cloud over the childrens views of interpersonal interactions. One research revealed that preschoolers most likely experienced fear and anxiety when they saw bloodied victims and watched expressions of emotional distress in connection with the medias constant showing of the events of September 11th and their aftermath† (Cantor, 2002). These experiences that are internalized by children, unconsciously affects their behavior, and when they are placed in situations similar to what they have seen, the child could become anxious and restless. On the contrary there are opposing reaction from different sectors regarding this matter, the president of the Interactive Software Association, Doug Lowenstein stated, â€Å"I think the issue has been vastly overblown and overstated often by politicians and others who do not fully understand, frankly this industry. There is absolutely no evidence, none, that playing a violent game leads to aggressive behavior† (qtd in Bushman Anderson 353). But how can we expect them to see the negative effect of these violent video games, well in fact what they mean is purely business. Likewise, Steven Johnson said: â€Å"The most debased forms of mass diversion-video games and violent television dramas and juvenile sitcoms-turn out to be nutritional after all (9). It is nutritional in the sense that learning comes along while playing these violent video games, such as mastery and control and hand-eye coordination. But this paper totally disagrees with this notion. There are more appropria te ways of learning these things, without jeopardizing the minds of these children of what is good and what is wrong, such as art camps, and other indoor and outdoor activities that utilizes the body, where in physical, psychological and emotional aspects are given importance, which builds friendship and the values of sportsmanship, as well as maintaining a healthy active body, which computer games dont give. Furthermore, computer video games promote isolation, aggressive behavior and a sedentary life style by sitting long hours in front of these computers. In conclusion, violent video game has a significant effect on children, not only on their behavior but also on their physiologic state as well as the emotional state especially that of a vulnerable individual. The government sector should be more critical and sensitive on how to protect its citizen with this kind of media. Parents on the other hand, who have the first hand decision whether to buy this violent video games or not, since they are responsible in giving money or buying this for their children, and what ever decision they would take they should know the consequences of the possible effects of these materials to their children. And users of this video games should be reminded that everything in excess is not good. Annotated Bibliography Anderson, Craig A., and Brad J. Bushman. Effects of Violent Video Games on Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: a Meta-Analytic Review of the Scientific Literature. Psychological Science 12.5 (2001): 353-359. Apr. 2008 Dr. Craig A. Anderson, a professor and chairman of Department of Psychology in Iowa State University. He is a distinguished professor and Director of the center for the study of violence. Most of his current researches focus on aggression especially on the potentially harmful effect of exposure to violent entertainment media. Dr. Brad J. Bushman, a professor in University of Michigan, has a PhD in social psychology in University of Missouri. His focuses are the consequences and causes of aggression. In this research, the authors used methods such as literature search literature, criteria for relevance, coding frame and meta-analytic procedures, to test if violent video games will result to increase aggression in children and young adult. They found out that after conducting the experiment using experimental and non-experimental designs, in both male and female, that it poses public health threat to children and youths including college individuals. Exposure is negatively associated w ith prosocial behavior, and the long term effect on the development of aggressive behavior is absolutely related to exposure to violent video games. This is in contrast to the study made by Tompkins in 2003, which shows no proof that signifies either negative or positive effect of media violence. It is important in this research as it illuminates the side taken by this paper. Cantor, Joanne. The Psychological Effects of Media Violence on Children and Adolescents. Joannecantor. 19 Apr. 2002. HEC  Montreal. 19 Apr. 2008 . Joanne Cantor is an expert on the effects of the mass media on youth. A Professor Emerita and Director of the Center for Communication Research at the University of Wisconsin-Madison, is a well-known expert on children and the mass media. Joanne Cantor and her associates have conducted a program of research to explore developmental differences in media-induced fright reactions based on theories and findings in cognitive development. This study illustrates the effects of media events and images are less bothering on older children, where as other things become potentially more upsetting. This gives another highlight to the side taken by this research that there is a significant negative effect on the part of the children. Gentile, Douglas A. â€Å"Media Violence and Children: a Complete Guide for Parents and Professionals†. London: Praeger Publications, 2003. Douglas Gentile, a known developmental psychologist and a research director for the National Institute on Media and the Family. He conducts many researches about children and adult. In this book, he contends that learning comes from repetition. The fact that the violent games require violent acts to be played over and over again creates an ideal learning situation. But what the players are learning is antisocial behavior and the idea that violence is a good way to resolve conflict. He used data from other books, studies made by different authors, and other references in order to come up with a book that serves as guideline for parents and professional with regards to the effect of media violence to children. One important insight was when he said that the difference between television and computer games when it comes to the response of the individual is that violence in televisions are rarely sustained, because of commercial gaps and changing of scenes, in contrast to video games whe re violence is continuous. Where in players should always be alert for hostile enemies and must constantly choose and enact aggressive behaviors, exposing children to continual stream of violent scene. In contrast with the book of Grossman and DeGaetano, where in the authors were more subjective of the subject matter; by trying to make a call and make action on media violence, Douglas A. Gentile showed neutrality on the issue and focused more on how to guide parents and professionals decide on the issue after presenting the datas. Grossman, Dave, and Gloria Degaetano. â€Å"Stop Teaching Our Kids to Kill: a Call to Action Against TV, Movie Video Game Violence†. First ed. New York: Crown, 1999. LT. Col. Dave Grossman, who is a retired US Army and a professor of military science in Arkansa State University. He is the author of On Killing: Psychological Cost of Learning to Kill in War and Society, and specialized in the study of psychology of killing, which he called â€Å"killology.† Gloria DeGaetano is a known educator in the field of media violence, and the author of Screen Smarts: A Family Guide To Media Literacy. The authors, used datas from different resources: books, journals, researches of different authors, in order to come up with a book which calls for an action against T.V.., movie and video game violence The book talks about different factors as to the effect of media violence on children. They are very much concern of the negative effects of this violence in media as well as video games to children. They presented in their book the negative effects of media violence to society, that in reality there are a lot of children and teenagers engage themselves in to violent acts, and the disadvantages that this gives to the individual, their family and the society. This research used this book, because it gives a distinct description on what this paper is trying to point out, that there is significant negative effect on the childs behavior, it does not only gave comprehensive details, but the insights of the authors made it more meaningful. Johnson, Steven. Everything Bad is Good for You. Canada: Riverhead Books, 2005. Steven Johnson, who is a well-known author Mind Wide Open: Your Brain and the Neuroscience of Everyday Life, and a distinguish writer in New York, put emphasis on his book that violence on television and video games are not really bad for children. For the author, the kind of education that video games are giving is not learned in classroom situations or cannot be seen in museums. There are benefits in playing violent computer games. He wants to tell the reader that the learning in computer games enhances cognitive faculties, not dumbing them down. In his book, he made comparison between reading books and playing video games. According to him, reading books or novels enhance our imagination, while playing video games help you to choose the right decision by evaluating facts, examining situation, and by considering your long term goals. In contrast with the study made by Bushman and Anderson and that of Joanne Cantor, where in the two believed that there is significant negative effect of violent video games on children. Tompkins, Aimee. The Psychological Effects of Violent Media on Children. AllPsych Journal (2003). 20 Apr. 2008 . Aimee Tompkins used the reports of the studies made by the Academy of Pediatric Society, The National Coalition on Television violence and cited stories where in violent video game fanatics were involved in shooting incidents and killing people, in order to assess the psychological effects of violent media on children. After presenting and analyzing the studies made, the author concluded that there was no proof either positive or negative long term outcomes of violent media and that parents should pay more attention on the activities of their children. In contrast on the result of the study made by Bushman Anderson, that there is a significant effect on the behavior of children by increasing their aggression. This study was given importance in this essay because it gave another perspective on the issue discussed.

Wednesday, November 13, 2019

Time Management Essay -- Business Management Studies

Time Management The largest percentage of my time went into sleeping which isn’t a surprise, however tracking how I used my time made it obvious that further time management was needed to achieve my maximum potential. Such improvements would be to the undesirable categories: Structured and Un-structured leisure, a decrease by half the amount of hours used by these categories would assist my private studies and improve my overall academic performance. This should lead to a third of my time into travelling, eating, class contact, structured and un-structured leisure. And another third into private study and finally the last third into sleeping. Trying this new arrangement of time keeping provided to be a positive outcome in my day to day activities as it provided a strong backbone to my time management. In general, the hours used by the other categories are acceptable to maintain some balance and relaxation for the mind and body to sustain motivation and some social life. Overall reflection on personal strengths and weaknesses re time management based on evidence in my diary. The f...