Saturday, April 25, 2020

Virtual Reality in Construction

Introduction Over the past 3 decades, building design has become increasingly complex due to the necessity of having to incorporate both the technological aspect of modern living (i.e. electrical wires, telecommunication systems, and interior ventilation) as well as the increasing popularity of built in appliances and furniture (i.e. hidden storage spaces, movable beds, etc.).Advertising We will write a custom coursework sample on Virtual Reality in Construction specifically for you for only $16.05 $11/page Learn More This, according to Goulding et al. (2012), has lead to numerous problems within the industry wherein architects, builders and engineers alike need to deal with having to translate complex 2D designs on paper into a working and functioning interior and exterior of a building in real life (Goulding et al. 2012, pp. 103-116). Not only that, one of the more unfortunate trends in the present day construction industry is the need to construct bui ldings within a relatively short period of time in order to save on the cost of labor and utilities. As a result, some construction projects tend to run 24 hours a day with multiple labor shifts being implemented in order to ensure that the building is completed as fast as possible. Li et al. (2003) states that such a method of construction, while impressive in terms of cost savings and completion time, can lead to mistakes in the building design since supervisors cannot be around 24 hours a day to ensure that the designs are completed according to their specifications (Li et al. 2003, p. 561). Another factor that should be taken into consideration is the fact that many constructions companies around the world, particularly those in China and the Middle East, tend to hire foreign design firms in order to create visually stunning buildings that have complex inner workings. At times the normal working relationship between an architect, the building’s engineers and laborers does not exist since the architect is on another continent and has merely provided the designs necessary for the building’s construction and nothing more.Advertising Looking for coursework on other technology? Let's see if we can help you! Get your first paper with 15% OFF Learn More It is due to the factors that have been mentioned that it is necessary for a new system to be implemented that allows for the visualization of the design as well as allows for better collaboration between the architect, engineers and builders to ensure that the design elements, both aesthetic and functional, are implemented in the right way when a building is being constructed. Historical Background Originally, the use of virtual reality in construction within the past decade has been limited to 3D object design wherein separate 3D representations of the exterior and interior of the buildings are designed utilizing 3D Max and other types of software in order to create a representation o f what the interior and exterior of the building is supposed to look like (Qinping 2011, pp. 116-118). Such systems though have been limited to a primarily video based format with no level of interactivity being incorporated into the representation. It merely shows how the design is supposed to look like but does not create an accurate gauge of how particular types of design implements are supposed to be implemented (Animesh et al. 2011, pp. 789-A3). It also did not give a sufficient approximation of space and was universally panned by various architects as a waste of resources due to the amount of time that was needed in order to create a 3D model that could actually be considered an accurate representation. While it continues to be in use within the industry till this very day, its use has been limited to interior design such as helping engineers determine how elements such as fixtures, lighting and other such elements should be implemented. Over the past 4 years though, there has been considerable progress in implementing more technologically complex methods in construction wherein 3D virtual reality technology has been utilized in urban planning as well as transport projects in various countries such as Japan and France (Grant 2010, pp. 60-65).Advertising We will write a custom coursework sample on Virtual Reality in Construction specifically for you for only $16.05 $11/page Learn More This type of technology utilizes graphics systems such as CAD, CAM and EDA in order to create a realistic 3D representation of urban landscapes in order to help city planners see how certain types of planned infrastructure projects would impact particular cities (Grant 2010, pp. 60-65). While lacking in the immersive quality of a true 3D experience, this iteration of the technology at the present does show its viability as a means of enabling architects and engineers alike to get a better visual grasp of how a particular building project will lo ok like when established within a cityscape as well as its overall visual appeal. It should be noted though that this iteration of the technology, while effective in showing cityscape perspective, is severely lacking in detail when it comes to representing the various details of a building (Manca Brambilla Colombo 2013, pp. 1-9). There is no software at the present with the capacity to translate architectural design schematics into actual 3D representation. Though there are software products which can create an accurate visual representation of the exterior and interior, when it comes to the placement of supports, the location of circuit breakers and wiring, as well as the design of a building’s internal methods of transportation (i.e. elevators and stairwells) such software simply does not have the capability nor the capacity to be able to do so. Studies do note that with the current progress of technology a fully immersive virtual reality software for architects can be dev eloped within the next 2 to 3 years, however, it will depend on the demand for such technology. Types of Virtual Reality There are currently two types of virtual reality systems that are currently available, immersive and non-immersive systems. Immersive systems utilize a combination of a large headset meant to shut off the â€Å"real world† from the senses of the user and immerse them into a virtual reality environment.Advertising Looking for coursework on other technology? Let's see if we can help you! Get your first paper with 15% OFF Learn More This is accomplished by having the headset dominate both a subject’s visual stimuli as well as their auditory stimuli. The end result is that based on what they see and hear, the subject will â€Å"feel† like they are in another environment. Non-immersive systems are standard computer terminals that utilize 3D rendering technology in order to display a 3D environment/object on a computer screen (Roquilly 2011, pp. 653-671). This is the predominant form of virtual reality at the present due to the current limits of technology, however, it is expected that the truly immersive 3D experience will be made available within the next few years. Components of Virtual Reality System The components of a virtual reality system are actually quite simple; the first is the use of an immersive environment device, normally a visor or helmet that goes around a person’s head, that is utilized in order for the user to see the virtual environment created by the computer (Hadikusumo Rowlinson 2002, p. 501). The second component is a method of interaction with the virtual system, this usually comes in the form of a mouse and keyboard however there have been other iterations that have been developed in the form of virtual reality gloves that allow users to â€Å"touch† and manipulate the structures within their environment. The last component of this system comes in the form of a computer that can run the entire simulation. While these technologies have been around for quite some time, the fact remains that there has been an insufficient amount of progress in developing a system that is exclusive to the construction industry alone (Ren et al. 2004, pp. 639-649). A majority of virtual reality systems today are primarily training or gaming related applications. While there are systems that have been developed for the express purpose of 3D modeling and rendering, these applications are primarily used in creating computer games and lack the necessary software infrastructure to judge the stability and effectiveness of various types of building designs. Applications of Virtual Reality The applications of VR technology in construction range from enabling architects and engineers to examine the stability and effectiveness of a design and make the necessary changes to enabling engineers and even construction workers to make design recommendations and actually mold the VR image in such a way so as to reflect such changes (Roquilly 2011, pp. 653-671). The most ideal form of VR technology for the construction industry would be a software program that takes the entirety of a building’s designs and creates a fully functional 3D representation of it. The end result is a 3D model that can be â€Å"explored† by a viewer enabling them to see the design elements in a far less complicated manner as compared to looking at a building’s design blueprint. The technology would enable engineers and architects to potentially spot design f laws and correct them within the program itself instead of during the construction phase of the building. Such a process could potentially save a company millions of dollars in redesign/reconstruction expenses and enable the building to be constructed in a faster and more efficient manner (Wu et al. 2011, pp. 1851-1876). Other potential applications of the technology come in the form of being able to â€Å"move walls out of the way†, this method involves being able to remove certain aspects of the building’s design such as walls, stairwells and other impeding objects in order to examine the underlying superstructure behind them (Hadikusumo Rowlinson 2002, p. 501). This would be done in order to determine if the building design is placing undue pressure on structural supports and if so would require a degree of redesign. Normally, such a feat would be impossible in the case of traditional methods of construction given that removing a significant part of a wall could ha ve dire circumstances for the superstructure as a whole. This shows how virtual reality systems are an effective means of investigating the design of a building without have to incur significant risk or cost in the process. Virtual Reality In Building Design As explained by Ibrahim et al. (2008), one of the advantages of VR technology is that it enables architects and engineers alike to be able to experiment with a variety of design elements and see their outcome (Ibrahim et al. 2008, pp. 73-84). For example, the game â€Å"Mine craft† (a sandbox game that allows for the construction of nearly any type of structure so long as it is composed of square blocks) has actually become a part of several college architecture courses since it enables students to create a variety of designs and test their overall level of effectiveness. The same can be said for virtual constructs wherein the viability of design features, the effectiveness of interior design planning as well as In Space Planning Through the study of Kang et al. (2010) involving 3D imagery technology and its possible uses in design and construction, Kang et al. (2010) mentions that VR technology would be an invaluable resource for space planning since it would enable architects to place and test a variety of infrastructures for a building to see which would be the most feasible and aesthetically pleasing (Kang et al. 2010, pp. 1000-1015). This is usually done by first creating a template of the desired shape of the construction project and building up on that by putting features such as a skyline, a large lobby and other such features. The advantage of this method lies in its ability for the building’s designers to see the visual and operational appeal of a particular design. This results in a far better means of construction since designers will be able to tell immediately if their chosen design fits the intended purpose of a building (Sampaio Henriques 2007, pp. 124-134). Another factor th at should be taken into consideration is the fact that VR technology would allow designers to increase or decrease the open spaces in the interiors of a building (Whyte 2003, pp. 565-572). This enables them to determine the best ratio between the need for openness as well as necessity of having sufficient functionality (Whyte 2003, pp. 565-572). In Interior Designing Based on all that has been mentioned so far regarding the capabilities of VR technology, it already becomes obvious that its beneficial use in interior design stems from its capacity to be able to introduce a large variety of possible design iterations within a relatively short period of time. As a result, this can improve the rate in which the interiors of a building are designed and implemented resulting in a better construction process. In Lighting Design In the study of Klein (2007) which examined the application of VR technology in interior design, Klein (2007) notes that testing the effectiveness of certain lighti ng fixtures is far easier in a virtual environment as compared to real life (Klein 2007, pp. 36-50). The reason behind this is quite simple, VR technology allows the user to cut and paste a lighting fixture in any location in a room within a few seconds in whatever way or number they choose. This enables an interior designer to immediately determine the most effect method of interior lighting within a select space. Such a feat is not possible in the case of traditional methods of lighting design wherein designers have to rely on pre-established lighting patterns due to the inability to test where lighting would be most effective (Sampaio Henriques 2007, pp. 56-61). Attempts to do so normally take a considerable amount of time and resources which would be better utilized in other aspects of the construction project. This shows how VR technology can actually make the interior design of buildings that much more effective since it can help to reveal the best position for placing the li ghting fixtures within a room or expansive area (i.e. a lobby). In Heating Ventilation And Air Conditioning One of the main problems in the construction industry at the present is examining whether the heating and air conditioning shafts are placed in such a way that they perform in an efficient manner. While it may be true that during the design phase of a building the architect can draw from a large swath of literature that helps to explain effective ventilation placement, the fact remains that you will not really know there is a problem until you have actually constructed the building and tested the system (Sampaio Henriques 2008, pp. 7-14). VR technology helps to get around this dilemma by setting up a virtual simulation for the ventilation system within a 3D model of the building. Through this process, any problems in the design and implementation of the ventilation system can be resolved while the building is still in the planning stage. This helps to expedite the constructio n process and helps to ensure that costly mistakes are once again avoided (Sampaio Henriques 2008, pp. 7-14). Virtual Reality In Construction Planning And Scheduling Current 4d Planning Approaches Current approaches in 4D planning approaches involve the use of software such as CAD, CAM and EDA in order create virtual simulations of buildings and urban areas. Unfortunately, while the external and internal aesthetic quality of the buildings are superb, there is a distinct lack in sufficient structural programming wherein the building is a building based on appearance and does not take into consideration the physical rules of construction (Woksepp Olofsson 2008, pp. 520-528). This means that the building lack the fundamental rules of construction essential in determining the structural stability of the design elements utilized. Current Limitations Some of the current limitations of the technology come in the form of an insufficient physics infrastructure to actually determine whether a building’s design is actually structurally feasible. Current VR approaches focus mainly on the aesthetic quality of the design and lack a program that proper examines the structural stability of the building’s frame versus the types of supports, designs and spaces utilized (Woksepp Olofsson 2008, pp. 520-528). This is a severe limitation given the necessity of determining whether a building is structurally sound or not. Benefits Of Implementing VR In Construction To Increase The Project Quality And Profit Based on what has been presented so far, it can be seen that there are numerous benefits to implementing VR in construction. VR technology enables architects, engineers and ground personnel to see what the intended outcome of a construction project should be, identify mistakes in the design and make changes prior to the building being constructed (Nikolic et al. 2011, pp. 421-429). As a result, this ensures that when a building is constructed various mistakes rela ted to poor design decisions or errors in the design process are completely avoided which reduces the associated costs such mistakes often entail. Conclusions Overall, what this paper has shown is that VR technology is an effective means of visualization of the design of a building as well as allows for better collaboration between the architect, engineers and builders to ensure that the design elements, both aesthetic and functional, are implemented in the right way when a building is being constructed. Unfortunately, a majority of virtual reality systems today are primarily training or gaming related applications. While there are systems that have been developed for the express purpose of 3D modeling and rendering, these applications are primarily used in creating computer games and lack the necessary software infrastructure to judge the stability and effectiveness of various types of building designs. However, once the software and hardware has improved within the next few years, it can be expected that VR technology will gain main stream acceptance within the construction industry. Reference List Animesh, A, Pinsonneault, A, Sung-Byung, Y, Wonseok, O 2011, ‘An odyssey into virtual worlds: exploring the impacts of technological and spatial environments on intention to purchase virtual products’, MIS Quarterly, vol. 35, no. 3, pp. 789-A3 Goulding, J, Nadim, W, Petridis, P, Alshawi, M 2012, ‘Construction industry offsite production: A virtual reality interactive training environment prototype’, Advanced Engineering Informatics, vol. 26, no. 1, pp. 103-116 Grant, A 2010, ‘Virtual everything’, Discover, vol. 31, no. 7, pp. 60-65 Hadikusumo, B, Rowlinson, S 2002, ‘Integration of virtually real construction model and design-for-safety-process database’, Automation In Construction, vol. 11, no. 5, p. 501 Ibrahim, Y, Kaka, A, Aouad, G, Kagioglou, M 2008, ‘As-built Documentation of Construction Sequence b y Integrating Virtual Reality with Time-lapse Movies’, Architectural Engineering Design Management, vol. 4, no. 3, pp. 73-84, Kang, L, Moon, H, Dawood, N, Kang, M 2010, ‘Development of methodology and virtual system for optimised simulation of road design data’, Automation In Construction, vol. 19, no. 8, pp. 1000-1015 Klein, H 2007, ‘From Romanticism to Virtual Reality: Charles Babbage, William Gibson and the Construction of Cyberspace’, Interdisciplinary Humanities, vol. 24, no. 1, pp. 36-50 Li, H, Ma, Z, Shen, Q, Kong, S 2003, ‘Virtual experiment of innovative construction operations’, Automation In Construction, vol. 12, no. 5, p. 561 Manca, D, Brambilla, S, Colombo, S 2013, ‘Bridging between Virtual Reality and accident simulation for training of process-industry operators’, Advances In Engineering Software, vol. 55, pp. 1-9 Nikolic, D, Jaruhar, S, Messner, J 2011, ‘Educational Simulation in Construction: Vir tual Construction Simulator’, Journal Of Computing In Civil Engineering, vol. 25, no. 6, pp. 421-429 Qinping, Z 2011, ’10 Scientific Problems in Virtual Reality’, Communications Of The ACM, vol. 54, no. 2, pp. 116-118 Ren, A, Wen, Y, Chen, C, Shi, J 2004, ‘Modeling of irregular structures for the construction simulation in virtual reality environments based on web’, Automation In Construction, vol. 13, no. 5, pp. 639-649 Roquilly, C 2011, ‘Control over virtual worlds by game companies: issues and recommendations’, MIS Quarterly, vol. 35, no. 3, pp. 653-671 Sampaio, A, Henriques, P 2007, ‘Virtual Reality Models used on the Visualization of Construction Activities in Civil Engineering Education’, International Journal Of Social Sciences, vol. 2, no. 1, pp. 56-61 Sampaio, A, Henriques, P 2008, ‘Virtual Reality Technology Applied on the Visual Simulation of Construction Activities’, Open Construction Building T echnology Journal, vol. 2, pp. 7-14 Sampaio, A, Henriques, P 2007, ‘The use of virtual reality models in civil engineering training’, International Journal Of Simulation Modelling (IJSIMM), vol. 6, no. 2, pp. 124-134, Whyte, J 2003, ‘Innovation and users: virtual reality in the construction sector’, Construction Management Economics, vol. 21, no. 6, pp. 565-572 Woksepp, S, Olofsson, T 2008, ‘Credibility and applicability of virtual reality models in design and construction’, Advanced Engineering Informatics, vol. 22, no. 4, pp. 520-528 Wu, D, Zhu, H, Zhen, X, Fan, X 2011, ‘Tools and equipment modeling for interactive assembling operating in a virtual environment’, International Journal Of Production Research, vol. 49, no. 7, pp. 1851-1876 Xiangyu, W 2007, ‘Using Augmented Reality to Plan Virtual Construction Worksite’, International Journal Of Advanced Robotic Systems, vol. 4, no. 4, pp. 501-512 This coursework on Virtual Reality in Construction was written and submitted by user Cailyn Lee to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Wednesday, March 18, 2020

Terrorism Creates Fear to the World essays

Terrorism Creates Fear to the World essays The United States and its Western allies say Teheran's real goal is to build nuclear weapons and have threatened sanctions. Washington has hinted a military strike is not out of the question. Fears that Iran is trying to build nuclear warheads were aggravated when diplomats said UN Inspectors may have found traces of highly enriched uranium on equipment from an Iranian research center linked to the military. This is one example of how terrorism creates fear to the world. Different war weapons, threats of killing innocent civilians, and threats of destructing the world, are some form of terrorism that the world is facing these days; especially rampant since the 7/11 attack in the year 2001. Different issues were thrown and are being discussed by many international groups who are concerned on the peace and safety of all nations. In the news, there can never be an episode where information about planned terrorist attacks or events of terrorism will be out of news discussion. Although the nuclear and terrorism issues are not on the agenda of many political discussions, it will always take part in conversations as the threat it brings can never be overlooked. The question is how long can every nation stand the destructions of terrorism? How long can the world be united in fighting problems of terrorism? Dialogue is the best way as most may have perceived. But will the terrorists be open for dialogues that are meant to stop their ideologies? As Washington suggests, "By all appearances up to now they only seem to engage in delaying and stalling while going down the road of acquiring a nuclear weapon" Convicted Al-Qaeda plotter Zacarias Moussaouri stunned a US courtroom with an admission that he was supposed to hijack a fifth plane on Sept 11, 2001, and crash it into the White House. Asked who had told him to fly a plane into the White House, the accused replied "Osama Bin Laden". Mr. Bin Laden has been among the top terr...

Monday, March 2, 2020

Healthy vs Healthful

Healthy vs Healthful Healthy vs Healthful Healthy vs Healthful By Maeve Maddox A reader wonders about the use of the adjectives healthy and healthful: Would you please do a segment explaining how, when, and why healthy and healthful should be used correctly. My tentative belief is that people are healthy or not so; and that foods are healthful or not so. Am I correct? Many speakers like to draw a strict difference between these two adjectives, but it’s not necessary. The argument Some speakers insist that healthy must be applied only to someone or something that enjoys good health: The healthy children ran and played in the sunshine. Every country desires a healthy economy. Healthful, on the other hand, is to be used only to describe something that promotes or contributes to bodily health: The parents petitioned the school authorities to provide more healthful school lunches. The healthful ingredients include broccoli and cabbage. The reality When it comes to standard usage, healthy is used with both meanings by the majority of speakers and writers. In The New York Times, for example, one may read about both â€Å"healthy children† and â€Å"healthy breakfasts.† Both adjectives have been in the language for a very long time. The first OED citation for healthful with the meaning â€Å"wholesome, health-giving† is dated 1398. The first example of healthy with the same meaning is dated 1577. If making a distinction between healthy and healthful gives speakers a sense of satisfaction, then they should do so. However, they needn’t criticize the majority of speakers who use healthy with both meanings. The usage that pains my grammar nerve is this: How to Eat Healthy New Year’s Resolution to Eat Healthy A few speakers may say, â€Å"Eat healthfully,† but the online evidence suggests that healthy is about to morph into an adverb. Want to improve your English in five minutes a day? Get a subscription and start receiving our writing tips and exercises daily! Keep learning! Browse the Misused Words category, check our popular posts, or choose a related post below:The Meaning of "To a T"Excited ABOUT, not "for" Parataxis and Hypotaxis

Friday, February 14, 2020

Phosphoaspirin (MDC-43) a novel benzyl ester of aspirin, inhibits the Essay

Phosphoaspirin (MDC-43) a novel benzyl ester of aspirin, inhibits the growth of human cancer cells - Essay Example This study by Zhao, Mackenzie, Murray, Zhang, and Rigas (2009) aims to observe the anticancer activity and mechanism of the new phosphoaspirin (MDC-43). For the purpose of this study, several reagents were purchased, or gifted, from different pharmacological companies. Cell cultures were grown in the laboratory in line with the American Type Culture Collection instructions. The trypan blue exclusion method was used to measure the cell viability and growth. Moreover, the cell cycles were analyzed following standard PI protocols (Zhao, Mackenzie, Murray, Zhang, and Rigas 2009, p. 512). Human cancer cells derived from colon, pancreas, breast, liver and lung were used in this study; these are some of the major and most common forms of cancer and account for around â€Å"54% of all new cases of cancer in the USA† (Zhao, Mackenzie, Murray, Zhang, and Rigas 2009, p. 517). All cell lines that were studied showed that Phosphoaspirin was more powerful than aspirin in preventing cancer cell growth (Zhao, Mackenzie, Murray, Zhang, and Rigas 2009, p. 513). Moreover, phosphoaspirin was also shown to stimulate the creation of reactive oxygen species (Zhao, Mackenzie, Murray, Zhang, and Rigas 2009, p. 514). The study also observed that phosphoaspirin had an inverse effect on thiol levels in the cells, and produced intrinsic apoptosis (Zhao, Mackenzie, Murray, Zhang, and Rigas 2009, p. 514-516). Furthermore, the phosphoaspirin also increased cell signaling in some cells, however, the effect was limited to protein activation alone (Zhao, Mackenzie, Murray, Zhang, and Rigas 2009, p. 516). The data collected by the study clearly demonstrated that phosphoaspirin has a strong reduction effect on human cancer cells. Moreover, the effect is stronger than that of aspirin, as well as being more generalized. The strength of phosphoaspirin was found to be more uniformly superior to ordinary aspirin; however, no reason

Saturday, February 1, 2020

How the Internet has Changed the way we live Essay

How the Internet has Changed the way we live - Essay Example Department of Defense gave birth to ARPANET which later became the internet. The visionaries who saw great potential in using computers to share information on research in scientific and military fields laid the spark of internet's birth. In 1962, J.C.R. Licklider of MIT proposed a global network of computers. Leonard Kleinrock developed the packet switching which is the basis of internet connections. In 1965, Lawrence Roberts connected a Massachusetts computer with a Californian one over dial-up telephone lines. The ARPANET, first brought online in 1969, initially connected four computers at universities in southwestern US. Ray Tomlinson, in 1972, brought e-mail to ARPANET. He was the one who introduced the symbol-@- to connect the username and address. The internet was designed to provide a communication network that would resist nuclear attacks. The early users were computer experts, engineers, scientists and librarians. During the '60s and '70s, Frederick G. Kilgour of the Ohio College Library Center led networking of Ohio libraries. In the mid 1970s, New England, the southwest states, Mid Atlantic states, etc. joined it to form national, later, international networks. The ARPANET matured in the '70s due to the TCP/IP architecture proposed and developed by Bob Kahn and Vint Cerf. USENET was born in 1979 with the Unix to Unix Protocol invention. Newsgroups were introduced to exchange information throughout the world. Though it was not a significant part of the Internet (due to the lack of TCP/IP), it played a vital role in the development of the Internet. BITNET appeared in1981 and it connected the mainframes of IBM and also provided mail services. SCNET, developed in 1984, grew into NSFNet, the backbone of Internet. In 1986, when it was developed, it gave access to a number of super computing centers. More departments started making use of the Internet. Hence, more tools and resources were needed. More universities, organizations and libraries got connected and Internet became harder to track. In 1991, the first friendly interface to the Internet was developed. In July, 1992, Delphi, the first national commercial online service offered Internet access to its subscribers. In 1993, Microsoft Internet Explorer was developed. With the release of Windows 98 which the browser well integrated in the desktop, Bill Gates capitalized on the Internet. The Internet Boom The impact of the Internet is too enormous that it takes a lifetime to elaborate on it. Business entered the Internet arena. Advertising showed up to attract consumers. Online shopping entered a faster pace. Consumers found it easy when they could compare prices. Delphi's free offer of web pages, chat rooms, community building centers, etc. made the Internet more and more on demand. High-speed connections spread. Cable modems and digital subscriber lines replaced the older, slower ones. Wireless access bloomed. Now, we even have small, portable devices that can be used to access the Internet like, the pocket PC, game machines, GPS devices, etc. Let us discuss how Internet affects the various fields of our day to day lives. IMPACTS ON BUSINESS In the beginning, the use of Internet remained to searching and mailing. With the rise of more innovations, people started applying technology to various fields. Business is one such field which was rewritten by the entry of Internet. ECONOMY We saw the days when anything was

Friday, January 24, 2020

Use of Bathroom Scenes in the Film Pulp Fiction Essays -- Pulp Fiction

Bathrooms are filthy. They are grimy, soiled porcelain wastelands swarming with harmful bacteria and human waste. And they’re one of Quentin Tarantino’s favorite tools to use on the big screen. If one were to study the history of American media, he or she may notice that bathrooms are scarcely pictured. In fact, it wasn’t until the 1960 release of Alfred Hitchcock’s Psycho that a toilet was shown in cinema. The featured toilet caused quite a stir among critics, and became a symbol of American ethics. Quentin recognized the subject of morality that resided in the use of bathrooms and used it to his advantage. In his 1994 release, Pulp Fiction, Quentin frequently uses the bathroom to make the viewer question his or her ethical views. The first instance of the bathroom being used to elicit a questioning of ethics within the audience occurs during the sub story of Mia and Vincent Vegas. In this scene, two questions of ethics are brought forth. After a long, fun night Vincent returns with Mia to Marsellus Wallace’s estate. He promptly announces that he has to use the restroom, and leaves Mia alone. Once alone in the bathroom, we see Vincent talking to himself in the mirror, trying to persuade himself to leave Mia alone for the night. Vince is quite obviously attracted to Mia, and Mia seems willing to spend more time with him. He has to decide whether to stay longer and risk taking advantage of Marsellus’ wife or to leave immediately, wishing her a good night and ending his relationship with her. This creates tension and allows the audience to consider their own moral standpoint in regards to the situation. The second questioning of ethics that occurs in this scene begins to take place moments after Vince leaves the bathroom. We h... ... side with. Again the audience must consider their own moral stance in regards to the situation in order to reach this conclusion. As proved in this clever arrangement of bathroom scenes, Quentin Tarantino is a creative albeit unorthodox director. Though he draws inspiration from a vast expanse of resources, this Quentin’s productions are undoubtedly unique. Through his clever use of the bathroom as a means through which to bring forth a questioning of ethics, Tarantino has again proved his creativity as a director. This movie made me think. This movie made me reevaluate my moral values and empowered me to challenge my own ethical views. This movie literally taught me more about myself than I had previously realized. We can only hope Tarantino continues to produce such impactful films so we can continue to explore our values the way Pulp Fiction has allowed us to.

Thursday, January 16, 2020

Harrison Bergeron Essay

Kurt Vonnegut’s short story â€Å"Harrison Bergeron† is about a futuristic society where beauty is destroyed to create equality. It centers around the highest official, appropriately named, the General Handicapper. His only role to to seek out and find to people who are skilled, pretty, or good at sports and forced them to hide away these talents through masks and waits. It is through basic literary elements that Vonnegut creates and develops the theme that general conformity leads to the deformation of humanity. The short story begins in the future, â€Å"The year was 2081† and Vonnegut immediately puts out the benefits of this futuristic society, stating â€Å"everybody was finally equal† and not just equal â€Å"before God† but in â€Å"every way† possible (Vonnegut, 1968, p. 7). Vonnegut’s description foreshadows what is to come in the novel and certainly this forced equality can only lead to a dangerous and potentially deadly ending. Conformity and the effects of uniformity is a common theme in the bulk of science fiction literature and Vonnegut’s short stories are no different. However, in â€Å"Harrison Bergergon† not just the theme of uniformity is explore but also the stripping away of humanity. This short story, the government forces everyone to be equal –â€Å"nobody was smarter than anybody else. Nobody was better looking than anybody else. Nobody was stronger or quicker than anybody else. † (Vonnegut, 1968, p. 7). Government agents force people who are beautiful to wear ugly masks and people who are thin are forced to carry around weights. The goal of all this control is to make sure that everyone has the same handicaps, the same features, and the same feelings. Even odder is that smart people were forced to wear radios which interfered with there brain functional creating a human society where everyone was equally stupid. By eliminating the the issues, which modern society still deals with, of racism, sexism, and discrimination based on looks, Vonnegut’s future society should be healthy and happy because everyone is the same. However, in the pursuit of equality the loss of humanity took place. Humanity is based on the idea of independence and individualism. The featured protagonist of this short story and namesake is Harrison Bergeron. He is a bright and friendly boy who has the most hated qualities in his society. He is intelligent, handsome, tall, and strong. Due to Harrision’s features he is required to do several things to compensate for all his good quality. He is subject to radio noises which stops his concentration and focus. He has to carry hundreds of pounds of extra weight. He also have to wear sun glasses which gives him a head and he has to undergo surgery fort o make him ugly. While awaiting his surgery he escapes and takes over a news station. On air he takes off his handicaps and is revealed to society. When enters the station he is looks â€Å"like a walking junk yard,† required to wear â€Å"a red rubber ball for a nose, keep his eyebrows shaved off, and cover his even white teeth with black caps at snaggle-tooth random† ( Vonnegut, 1968, p. 21). He also meets up with a ballerina and she too casts off her imposed disabilities. When the couple dances they shrug off the law of gravity and the laws of motion as well,† leaping to kiss the thirty-foot ceiling until finally â€Å"they remained suspended in air inches below the ceiling, and they kissed each other for a long, long time. † It is then that Glampers enters with her shotgun† (Vonnegut, 1968, p.  22). Unfortunately both are killed by the General Handicapper. As a sub plot his parents are watching the news station but once everything is said and done they can not remember what has happened due their forced handicaps. Irony is another literary device that Vonnegut uses in this short story. Vonnegut comments on the look-ism which is apparent in American society. Vonnegut even appears cynical about what passes as average in America. â€Å"Hazel had a perfectly average intelligence, which meant she couldn’t think about anything except in short bursts† (Vonnegut, 1968, p. 20). The observation on the ballerinas continues the undercutting humor: â€Å"They weren’t really very good–no better than anybody else would have been, anyway† (Vonnegut, 1968, p. 20). Heavy irony emerges in the plodding Hazel’s missing the point, as when she sympathizes with the stuttering announcer for trying â€Å"real hard† to do his best or suggests George might remove some of his weights in the evenings. Compounding the irony she says, â€Å"‘I think I’d make a good Handicapper General. ‘ ‘Good as anybody else,’ said George. † The range of sounds and the comic brutality of their effect provides another source of comedy. One of George’s winces prompts Hazel to ask the cause. â€Å"Sounded like somebody hitting a milk bottle with a hammer,† he replies. Another sounds like a twenty-one gun salute that leaves George â€Å"white and trembling† and leaves two of the ballerinas on the floor clutching their temples. The final one is a riveting gun. â€Å"Gee–I could tell that one was a doozy,† said Hazel. â€Å"You can say that again,† said George. â€Å"Gee–† said Hazel–â€Å"I could tell that one was a doozy. † (Vonnegut, 1968, p. 41) Hazel’s stupid behavior and mindset symbolizes the dumbing down of America. In addition the television is equally symbolic. When this book was written, the television was now found in every home throughout the country. It became the way that people communicated and received news. Reading, literature, and human interaction decreased and was replaced by the mindless chatter of television shows and governmentally run news broadcasts. Hazel’s aversion to the old days when she could be made to feel like â€Å"something the cat dragged in† (Vonnegut, 1968, p. 22) obviously is not very persuasive The narration in â€Å"Harrison Bergeron† is also interesting. This is because the narration is third person, as if person is looking back on the events that just happened. Third person omnipresent is an interesting choice for narration because it allows the reader into the minds of all characters. For example Vonnegut reminds the readers, in third person narration Nobody can be in any way superior to anybody else, as guaranteed by â€Å"the 211th, 212th, and 213th Amendments to the Constitution, and to the unceasing vigilance of the agents of the United States Handicapper General† (Vonnegut, 1968, p. 20). In particular, the motivations of each character which inspire their actions and words. â€Å"Harrison Bergeron† is a very unique short story because Vonnegut manipulates basic literary elements and creates a satire of American ideals and societal norms. Vonnegut is able too, in a tongue and cheek manner, show how the government can create a society which lacks humanity. A government that is left uncontrolled can exert such great power that it can destroy what makes human unique creatures on this planet. In doing so, people become mindless and vulnerable to the governmental propaganda that tells the citizens of a society that these rules are for their own good.