...We Are Detrimentally Dependent on Technology October 13, 2010 Abstract Technology comes in many forms and no aspect of our lives is untouched by some form of technology or another. Technology is defined as “the practical application of science to commerce or industry”. Technological development into present day has been meteoric to say the least. With the advancements of nearly every aspect of human life having some tie with technology, one might start to see a synergistic relationship between humans and technology. However, while some would believe this relationship has been beneficial for us, we believe there have been detrimental effects from our growing dependence on technology. 1 Introduction No one can argue against the fact that the human race has made enormous bounds in advancements in the last century. From developments in technology which affect society, how we communicate, the field of medicine and education. Technology has not left any aspects of our lives untouched. There will be no shortage of people who would argue that the technological advancements of the 21st century have been beneficial to society. While beneficial, we believe that, as a society, we must realise the magnitude of our dependence on technology and the ramifications if it were to be taken away from us. This paper argues that humans have formed a detrimental symbiotic relationship with technology in its many forms. This paper will investigate the changes that technology has affected, and show that...
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...Netbook alternative. Now there are two competitors that we want to note as their product has not hit the markets yet, but they are targeting our segment target as well, BlackBerry Playbook and the Vizio VIA tablet both are due to release their tablets in the next 3 to 6 months. But we also have to address what the competition is using as their key platform or landscape options for their tablets as this will affect the target market as well: Apple iPad - There's probably no explanation needed for this one. With a million iPads sold within the first month of its introduction, the iPad has quickly taken the lead position in the tablet category. Pros: Elegant hardware; vibrant App Store; ideal for media playback; large selection of games; fast processor; responsive multitouch screen; long battery life; priced as low as $499. Cons: Users must buy their software from Apple;...
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...relationship between Facebook™ activity and academic performance for an African American sample population. The study was conducted at a large, four-year, private university in the Mid-Atlantic. All undergraduate, African American students enrolled in the College of General Studies, School of Health Sciences, and School of Education comprised the sample population. Volunteer participants completed a Facebook™ Activity Survey, which is an instrument used to collect semester grade point averages (GPAs), time-use of Facebook™, multitasking information, type of Facebook™ activities, and demographic information. The results of the survey were analyzed using hierarchical multiple regression statistics. The analysis showed the strength of the relationship between the predictor variables (average daily minutes of using Facebook™, demographic data, academic data, daily minutes of multitasking, and types of Facebook™ activities used while multitasking) and the criterion variable (semester GPA). The results of the...
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...LAPTOPS V/S HAND-HELD DEVICES IN B-SCHOOLS- STUDIES ON USAGE, PREFERENCE AND BEHAVIOR PATTERNS Neeraj Kumar; Rekha Makhija; Prashant Iyer and Mohamed Sheriff Ameer neeraj.gjan14@spjain.org S P Jain School of Global Management | Dubai ∙ Singapore ∙ Sydney ABSTRACT: Today’s market has so many gadgets that consumers are almost spoilt for choice. Also a bulk of the consumers who are students have difficulty in choosing between laptops or handheld devices like smart phones and tablets for their day to day activities. In this paper attempt has been made to highlight how education and technology have evolved hand in hand over the years. We also have conducted an exhaustive research on the usage patterns of laptops and handheld devices among students to find their preferences and behavior patterns. We have restricted our research to Business school students because they are widely exposed to various gadgets as part of their academic learning and daily activities. This study helps us to gauge, compare and to an extent even predict the future of different gadgets in the higher education sector. The survey showed that though the current usage of laptops is highest for academic and leisure activities, their preference are more towards tablets. There are various business schools that have already adapted tablets as a substitute for laptops and books. With the rapidly increasing advancement in technology, the usage of tablets for education is expected to become more widespread...
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...SYSTEM CONCEPTS A system can be simply defined as a group of interrelated or interacting elements forming a unified whole. Many examples of systems can be found in the physical and biological sciences, in modern technology, and in human society. Thus, we can talk of the physical system of the sun and its planets, the biological system of the human body, the technological system of an oil refinery, and the socioeconomic system m of or a business organization. producing outputs in an organized transformation process. Such a interacting components or functions: • Input involves capturing and assembling elements that enter the system to be processed. For example, raw materials, energy, data, and human efforts must be secured and organized for processing. • Processing involves transformation process that convert input into output. Examples are a manufacturing process, the human breathing process, mathematical calculations. w w w .k in system (sometimes called a dynamic system) has three basic in d together toward a common goal by accepting inputs and ia A system is a group of interrelated components working .c o 1 • Output involves transferring elements that have been produced by a transformation process to their ultimate destination. services, For example, finished products, human be and management information must transmitted to their human users. Example A manufacturing system accepts raw materials as input...
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...optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory. If players are able to remember the new information, they can advance in the game. * Context and Cognition – this is the part of the game that puts the new information to use. Players win or score points by matching pairs, answering questions or problem solving. * Gender and Ethnic Balance – the game addresses equity issues through cooperative group play, language diversity, and...
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...Perceived Effects of Online Games to the Academic Performances among Students under the College of Business Administration Education at University of Mindanao (UM) Leynard Bangkulit Romeo Dimiao Russel Anthony Junsay Chapter 1 INTRODUCTION Background of the Study In 1958, the world’s first world computer game, a rudimentary two-player tennis game, was created to entertain visitors on the Brookhaven National Laboratory. Since then, the computer/video game industry has become one the most aggressively growing business sectors in the United States and in the whole world. Obviously, games are emerging as one of the most dominant forms of entertainment. This trend goes further as of the increasing penetration of high speech Internet connection and the declining prices of computers, video-game consoles, and mobile entertainment devices. (Lee, Jin, Park, & Kang, 2005) As we know, Internet offers many conveniences. As a result it has made many people depend on it. What is worse, a large number of people have become addicted, especially to online game addiction. By2007, the population of online gamers worldwide was about 217 million, approximately 28 percent of the total online population (comScore,2007).In addition, online game addiction is prevalent in many countries, including China, Korea, Vietnam, Japan, U.S., and Canada. In South Korea, 2.4 percent of the population, ages nine to thirty-nine, were believed to be addicted to online games, and over 10 percent...
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...developments in contemporary society. Its reverberations extend far beyond its point of origin in the United States and in the fast-food business. It has influenced a wide range of undertakings, indeed the way of life, of a significant portion of the world. And having rebounded from some well-publicized economic difficulties, that impact is likely to expand at an accelerating rate in the early 21st century.1* However, this is not a book about McDonald’s, or even about the fastfood business,2 although both will be discussed frequently throughout these pages. I devote all this attention to McDonald’s (as well as to the industry of which it is a part and that it played such a key role in spawning) because it serves here as the major example of, and the paradigm for, a wide-ranging process I call McDonaldization3—that is, the process by which the principles of the fast-food restaurant are coming to dominate more and more sectors of American society as well as of the rest of the world.4 * Notes may be found at the back of the book, beginning on page 233. 1 01-Ritzer5-45349.qxd 8/7/2007 1:07 PM Page 2 2——THE M C DONALDIZATION OF SOCIETY 5 McDonaldization has shown every sign of being an inexorable process, sweeping through seemingly impervious institutions (e.g., religion) and regions (European nations such as France) of the world.5 The success of McDonald’s itself is apparent: In 2006, its revenues were $21.6 billion, with operating income of $4.4 billion...
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...Chapter 1 Introduction 1.1 Background of the study: We are the student of BBA program in East West University, as a part of ‘classroom teaching’ of course ‘Organizational Behavior’, sec-5, has been highly encouraged to prepare a term paper on the topic – “Type A Type A Personality and Occupation Stress” – A study on United Commercial Bank Ltd (UCBL)’’. Organizational behavior is a field of study that investigates the impact that individuals, groups and structures have on behavior within an organization. It is an interdisciplinary field that includes sociology, psychology, communication, and management; and it complements the academic studies of organizational theory (which is more macro-level) and human resource studies (which is more applied and business-related). It may also be referred to as organizational studies or organizational science. The field has its roots in industrial and organizational psychology. The main reasons for studying organizational behavior is that most of us work in organizations, so we need to understand, predict, and influence the behaviors of others in organizational settings. Marketing students learn marketing concepts, and computer science students learn about circuitry and software code. But all of us need organizational behavior knowledge to address the people issues when trying to apply marketing, computer science, and other ideas. 1.2 Objectives of the Study: We the students of this university are very lucky for getting the chance to...
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...Entertainment Industry in India has registered an explosive growth in last two decades making it one of the fastest emerging industries in India. Television itself witnessed its transformation from a single government owned channels to a medium telecasting more than 300 national and regional channels. At present Indian film industry or Bollywood is a perfect combination of entertainment and commercial sector, producing close to thousand movies in a year in various Indian languages. Indian film industry supersedes Hollywood in terms of movie production quantity by more than three times. Broadcast Television is going through an extraordinary time of change and challenge. It is still one of the most popular forms of entertainment and information, with the average Indian viewer still watching twenty hours or more per week. But the rapid growth of the internet and interactive media is competing strongly for audiences and revenues. The Indian television industry is dominated by the major broadcasters like Star Group, Zee Group, Sun Network etc., plus a much larger number of less well-known broadcasters and production companies like Sahara, Jaya Tv, Kairali etc. As per the recent report by PricewaterhouseCooopers (PwC), Indians are likely to spend more on entertainment in the coming years with a steady growth in their disposable income. With the introduction of digital distribution platforms like direct-to-home (DTH) and Mobile TV, Indian television...
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...the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 Dhaka Racing 9 Chittagong Racing 9 Arunodoyer Agnishikha 10 Aerial Multi-Player Dogfight 10 Hatirjheel: Dream Begins 10 2.8 Labor Cost/Salary 10 2.9 How can Bangladesh Benefit? 10 2.11 SWOT Analysis for Bangladesh 11 Strength 11 Weakness 12 Opportunities 12 Threat 13 2.12 Special Government policies for Gaming industry in Bangladesh 13 3.Overall...
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...Neuron Perspective Children, Wired: For Better and for Worse Daphne Bavelier,1,* C. Shawn Green,2 and Matthew W.G. Dye3 of Brain and Cognitive Sciences, University of Rochester, Rochester, NY 14627, USA of Psychology, Center for Cognitive Sciences, University of Minnesota, Minneapolis, MN 55455, USA 3Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana-Champaign, Urbana, IL 61801, USA *Correspondence: daphne@bcs.rochester.edu DOI 10.1016/j.neuron.2010.08.035 2Department 1Department Children encounter technology constantly at home and in school. Television, DVDs, video games, the Internet, and smart phones all play a formative role in children’s development. The term ‘‘technology’’ subsumes a large variety of somewhat independent items, and it is no surprise that current research indicates causes for both optimism and concern depending upon the content of the technology, the context in which the technology immerses the user, and the user’s developmental stage. Furthermore, because the field is still in its infancy, results can be surprising: video games designed to be reasonably mindless result in widespread enhancements of various abilities, acting, we will argue, as exemplary learning tools. Counterintuitive outcomes like these, besides being practically relevant, challenge and eventually lead to refinement of theories concerning fundamental principles of brain plasticity and learning. Introduction It is Monday morning at 7:58 a.m....
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...An Overview of Advertising Chapter 1 1.1 Introduction If we look up the word ‘advertise' in the New Shorter Oxford English Dictionary (1990) we find the following definition: ‘Make an announcement in a public place; describe or present goods publicly with a view to promoting sales.'; Right after that we find advertisement defined as: ‘A public announcement (formerly by the town-crier, now usually in newspapers, on posters, by television, etc)' It was Daniel Starch (1926), one of the early pioneers of advertising theory in the twentieth century, who back in the 1920s, reminded us that the Latin root for advertising is advertere. This roughly translates as ‘to turn towards'. L.E Boone and D. Kurtz, (1998) Advertising is a specific type of marketing that brings a product to the attention of consumers and may be delivered through a variety of media channels such as television, radio, print, billboards, personal contact and the internet. Advertising is a very effective method to convey the company's message to its target market. In olden days there was no such concept of advertising because people would only buy products. They were only concerned about the utility of the product. The scenario changed with the passage of time and the marketers started something different. They associated the products with emotions, life style, style etc. With the passage of time the market got bigger and it was difficult to have one product for all the market so the marketers divided...
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...Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ Digital Natives, Digital Immigrants By Marc Prensky From On the Horizon (NCB University Press, Vol. 9 No. 5, October 2001) © 2001 Marc Prensky It is amazing to me how in all the hoopla and debate these days about the decline of education in the US we ignore the most fundamental of its causes. Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach. Today’s students have not just changed incrementally from those of the past, nor simply changed their slang, clothes, body adornments, or styles, as has happened between generations previously. A really big discontinuity has taken place. One might even call it a “singularity” – an event which changes things so fundamentally that there is absolutely no going back. This so-called “singularity” is the arrival and rapid dissemination of digital technology in the last decades of the 20th century. Today’s students – K through college – represent the first generations to grow up with this new technology. They have spent their entire lives surrounded by and using computers, videogames, digital music players, video cams, cell phones, and all the other toys and tools of the digital age. Today’s average college grads have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games (not to mention...
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...has been a significant change in the term technology. In the 20th century i.e. during the industrial revolution the term has gained its popularity worldwide (Cradock & Baldwin, 1833). Technology is the energy that acts as the driving force to drive or to run our lives. It is nothing but the results of the innovations and creativity of human beings. It converts the natural resources into consumer goods which are used by the society and human beings. It has brought the automation level into such a height that human effort and his time has been saved to a great extent. Due to this, the access to information has now become easier and the distant locations are getting closer. IT and communication system has provided such facilities that the world is now feeling like a small globe virtually. However not all technology has been used for peaceful purposes. The development of weapons of mass destruction has created serious threat to society throughout history. Recently, every other day information technology or IT invents lucrative gadgets are attracting the attention of the present...
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