...bera Gabriel English 103 Tech ID 11952210 Michael Dusek Beats by Dre: The Game before the Game The Beat is the name of a popular headphone franchise owned by Apple. The advert was produced during the World Cup to boost the popularity and sales of their products worldwide. The advert started with Neymar Jr., a young Brazilian football star talking to his father as he gave him advice before he commenced playing. The advert also featured ordinary people including celebrities getting ready to watch the game around the world. Famous footballers like Luis Suarez, Robin Van Persie and many more were shown preparing for the game as each performed his startup ritual to play in the biggest football tournament...
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...we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, and game developer and government)." As a computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games. The purpose of the study was to establish an understanding of to what extent is the effect of playing online games, network games and other types to the studies of the students in the university where I graduated. While it was difficult to set a parameter of classifying games according to types and quality since I and my friend believed that the characteristics of the games have something to do with the addiction of students to playing, we thought that it would be safe to just assume games as if have the same characteristics even though these games are under of different types and of the different level of complex graphical presentation, level of real-time experiences, the plot of story it is trying to project and a lot more qualities. Thus, if we quantify the effects then assumption holds that each game that we have studied has a relatively the same impact to students considering its character/quality. However, the extent of its impact is relatively different when we talk about the degree of variation to students experiences towards gaming. This shows therefore that in studying game addiction, it requires a rigid...
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...Chapter 1: Exploring the Network Introduction We now stand at a critical turning point in the use of technology to extend and empower our ability to communicate. The globalization of the Internet has succeeded faster than anyone could have imagined. The manner in which social, commercial, political and personal interactions occur is rapidly changing to keep up with the evolution of this global network. In the next stage of our development, innovators will use the Internet as a starting point for their efforts - creating new products and services specifically designed to take advantage of the network capabilities. As developers push the limits of what is possible, the capabilities of the interconnected networks that form the Internet will play an increasing role in the success of these projects. This chapter introduces the platform of data networks upon which our social and business relationships increasingly depend. The material lays the groundwork for exploring the services, technologies, and issues encountered by network professionals as they design, build, and maintain the modern network. Technology helps create a world in which… national borders geographic distances physical limitations …become less relevant to our daily lives. Globally Connected Among all of the essentials for human existence, the need to interact with others ranks just below our need to sustain life. Communication is almost as important to us as our reliance on air, water, food, and shelter....
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...Theme: bullying Scene 1. : Intro. Lighting: One simple large stark white spotlight on centre stage focusing on the Boy Sound: Soft piano consistently playing with very minor tonality to represent the discomfort and sorrow he feels for himself. Space: Empty black room Props: laptop on the floor Peter is crying on the floor in an upright foetal position centre stage racing right toward his laptop on the floor and begins speaking loudly between sobs, he begins slowly standing and pacing at energy level 4 and his voice crescendos until his screams are no longer perceptible to the audience. Peter: “Why is it always me? I didn’t even do anything! Why do kids even make fun of others!? It’s stupid!” (Incomprehensible screaming) his arms flailing and he begins to run and show signs of a panic attack “I just want to sleep forever” spoken quietly as he slowly lays down on the floor in a sleeping position and closes his eyes while light fades out to signify that he is asleep. Scene 2: Finding your feet. Lighting: brightly lit stage with white lights to show an early morning. Sound: Birds chirping. “Peter’s theme” – Sergei Prokofiev plays lightly on repeat Space: Open stage with large projection in backdrop of rolling hills and a blue sky with the sun in the upper right corner highlighted by a spotlight. Props: Large stone centre stage with bright golden sword in the stone with engraving in the hilt that reads “Voice”. Sheet timber cut outs of green bushes one upstage...
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...real-time online or LAN strategy computer game composing of two to ten or twelve players where you can choose from over ninety unique characters you can play on. It requires focus, strategy, quick hands and quick thinking when you are in difficult situations. The objective of the scenario is to destroy the opponents' "Ancient". The two teams' ancients are heavily guarded structures at opposing corners of the map. The game is popular in many parts of the world; in the Philippines and Thailand. It is also one of the most well-known computer games being played in Sweden and other Northern European countries. By these reasons, the popularity of this game has increased over time not only with these countries being mentioned but it has been getting more popular all over the world. As DotA arises, many issues also arise. It may be about on relationships, peers, foes, and most especially, education. Many critics worldwide are arguing about the real effects of playing DotA considering that many people especially teenagers are getting addicted on this computer game. They said, this is a mind numbing entertainment for everyone and produces a socially isolated people and promotes violent behaviors. Some of these criticisms may or may not be true. In the Philippines, DotA is being played not only by teenager but also by the kids that made this as a big concern for parents. At their young age they are more prone on getting addicted on playing this game and might get out of focus to their studies...
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...Case Study: The Board Member’s Relative The text of this case is presenting us with what, often, managers are confronted with: a dilemma, and how after all they have to struggle to make an ethically decision. This response to the conference will be approached in three different phases using two different methodologies or frameworks, and a set of questions accompanying the case study to evaluate and analyze the situation or issue presented in the case in order to make a reasonable judgment and how to proceed to make an ethical decision. The text to be analyzed throughout this discussion is “the Board Member’s Relative” case study (case). 1. Using Browne and Keeley methodology The basis for evaluating the case here is some of the steps (issue, reasons, value assumptions and conflicts or descriptive assumptions, significant omitted information, and possible conclusions) developed by Browne and Keeley (2012) in their book titled: Asking the Right Question: A Guide to Critical Thinking. - What is the issue? What recommendation should be made? Ellie, the Purchasing manager is confused and confronted with this dilemma. - What are the Reasons? There are many reasons why Ellie is confused about what to do. Doing the right, the ethical thing, or please her boss. The most important reasons are: Camille’s Coverings is owned by a board member’s daughter. Camille’s Coverings is expressly presented and its bid handed to Ellie by the CEO...
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...Realism in 21st Century The world, in view of the fact that it was created is changing. With the changing desires and demands of today’s standard of living, individual needs to be in sync with the demands and trends of modern day living. Not too long ago, people were seen doing stuffs that have turned out to be more of a routine in today’s humankind. Every single day a new type of technology is been introduced in today's world. So, the question arises that is theses changes necessary in today's world? If yes, does it have a good or a bad impact to the human society in today's world? We need to talk about in which approach hi-tech advancements that pace into our daily lives have altered our lifestyles in the very last few centuries. In today’s world each and every single people rely on new and advance technologies. Everyone loves new technologies and gadgets that promise innovative and better ways of living. A pace of life is frequently increasing with the increase in new technologies. Nowadays somewhat more a quarter of the earth’s population can be found in the industrialized societies. And half of the population still lives on past agriculture, but they are also relying on machines. The remaining of the world’s population, however, is no longer of either the past or the present. They live in the future, within the most important centers of cultural and technological change, in New York, California, Cambridge, London and Tokyo (Toffler, p. 38). A new part of technology...
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...SECTIONS HOME SEARCHSKIP TO CONTENTSKIP TO NAVIGATIONVIEW MOBILE VERSION The New York Times SUBSCRIBE NOW LOG IN SETTINGS View Slideshow Ammon Bundy and 7 Oregon Protesters Held; LaVoy Finicum Is Reported Dead ABOUT NEW YORK What Happened to Jane Mayer When She Wrote About the Koch Brothers Indictment Deals Blow to G.O.P. Over Planned Parenthood Battle 5 Cleared in London Libor Trial Iranian Released in Prisoner Exchange Finds Fault With Its Handling Play Video U.S. Says It Will Step Up Defenses if China Fails to Act Against North Korea Police: 2 Dead, 3 Wounded in Seattle Homeless Camp Shooting PUBLIC EDITOR'S JOURNAL Should The Times Have Been a Tougher Watchdog in Flint? Donald Trump, in Feud With Fox News, Shuns Debate FIRST DRAFT...
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...Alcohol consumption poses a threat for many public health harms. Impaired driving is one of the largest contributors to motor vehicle crashes (Burris, Grunwald, Anderson, &ump; Filippoli, 2011). In the United States each year roughly 13,400 people die and an additional 255,500 are injured in motor vehicle crashes involving an alcohol-impaired driver according to Burris et al., 2011. In 2006, these crashes accounted for almost a third of all U.S. traffic-related deaths (Burris et al., 2011). Alcohol is the most commonly abused substance in the United States according to Pandrea, Happel, Amedee, Bagby, &ump; Nelson, 2010, and studies show that reducing alcohol consumption can lead to public health improvements such as decreased incidence of “liver cirrhosis, delirium tremens, male suicide, criminality, hospitalizations, alcohol-related disease mortality, workplace injuries, STDs, IPV, rape, robbery, and severe violence towards children” (Jernigan). Public heath deals with many other issues that cause burdens to individuals and society alike such as obesity and gun use. Over the past several months, headlines in the news have been echoing “Chocolate Milk Removed from School Lunches,” and “Senate Considers Federal Tax on Soda.” While the removal of chocolate milk from school menus has actually happened in certain school districts across the country, federal tax on sodas has only been a proposal at this point. However, both echoes resounding through the news originated from escalating...
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...Essay on Facebook Posted by admin as Example papers Social Networking Sites like Facebook Made the World a Better Place Appearing on the world stage in 2003, Facebook has revolutionized the average person’s social network into an unprecedented web of information available in the palm of a hand. With just a few clicks or taps on one’s mobile app, one can meet people, see friends from high school and even make contacts with potential business interests. Unfortunately, social networking sites like Facebook have not made the world a better place because it is a waste of time for the user. As time is important to people, it can be better spent doing productive things, beneficial for one’s life. As the old adage goes, time is of the essence, and if it is not used wisely, the consequences are never good. Social networks have become more than just connections with people, they have accumulated add-ons like Farmville, Mafia Wars and other games in order to keep users entertained. In these games, the user plays for virtual money, often spending many hours each day building farms and collecting sheep and other animals. With millions of users signed-up for such add-ons, it is not hard to deduce that they are wasting millions of hours each day decorating farms and collecting garden tools. It is, however, true that if used right, the site can connect users with people of same interests, thus building a name for a person, if s/he is a writer for example. Nevertheless, a few possible connections...
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...Advances in technology can bring about dramatic changes in military operations, often termed revolutions in military affairs or RMAs. Such technology-driven changes in military operations are not merely a recent phenomenon: they have been occurring since the dawn of history, they will continue to occur in the future, and they will continue to bestow a military advantage on the first nation to develop and use them. Accordingly, it is important to the continued vitality and robustness of the U.S. defense posture for the DoD R&D community to be aware of technology developments that could revolutionize military operations in the future, and for the U.S. military services to be on the lookout for revolutionary ways in which to employ those technologies in warfare. This report examines the history of past RMAs, to see what can be learned from them regarding the challenge confronting the DoD today, when it has set out on a concerted effort to bring about a technology-driven transformation of the U.S. military to achieve the operational goals outlined in Joint Vision 2010. Among its many findings are three of particular note: * RMAs are rarely brought about by dominant players (such as the U.S. military is today). * For a dominant player to bring about an RMA requires a receptive organizational climate, fostering a continually refined vision of how war may change in the future and encouraging vigorous debate regarding the future of the organization; senior officers with traditional...
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...interlinked Web pages and other documents of the World Wide Web. COMMON USES OF THE INTERNET - Email, Remote access, Collaboration, File sharing, Streaming media, Voice telephony, Leisure, and Marketing. VIDEOS SHARING SITES - Video sharing refers to websites or software where a user can distribute their video clips. Some services may charge, but the bulk of them offer free services. Many services have options for private sharing and other publication options. YOUTUBE.COM – Founded in February 2005, YouTube is the leader in online video, and the premier destination to watch and share original videos worldwide through a Web experience. YouTube allows people to easily upload and share video clips on www.YouTube.com and across the Internet through websites, mobile devices, blogs, and email. FACTS ABOUT YOUTUBE – Founded in February of 2005 by three former employees of eBay's PayPal unit. In July, more than 30 million people visited the site and those users watched more than 100 million vides a day. Youtube , which is home to 25 million videos and streams 15 million of them each day TO THE MEDIA, YOUTUBE IS A THREAT AND A TOOL - Media companies are of two minds about Internet video-sharing site YouTube, which rocketed to fame by letting users share homemade videos along with copyrighted clips from movies, TV...
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...Chapter 1 Case Study: Harmonix Embrace Your Inner Rock Star Little more than three years ago, you had probably never heard of Harmonix. In 2005, the video game design studio released Guitar Hero, which subsequently became the fastest video game in history to top $1 billion in North American sales. The game concept focuses around a plastic guitar-shaped controller. Players press colored buttons along the guitar neck to match a series of dots that scroll down the TV in time with music from a famous rock tune, such as the Ramones’ “I Wanna Be Sedated” and Deep Purple’s “Smoke on the Water.” Players score points based on their accuracy. In November 2007, Harmonix released Rock Band, adding drums, vocals, and bass guitar options to the game. Rock Band has sold over 3.5 million units with a $169 price tag (most video games retail at $50 to $60). In 2006, Harmonix’s founders sold the company to Viacom for $175 million, maintaining their operational autonomy while providing them greater budgets for product development and licensing music for their games. Harmonix’s success, however, did not come overnight. The company was originally founded by Alex Rigopulos and Eran Egozy in 1995, focused around some demo software they had created in grad school and a company vision of providing a way for people without much musical training or talent to experience the joy of playing and creating music. The founders believed that if people had the opportunity to create their own music, they would jump...
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