Sunday, March 15, 2020
Renewable Energy in the UAE Essay Sample
Renewable Energy in the UAE Essay Sample Renewable Energy in the UAE Essay Sample Renewable Energy in the UAE Essay Sample UAE has for various reasons resulted to actively seeking for alternatives to replace expensive and environmentally hazardous sources of energy. The country also seeks to diversify its energy sector as well as its economy through actively developing solar energy usage. It has developed solar-energy harnessing plants, which has made the consumption of this kind of energy grow significantly in frames of the total energy consumption. The country has been actively increasing the amount of solar power plants as well as improving the technology aimed at boosting efficiency and reducing costs in all runs. Thus, this sector has seen a lot of research work done on both the materials and technology used in power generation. When the systems for tapping and storing solar energy are competitive with conventional sources, the country will be in a better position to increase the scale of energy generation and effectively replace petroleum: it will introduce an era of clean non exhaustible energy wi th very low maintenance cost. The term renewable energy has been commonly used to describe the alternative source of energy from what is considered mainstream; petroleum and coal (Alnaser Alnaser, 2011). However, the term also means a wide array of energy sources that cannot be exhausted, which means that the sources are always renewed or replenished through the Earthsââ¬â¢ natural cycles. An example of these energy sources includes solar energy, wind geothermal energy and biomass. The term is sometimes used interchangeably with ââ¬Ëgreen energyââ¬â¢ or ââ¬Ëclean energy,ââ¬â¢ which refers to energy sources that produce no emissions or pollutants in their generation and use (Rauland Newman, 2015). Renewable energy is or can be used to replace petroleum fuels in several areas that may include the generation of electricity, heating, to drive various machines, as motor fuels, or to power localized of-the-grid homes in the rural areas. This paper will look into the various types of renewable energy in use in the UAE. This paper will discuss reasons behind UAEââ¬â¢s high demand for energy as well as renewable energy projects being undertaken. Moreover, specific renewable energy developments, for instance, the Masdar city besides the Shams 1 scheme will be discoursed including steps taken by the UAE government to successfully and competently utilize additional renewable energy in all runs. Renewable Energy Policy Network for the 21st Century- (REN 21) concluded that the renewable sources of energy constituted approximately 19% of the total energy used globally in 2014. Biomass was the most used accounting for 9%, thermal energy at 4.2%, and hydroelectricity at 3.8%. In 2012 and 2013, renewables had been used to generate 22% of the electricity consumed globally. In the year 2013, global investment in the technologies aimed at exploitation of renewable sources of energy amounted to US 214 Billion (Young, (2014). The leading countries were China and the US while the technologies that were heavily invested into included wind, solar, hydro and biofuels. The UAE The United Arab Emirates or simply ââ¬Ëthe Emiratesââ¬â¢ is a country in the Arabian Headland, sharing boarders with Saudi Arabia and Oman. It shares maritime boarders with Qatar and Iran around the Persian Gulf. Several aspects make this nation have an extraordinarily high demand for energy, which may include a high population composed majorly of foreign emigrants (over 80%). The locals make a small percentage of the total population and made up about 1.4 million in 2014. The country is a confederation of seven states (Emirates), each administered by a sovereign ruler: these rulers select one of them to rule the whole country, which has Arabic as the official language and Islam as the official religion. In spite of the small size, UAE has one of the biggest per capita quantities of oil reserves in the world. Its oil reserves rank 7th in the world: the country also has 17th largest natural gas reserve in the world. After this state was founded in 1971, a large percentage of proceeds obtained from its petroleum and natural gas resources were channeled into the betterment of education, healthcare, as well as the development of highly advanced modern infrastructure (Alnaser Alnaser, 2011). It has led to the rapid industrialization and development, which made this countryââ¬â¢s economy the most diversified in the region. Over the same period of time, the most populous city in the country, Dubai emerged as an international commercial and transport hub. The high population density, high level of industrialization and economic diversification, as well as its use as a regional business hub makes UAE have a high rate of energy consumption. Additionally, the country experiences hot summers, when all the households and offices use electricity for air conditioning. This situation significantly increases electricity consumption to an extent of making the relevant government authorities consider correcti ve measures. Summer monthsââ¬â¢ electric consumption causes a major strain to the supply grid (Alnaser Alnaser, 2011). The peak hours for air conditioning are usually between 12 noon and 6 PM in the evening. Additionally, the country lacks adequate fresh water resource for domestic and industrial consumption. As a result, a large amount of energy is consumed in the desalinization of sea water for domestic and industrial consumption. Due to large sea water desalinization plants, as well as widespread air-conditioning in the summer months, this country has the largest per capita carbon foot print. Carbon footprint refers to the total amount of carbon gasses that are produced during the production process. What may even encourage a larger carbon foot print is that petroleum-generated electricity is usually subsidized by the government before being sold to consumers at a price even less than per unit cost of its generation (International Renewable Energy Agency, 2013). Various researchers and scholars have researched and compiled materials concerning the use of renewable sources of energy in the UAE. Some of these materials focus on areas such as the generation, the use or even future plans concerning the use of renewable energy. This section focuses on such materials. The Dubai Electricity and Water Authority (DEWA) among other parallel authorities in the seven emirates have come up with means of ensuring that the peak hour demand for electricity does not lead to damages in the grid or unnecessary costs. Measures such as avoiding wastage of grid electricity as well as using most appliances in the off-peak hours have been seen to be helpful in the short run but are ineffective and unsustainable in the medium and long run (Kumetat, 2015). Additionally, the government and other agencies have recognized the great need to use this countryââ¬â¢s oil reserve in a sustainable way and preserve it for the future generations. The government and other agencies are attempting to shift to green and renewable energy for environmental and health benefits in all respect. For this reason, various projects, action plans and long-term investment proposals are being done to tap into the green energy for electricity generation including other domestic and industrial uses for benefits discussed earlier. Owing to the geographical locality of the country, it receives a noteworthy quantity of solar radiation, which can be utilized to produce electricity, either through photovoltaic cells (PV) or through heating (CSP) (Kumetat, 2015). Renewable energy is being considered by the UAE in spite of oil reserves it possesses. According to the Masdar Institute (UAE), IRENA and the Directorate of energy and climatic change in the Ministry of foreign affairs, raising renewable energy to 10% the totals consumption could save the country a total of $1.9billion by the year 2030. It was also established that avoiding the consumption of fossil fuel would significantly lower the overall cost of energy. Factoring in health benefits that would accrue from the use of renewable energy and reduction in the environmental pollution, renewable energy could help the country save between $1 and 3.7 billion by 2030. Since the year 2010, the cost of natural gas has been increasing, while that of PV solar panels for converting solar energy into electricity has been declining universally as a result of the improvement in know-how used in manufacturing those (Young, 2014). Additionally, the theoretical and the practical efficiencies of photovoltaic cells and panels have been on the rise. All these factors have made solar energy competitive relative to oil. Despite UAEââ¬â¢s large natural gas reserves, it is important to note that the country is a net importer of the same as the internal output is not able to meet the internal demand. The government through various agencies is also evaluating other renewable sources of energy such as wind while encouraging the adoption of the conversion of waste to energy. In 2014, the cost of natural gas rose to $ 8/mBtu (million British thermal units) creating a need for faster shift to renewable energy (Kumetat, 2015). According to Kumetat (2015), the average cost of natural gas may rise twofold by 2020. Considering that the UAE imports natural gas, it has taken bold steps to decrease its dependence on the same. Furthermore, UAE desires to extensively use green energy in order to expand its economy, free additional petroleum for exports as well as to reduce the rates of the environmental degradation. In order to achieve a sustainable consumption of renewable energy sources, various options in terms of the forms of renewable energy sources have been considered. The UAE has a high yearly radiation making the exploitation of solar energy reasonable and economical. Large, open fields can be mounted with photovoltaic solar panels to transform solar energy into electric energy. Additionally, sunshine can be used for direct heating. With this knowledge, the country has been rigorously promoting the generation of the solar power since early 2008. Abu Dhabi and Dubai were among the first to embrace the use of solar power, each set its own targets for future production and consumption. Abu Dhabi has set its target to have 7% of its energy consumption as solar generated by 2020 (Kumetat, 2015). Dubai, on the other hand, is aiming at 5% clean energy as a percentage of the total consumption by 2030. As a result of these visions, Abu Dhabi has launched many massive projects to harness solar power. Both photovoltaic (PV) as well as Concentrated Solar Power (CSP) are in various stages of installation. On the other hand, Dubai has in the recent past focused majorly on PV system for generating electricity. Types of Renewable Energy The growth in the use of renewable sources of energy was rather slow before 2008, in which the entire country generated only 1% of its entire energy production from solar energy. By 2014, it was estimated that the UAE held half the facilities for harnessing solar energy in the GCC combined with the Levant (Caprotti, 2015). The Masdar City This is a city project in the emirate of Abu Dhabi in the UAE. The city is under construction and is aimed at being a global model for a carbon neutral city. When completed, the city is planned to save 45% of water and 59% compared to the amount a similar sized conventional city would consume (Caprotti, 2015). Despite this city being energy and resource efficient, it will be powered majorly by renewable sources of energy. Additionally, the term carbon neutral means that it will not emit more carbon than a unit area of undeveloped space. The major sources of energy for this city will be solar power, and large areas of open fields will be installed with photovoltaic solar panels. In addition, the design of each individual structure will be such that it will need the minimum possible artificial lighting and air conditioning. Furthermore, model structures that can produce more energy than it can consume will also be integrated. The city will house a maximum of 50,000 people in addition t o 15,000 businesses (Caprotti, 2015). The core of this city is being built by the Masdar Company, which is a part of the larger Mubadala Development Company. The Abu Dhabi government has been the chief stockholder in the provision of the initial capital required. The designer of this city will be the Britishbased fosters and partners architectural firm. The city is being developed approximately 17 km in the south east of Abu Dhabi, standing adjacent to the Abu Dhabi International Airport. The city project was commissioned in 2006 with an estimated implementation period of about 8 years. The total cost was estimated at between $ 18 and 22 billion: the initial part was slated for completion before 2009. It was, however, delayed due to the effects of global financial crisis; some of the structures in phase one were not habitable by 2009 (Caprotti, 2015). With time, the total cost of the development of this city has declined by 10-15% while several variations have been made in instances where theoretical design could not be applied successfully. IRENA will have its headquarters in this city so as to demonstrate to the world the importance of green tech in the construction of modern cities (International Renewable Energy Agency, 2013). Masdar city will be a national as well a worldwide epicenter for clean tech corporations. The Masdar institute of technology was the first institution to book space in this city and become its first tenant. This institution of higher learning and research has been operating in the proposed city in various areas since late 2010, when it occupied its campus. The most striking feature of this city is that it has been developed to exclusively use renewable energy resources. Additionally, it is fitted with a system to enable the maximum possible conservation of energy. PV solar panels are used to generate the electric energy required to run this city. A total of 87,777 PV solar panels that occupy an area of approximately 22- hectare are used. Additional PV panels are installed on roofs of some structures. Another essential component of these structures is that they lack power switches and water taps. It has been done to eliminate instances where lights and water taps and appliances may be left on unnecessarily. Lighting and water points are controlled by a series of motion sensors, which has reduced water consumption to 55% and electricity to 51%. The initial plan provided for the installation of all the solar panels on the rooftops of various building. During the development phase, it was discovered that it would be much more efficient to build solar fields on the open fields in the desert. It would make it easy to brush the dirt off their surface than having cleaners climb on every roof top to clean them. Additionally, the flat open field ensures uniformity in the power generation in addition to the fact that desert has more insolation per unit area than the location of the city. In addition to PV panels, CSP plants are being tested to find out if they can effectively be used to tap the heat energy from sunshine. If this is successfully established, the amount of electricity used for heating could be saved or reduced, which would ultimately reduce the costs. In addition to the use of renewable energy sources, comprehensive water management practices are also incorporated to reduce wastage. Mechanisms are also put in place to ensure that about 80% of the water used is recycled. It includes reusing waste water whenever applicable and utilizing grey water to irrigate crops. Apart from the projects initiated and implemented by Masdar, there are several other projects across the UAE that will exclusively use solar power. For instance, in June 2015, the roads and transport authority in the UAE announced the planned commencement of the construction of 400 bus stops in Dubai. A large percentage of the new ones constructed in areas that have been off the grid will have air conditioning systems that will be powered using solar energy. This project does not only make Dubai the first city in the world to have air conditioned bus stops but also the first one to have solar operated ones. This announcement came a year after trial projects had been done in 2014 in Al Jafliya. Even if the test projects did not provide adequate power for air conditioning systems, it provided crucial information of the possibilities of successfully applying the same in the future. The tests indicated that solar power was adequate for powering lights and advertisement, but the materials used as well as structuresââ¬â¢ shapes could not be effectively air conditioned by a solar powered system. However, more trials indicated that with the use of crescent-shaped shelters made of improved materials and heat, dust and humidity resistant paints, a number of them would support a solar powered air conditioner. The Shams 1 Shams 1 is a project that was undertaken to harness the heat energy from the sun and use it for the purpose of generating electricity. The plant is located in Abu Dhabi and is made up of a CSP plant. The plant was completed and became operational by 17th march, 2013. Shams 1 is one of the largest CSP plants in the world. The system is made up of parabolic mirrors set on both sides of a dark pipe made of a special heat absorptive material containing oil. The parabolic glasses are used to concentrate heat from sunshine onto the pipes carrying oil hence heating it. The heated oil in turn heats water which evaporates into steam which turns turbines. The mechanical energy in this turbine is converted into electricity. Since the heat obtained from the oil is not sufficient to rapidly evaporate water, a special heater that burns natural gas ââ¬Ëa natural gas boosterââ¬â¢ is used to compensate the heat difference by heating the water to the temperatures close to 400 degrees Celsius. In the Shams 1 power plant, the parabolic mirror holders are set on an intelligent system that is able to track the movement of the sun. Close to 80% of the heat used comes from the CSP units and is converted into approximately 55% of the total electricity generated. On the other hand, 20% of the heat is obtained from combustion of natural gas and accounts for approximately 45% of the total electric energy produced. From these statistics, it is crucial to note how the heat from the sunshine is greatly used to increase the systems efficiency in the use of natural gas in the production of electricity, making it possible to generate 45% of electricity from only 20% of heat from natural gas. It saves the cost of the 80% of the heat obtained from the CSP unit and is very crucial for reducing emissions (Rauland Newman, 2015). The Shams 1 management does not disclose the cost of generating one unit of power for some reason, which may include the fact that it is in power purchase contract with the management of the power grid. According to CSP professionals, an average price of a CSP system is presently between 20 and 25 cents / kWh. During the design and the developmental phase of this project, the total annual output had been estimated at slightly less than 200GWh. However, the first year of operation saw the plant produce slightly in access of 210GWh. Experts report that this is equivalent to the amount consumed by roughly 20000 homes in the UAE or à ½% of the total electricity demand in the country. The size of this CSP unit makes it cover an area of approximately 2.5 square kilometers while the total length of the parabolic trough is approximately 120 km. The large surface area seen above is very crucial for absorbing the maximum amount of heat from the sun shine. For this reason, the whole project is an environmental conservation success as it greatly reduces carbon emission. In one year, Shams 1 is capable of reducing carbon dioxide emission by about 175,000 tones, an amount that is produced by 1500cars over the same period of time. It is also the amount that can be absorbed by 1.5 million trees in one year. Shamss1 had a nominal maximum capacity of 100MW. However, the plant was seen to produce up to 125MW at one instance. Fluctuation in the amount of heat harnessed from the sunshine is observed in several instances. For example, at night, during cloudy days or in the winter, the amount of the heating obtained from the use of natural gas is increased to compensate for the deficit. The management of Shamss 1 plant only allows the use of natural gas up to 600, 000 btu (British thermal units). The operating staff is usually mandated to determine the amount of natural gas to add in order to compensate for the shortfall in the heat collected by the CSP unit. It has been observed that PV cells are much cheaper than CSP in terms of having a shorter process of generating electricity and also having fewer components. However, CSP has several advantages over the PV systems. CSP units store heat making the generation of electricity stable, even despite sharp fluctuations that may occur in the amount of sunshine received. Additionally, the system is more durable as the storage tanks for hot water can last close to 30 years, which is very long compared to short battery lives for PV systems. As discussed earlier, CSP are able to cater for sharp fluctuations in the sunshine received, making electric generation more regular as compared to PV units. CSP is also very easy to combine with conventional heat power plants and has been used in many instances to upgrade those (Rauland Newman, 2015). Shams 1 project has been very vital and will immensely contribute towards assisting Abu Dhabi to achieve 7% of renewable energy by 2020 (Rauland Newman, 2015). Additionally, it will help the whole country to reduce carbon emissions, diversify its energy sources, as well as the entire economy. It is important to note that Shams1 is run partly by Masdar. Therefore, its existence offers a great learning experience to Masdar, which is continuously looking for ways to improve the project. It offers a great opportunity for the researchers at Masdar to experiment with an aim of improving both the technology as well as the materials used in this plant to boost efficiency, durability and sustainability. How the UAE is Approaching Renewable Energy for the Future The UAE is aiming at reducing its dependence on petroleum and natural gas for generation of electricity. The primary aim of this is to free more petroleum for export, save money used to import natural gas and avoid the degradation of the nationââ¬â¢s natural environment. The country had an integrated long-term plan to ensure that it derived 24 % of its power from clean sources by 2030. Later on, the government plans to accelerate this plan to achieve this by 2021. Apart from the large-scale projects carried out by Masdar, including the carbon neutral city and the mega CSP Shams 1, the country has more plans to increase generation of electricity from solar energy (Sayigh, 2013). In April 2015, the government announced its plans to add an additional 100MV of electricity by installing additional PV solar panels. The FEWA (federal Electricity and Water Authority) has set up plans to initiate large-scale projects in the expansive north of the UAE. The government is also on course to in itiate several projects to generate 24% of its entire energy demand by 2021 as seen earlier. Some of the projects underway include the development of nuclear power plants. Most of these projects are meant to benefit the five remaining emirates that have not been involved in the massive projects of Masdar city and Shams 1. Emirates such as Ajman, Ras Al Khaimah, Sharjah, Umma AL Quiwain as well as Fujairah are the ones serviced by FEWA while Dubai and Abu Dhabi have their own parallel services (Kumetat, 2015). FEWA is set to collaborate with private corporations in the inception, design and development of these projects. Tenders as well as areas of co-operations are set to be awarded via a competitive tendering process. Such an approach is set to be adopted as it is very effective in ensuring that the cost is kept the lowest while maintaining the highest attainable standards. One of such tenders awarded recently include a 200MW project awarded to ACWA Corporation from Saudi Arabia to construct a PV solar field in Dubai. It achieved the lowest flat-rate tariff (5.84à ¢/kWh) in the history (Kumetat, 2015). The project is in design phase, and the company is already securing funds through low interest bank loans in readiness for the commissioning in 2017. Upon completion, it will be the largest of its kind in MENA (Middle East and North Africa) region. Masdar Company is already in a design stage for the first phases of the first geothermal project ever to be implemented in the UAE (Kumetat, 2 015). In addition to FEWAââ¬â¢s projects, Masdar and Shams 1, other plans are also underway aimed at increasing renewable power generation all across the UAE. On 15th April, 2015, Dubai announced to roll out a mega project at a cost of $3 billion aimed at boosting power generation capability to 3GW. (Kumetat, 2015) DEWAââ¬â¢s managing director Sayeed Tayer announced that the above plans were aimed at boosting the generation capacity of the proposed largest solar park in Dubai: Shaikh Mohammad Bin Rashid Al Maktoum. The initial capacity of this park was planned to be 1GW upon completion in 2019 as the installation begun back in 2013. The initial authorizing of the first block of PV solar panels with a total capacity of 13 MW was also done in 2013 (Sayigh, 2013). However, DEWA has planned to upgrade the plant during and after the installation such that its capacity will triple (to 3 GW) by 2030. It shows how seriously the country is taking the harnessing and the use of renewable energy from solar power. Apart from the massive expansion of the physical capacity through the installation of larger and more powerful PV panels, the UAE is taking another very futuristic approach to the generation and storage of renewable energy. The government through its agencies is carrying out and sponsoring research to come up with futuristic ways of generating and storing energy. The Masdar institute, among others is continuously carrying out research on how to improve the generation capacities of various PV solar parks, Shams 1 CSP plant among others. Its research also includes the development of materials that are more absorptive of the solar energy. One of the ground-breaking research currently being done by this institute in conjunction with Norwegian company aims at making the storage of electricity produced by CSP solar parks more efficient. The Nest (New Energy Storage Technology) could reduce the cost of solar power by 70% in five years (Rauland Newman, 2015). The research aims at storing he at energy using special concrete material to store heat collected through CSP instead of the conventional method that is usually expensive. Another issue that has been seen to reduce the efficiency of sunshine absorption either in PV solar or CSP units is accumulation of dust. Dust or sand covers the surface needed for heat absorption: it increases costs as regular dusting and washing is required. Masdar is working to engineer transparent materials that have pore-sizes smaller than sand particle to protect the unitsââ¬â¢ surfaces. Additionally, parallel research and trials are currently underway aimed at coming up with a material that repels sand or dust particles. Materials are also being developed that have the ability to inhibit bacterial and other microbial activities that occur when dust and sand particles settle on PV or CSP units. All these are aimed at increasing the efficiency of these systems in order to generate more power, reduce cost and make the systems more sustainable (Rauland Newman, 2015). Steps described above show a country that is earnestly trying to diversify its energy mix. The diversification is aimed at attaining sustainability in all runs. With all these systems in place, the UAE seems to be ready to embrace renewable energy in the future. Research done and sponsored by various organizations may usher in an era in which renewable energy will be adequately competitive to effectively replace non renewable energy sources. Additionally, the Masdar carbon neutral city, being the first in the world, will serve as a model and an indicator of a time in the future where many other cities will be carbon neutral, therefore reducing global warming and reversing the effects of climatic change. When the systems for tapping and storing solar energy are competitive enough relative to conventional sources, the country will be in a better position to simply increase the scale of generation and effectively replace petroleum: it will usher in an era of clean non exhaustible energy with very low maintenance cost.
Friday, February 28, 2020
Commercial Law and Transactions Essay Example | Topics and Well Written Essays - 1250 words
Commercial Law and Transactions - Essay Example 30). This rule states that if a bona fide purchaser unknowingly purchases and subsequently sells stolen goods, he will be held liable in common law for the whole market price of those goods as at the date of transaction (Atiyah, 2005, p. 28). Common law states that the proper owner of the goods retains the legal title; as such, the nemo dat rule applies to the successive bona fide purchasers, implying that the actual owner can successfully bring an action against the fifth bona fide purchaser in trover as decided in Beverly Acceptances Ltd. v. Oakley, (1982) RTR 417.1 Goode (2004, p. 16) notes that even though this rule was put in place to protect the true owners of personal property and to allow them to assert their superior title over anyone else over the property, the rule propagates to a greater extent injustice to bona fide purchasers. Besides, it propagates injustice to third parties who are innocent making them lose their claim the moment the true owner appears to assert his t itle (Sealy, Hooley, and Hooley, 2008, p. 23). Therefore, in order to prevent injustice on the bona fide purchaser and third parties, there are a number of exceptions to nemo dat rule which have been put in place in English law as noted in Lowther v. Harris, (1927) 1 K.B 393.2 It is worth noting that these exceptions only provide a certain degree of protection to the bona fide purchaser and innocent third parties as well as well as the true or original owner (Goode, p. 2009, p. 45). In the English Law, this principle is clarified under the Sale of Goods Act. The Sale of Goods Act 1994 specifies that the seller has to fulfil certain responsibilities before goods are sold legally. Rose (2001, p. 14) says that one of the most important clause of this rule is the ââ¬Ëretention of titleââ¬â¢ that allows the seller to retain the title of goods until the goods have been fully paid for. This clause forms a crucial part of any standard conditions and standard of sale. In Coventry Shepa rd & Co. v Great Eastern Railway Co., (1883) 11 QBD 776 it was decided that the original owner or the person authorised to sell the goods by its owner has the right to sell the goods and the buyer is enabled to enjoy possession of those goods free from any interference from any other party.3 As has been noted, there are several statutory exceptions to the nemo dat rule and they include the following: The first exception is estoppel, which implies that the buyer will acquire the title of the goods if the owner of the goods asserts right to sell. Bridge (1997, p. 18) explains that estoppels may be raised through the following ways; conduct, words, and negligence. Estoppel by conduct is whereby the ownerââ¬â¢s conduct indicates that he has the right to sell the goods as decided in Henderson & Co v Williams [1895] 1 QB 521.4 Estoppel by words is whereby there is an express authority by the owner that the seller has the right to dispose of the goods (Markesinis and Munday 1998, p. 34) . Estoppel by negligence arises when the owner carelessly allows his goods to come into possession of a different person and that rogue goes ahead and sells it to innocent third
Tuesday, February 11, 2020
Implementation of the Carlson SAN Approach Essay
Implementation of the Carlson SAN Approach - Essay Example The figure illustrates that with the SAN approach storage devices are connected which makes them the protection of data more efficiently than before. SAN is a devoted network that transmits I/O traffic to the server and the storage devices and hence is termed as ââ¬Å"network behind the serversâ⬠. Moreover, the applicability of SAN would enable a strong universal connectivity within storage to assist in clustering technology to derive the best output. Also, SAN can deliver disk and tape competence in more servers. SAN eliminates any limit regarding the access of the storing data in the individual server (Walder, 2013). à SAN central data facility was required by Carlson to enjoy a safer environment and high data protection of the data of the organization. Upholding consolidated data on a SAN central data facility is relevant as it protects data and enhances the speed for the benefit of the organization regarding the storage of the relevant data. Besides, file sharing can be done in a convenient manner with safety and without risk of security everywhere in the world. In addition, it improves the mobility and data control facility to a greater level of efficiency. The SAN central data facility is more cost-effective as it enables to store the data in several computers and it also facilitates as a backup data. Furthermore, the SAN central data is reliable and provides the scalable facility. It is also easy to access and provides quick efficient data sharing activity. On the other hand, the dispersed arrangement that it replaces leads to a time-consuming framework and also involves high maintenance. It requires high cost and is not as fast as the SAN central data facility. The risk associated with the dispersed arrangement is more as it is not fully protected.
Friday, January 31, 2020
Wake Up America! Essay Example for Free
Wake Up America! Essay Nowadays the issue of food is very important in American society as many people suffer from obesity, whereas others suffer from stomach pains and indigestion problems. Therefore, Americans should pay more attention to their everyday meals. As it is claimed, ââ¬Å"the destiny of nations depends on the manner in which they are fedâ⬠. So, the popularity of slow food is increasing among nation because fast-food meals make people sick and, consequently, national character is changing as well. Eating shouldnââ¬â¢t be simply fueling up; moreover, it shouldnââ¬â¢t be done quickly and anonymously. People should refuse from French fries, fried beef and, certainly, Coke as all these products are health killers. Our food decisions influence us personally and even globally. Fast-food affects the country not only environmentally, but also politically and culturally. Eating health food shouldnââ¬â¢t be only elitist preoccupation; the government should pay more attention to make health food affordable for all people. (Walker 2006) It is interesting to note that even Presidents donââ¬â¢t pay attention to the food they are eating. The picture of Dixon when he pours ketchup on his cottage cheese is terrifying. In his turn, Bill Clinton instead of paying attention to doctorââ¬â¢s advises, neglects them and eats Big Macs. Our Presidents should be our example and they should be the first to promote health slow food. Maybe, we still lack awareness of the inevitable consequences of eating fast foods. (Trillin 2006) Meanwhile, there are people who suffer from hunger, while we are talking about fast food and slow food. They donââ¬â¢t have such choice as they canââ¬â¢t afford to but food, though they are provided with right to eat and to live. Brazil government feels responsibilities for these people and they have declared the health food course.America should do the same to improve the overall health situation in the country. (Lappe 2006) References Lappe, France Moore. (2006, August 24). A Right to Food? Retrieved October 29, 2007, from http://www. thenation. com/doc/20060911/fmlappe Trillin, Calvin. (2006, August 24). Presidential Eating Preferences. Retrieved October 29, 2007, from http://www. thenation. com/docprem. mhtml? i=20060911s=trillin Walker, Alice. (2006, August 24). Slow Food Nation. Retrieved October 29, 2007, from http://www. thenation. com/doc/20060911/waters
Thursday, January 23, 2020
Accounts Settled: A Review :: essays research papers
Accounts Settled: A Review In the book, Accounts Settled, there is only one major character named Gordon. Gordon is seventeen, six feet tall, and has the beginning of a beard. The main setting is in a forest-filled valley that is a mile from Gordon's home. The story does not give a specific date but the most logical time this story takes place is in the winter during the early 1900s. The inciting incident in the story is when Gordon's dad came down with flu-pneumonia and Gordon must take his place in taking care of the trapline that he had set up in the forest. The conflict of the story is internal and external because Gordon had to face himself and nature. The rising action started when Gordon had a sense of fear as he went into the valley. The, the porcupine stole his food and Gordon was going to kill it but remembered an old woodsman tale that it's bad luck to ill a porcupine. Gordon then goes to bed, hungry and it took him awhile to fall asleep. He later wakes up to find a cougar ready to pounce on him. The cougar dose not strike yet because it is waiting for Gordon to move. Gordon knows better and stayed in the same position for what seemed like hours. Suddenly, the porcupine returns to look for more food and this disrupts the cougar. The climax is when Gordon quickly reaches for his gun and shoots the cougar. The resolution is when Gordon "cries the final tears of his boyhood" and he is finally a man. This writer used suspense in his story many times. For instance, "his eyes held the boy unwinkingly as he waited in the fiendish way of cats for the moment when the man must stir, or make an attempt to escape, the moment when his ingrained fear of man would be swallowed up by the rising tide of his blood- lust" and "moments passed, horrible heart-thudding moments, during which neither
Wednesday, January 15, 2020
A Research Study On The Basic Positive And Negative Effects Of Gaming Essay
Abstract The purpose of this study emphasizes on both, the positive and the negative impacts of playing video games on the teenagers. Over the last 30 years video games have made an impact on the way teenagers spend their leisure time. This research hypothesizes that social interaction, psychological, in particular aggressive behavior, health and academic performance is greatly affected by the extensive use of video gaming. The research proposal is further supported by the literature review of various articles including an article by Brandon T, which states that video games influence the beliefs and self esteem of children. In another article by Steven J Krish, it was proven that a positive relationship prevails between video gaming and self aggression, among the age groups of 11-17. In order to prove our hypothesis, both the primary and secondary research was conducted. The primary research was followed by questionnaires that were distributed among the targeted group and also an interview was conducted with a gaming technical. Our secondary research consisted of various articles. The information narrowed down brought very sensitive issues into the limelight. It was observed that almost 72 % of the teenagers suffered from acute aggression, bad grades and health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of playing video games. Video Games and Teenagers: A Research Study On The Basic Positive And Negative Effects Of Gaming A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. It has been one of the most preferred leisure activities by the teenagers . The history of video games goes as far back as 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Estle Ray Mann filed a US patent request for an invention they described as cathode ray tube amusement device. This patent which the United States Patent office issued on December 14, 1948, details a machine in which a person uses knobs and buttons to manipulate a cathode ray tube beam to simulate firing at ââ¬Å"air-borneâ⬠targets. Video gaming would not reach mainstream popularity until the 1970s and 80s, when arcade video games, gaming consoles and home computer games were introduced to general public. Since then video gaming has become a popular form of entertainment and a part of modern culture in the developed world. There are currently considered to be eight generations of video game consoles. The most common consoles used by the teenagers nowadays include Xbox, game boy, play station and Nintendo Game Cube. There are numerous genres of video games that have been available to the consumers for the past 30 years. One of the oldest genres of video game is the classic shooter. Shooters are games that require the player to blow away enemies or objects in order to survive and continue game play. Another of the first video game genres, especially from the computer platforms, was the adventure game. Another preferred genre is the strategy or the tactic games. These games attempt to capture a sense of realism for the game player to experience. However, these titles are often turn-based as opposed to real-time and they give the player a greater sense of specific control over a situation. Video games are a unique form of entertainment which encourages players to become a part of the gameââ¬â¢s script. Our research will focus on the following issues: What appeals teenagers to play video games? What do teenagers experience while playing video games? How does playing video games effect teenagers positively? How does playing video games effect teenagers negatively? Should parents show concern regarding their children playing video games? Douglas A. Paul J. Lynch et al (2004) Gentile, in their article ââ¬Å" The effects of violent video game habits on adolescent hostility, aggressive behavior and school performanceâ⬠have discussed the effects of video games on teenagers. Their research stated that in 2000 the revenue generated by the gaming industry was $20 billion. Teenagers contributed the most in the consumption of the gaming consoles. Also 54 independent tests on relation between video game violence and aggression were conducted ; five consistent results of playing games with violent content were retrieved through this research i.e. playing violent games increases aggressive behaviors, aggressive cognitions, aggressive emotions , physiological arousal and decreases pro-social behavior. In the article ââ¬Å" Perceived influence of negative and positive video gameâ⬠, Shu .F .Lin (September 2010) stated the perceived effects between self and others in terms of both negative and positive video game. According to the researcher, the games were promoted through the mode of entertainment media in an array of content like sports, fighting, stimulation and role-playing etc. The positive impacts include increased socializing , controlling and cognitive skills, while negative effects were depression , anxiety and psychological disorders among teenagers. Steven J. Kirsh (1992) in his article ââ¬Å"The effect of violent video gamesâ⬠found a positive association between video game play and self and teacher reported aggression in the age group of 11-17 years. In their study Anderson and Dill (2008) demonstrated a relationship between violent video games and lab aggression in college students .It has been found that children and adolescents play video games on average between 1.2 to 7.5 hours per week. It has also been suggested that psychological and biological factors are also correlates of aggression. Moreover the Anderson and Bushmanââ¬â¢s (2002) General Aggression Model (GAM) has been successfully developed to further stress upon the effects . GAM can be used to explain the birth of aggression in the adolescents and the difference in vulnerability to the influence of violent games for every individual. In the article ââ¬Å"The impact of video games on childrenâ⬠, Rick Missimer has put forth positive aspects of playing video games. He proposed that most of the video games are creative and fun intended. It is a medium that serves to get rid of stress by diverting their attention towards fun and entertainment. It reinforces the confidence level of children when they start mastering the games. It provokes innovative thinking and strategic thinking skills. Some games also aid children in their educational curriculum and help them get more familiar to technology. Kimberly Young ( 2004), Peter Laurie (1981) [1967], Jennifer Seter Wagner (2008) researchers conducted a research and discussed about the concepts of digital games and its application in forms and shapes. Being keen towards their research they illustrated about the history, symptoms, addiction, side effects ( physical, social ) benefits, and prevention against digital game playing. They further discussed about the addictive theories and how it impacts young brains. The study showed that addiction could be of many kinds and gaming is a negatively charged one, the symptoms of addiction are that youngsters feel depressed, restlessness and lack of self control between themselves, which is further supported by the side effects that they become victims of Carpal Tunnel Syndrome, weight gain and migraines, social problems which occur are Withdrawal, Lose touch with reality and misuse of money in form of extra hours of playing. The benefits were that the teenagers enhanced superior ââ¬Ë visuospatialââ¬â¢ abilities, ââ¬ËWiihabilitationââ¬â¢ and ââ¬ËExergamingââ¬â¢. They concluded their research with prevention against video gaming that were unimaginable like few treatment centers specializing in against game addiction and training for enhancement of social skills. Another researcher (Roni Caryn Rabin, 2011 ), a reporter of New York Times has discussed in her article Video games and the Depressed teenagers , one of the major concerns regarding video game playing i.e. depression in teenagers. He has talked about the study which was conducted on a large group of teenagers. The results were published in the Journal of Pediatrics. The study found that children who spent most of the time playing video games were very impulsive and were hesitant while socializing. Their school grades were also affected and most importantly they had worse relationship with their parents. This study was supported with another research conducted on Chinese teenagers. The results of this research were published in the Archives of Pediatric & Adolescent Medicine. It indicated that teenagers who used internet excessively ended up being depressed. Most of them used internet for playing video games. But Dr. Gentile , an associate professor of psychology at Iowa State University negated this study . The reasoning he provided was that teenagers who were socially isolated and impulsive are more likely to indulge themselves in activities such as video games. Once they become gamers , their school grades are likely to be affected and their relationship with their parents deteriorated. Dr. Gentile said that when teenagers start playing excessively , they are more likely to become depressed and isolated. One other author (Donna St. George, 2008) a reporter at Washington Post discussed about the behaviors of kids after playing mature games. The writer gave the reference of three researches held in USA and Japan. The results were almost same in both the countries, and this showed that video gaming and violence in teenagers was not the problem of USA only. Though, people used to believe that aggression due to violent video games was only the problem of an American teenager but now it was thought of as a general phenomenon that occurred across cultures. In USA, the researches focused on large groups of teenagers 364 and it was concluded that there was an increasing likelihood that a child would indulge into a fight or get physically aggressive after sometime of playing a game with violent content, as compared to other children. As compared to USA, the researchers were more curious in Japan. So, they conducted their research on more than 12 hundred people, and they focused on children as well as on adolescents. The results were quite same as were in USA. The researcher also talked to the parents of teenage gamers. Some parents did not allow their children to play mature games but despite that their children played and were found to be aggressive. On the other hand some parents were not uncomfortable with their children playing mature rated games but they didnââ¬â¢t find their children aggressive or hostile. The researcher suggests that it is important for parents to pay attention to the nature of games their children play and keep a check on the behavior of their kids after playing such games. A reporter at a magazine (Rebecca Scarlett, 2010) discusses very important beliefs of people, that games only portray a picture of violence and physical disorders. However just like two sides of every story itââ¬â¢s true that a large number of games do depict violence and useless themes, but a large number of games are now focusing on more constructive niche like physics games or math games or puzzles that provoke strategic thinking. Interestingly enough these niches are becoming rapidly popular among teens. These games help the kids and teenagers learn the complex and rather boring equations and formulas in a fun way which also develops logic skills as well as visual-spatial manipulation skills. Recently many parents have wished that they could get their children off the games to spend more time reading. Successfully the gaming industry has provided children with such Role-playing games. These games involve long quests with plots that are as Intricate as any novel, and these plots are revealed mostly through dialogue. Such that it becomes impossible to play the game successfully without a good deal of reading The author further explains that studies have shown even better results that kids who play more video games have better hand-eye coordination and they react on time. The speed of most video games demands quick decision-making in response to what appears on the screen, and many kids become so lightning fast while playing them. Even though video games have been demonized, there are many games out there that, when played in moderation, can actually have beneficial effects. (Mark.D.Griffiths,1998), another researcher discussed that video game playing is a leisure activity for most of the adolescents. He said that the literature provided by Loftus and Loftus (1983) and Griffiths (1991,1993) clearly indicated that teenagers took videogames as a source of entertainment. Furthermore, he also stated that boys play more videogames on average as compared to girls. He has also put forth the common argument regarding videogames i.e. it is potentially addictive. He has discussed the study regarding the computer games addiction by Shotton (1989), where he stated that most of the adolescents were addicted by computer games for than five years. He also pointed out a positive aspect that these people were intelligent and motivated, but they were often misunderstood. Our research methodology was designed to get the most accurate answers. Research Design Our primary research included survey method. Questionnaires were given to the respondents. Participants We have targeted teenagers (13-19 years) and their parents. Our sample size was 25. Our secondary research included articles from the web. Measures Questionnaires were designed such that they were divided into two sections; the first section has demographic questions and the second section is based upon the statements regarding our variables. Procedure Participants were of two kind, both teenagers and their parents. They were asked to answer the questions in the two different types of questionnaires. One was designed to collect the responses of the teenagers and the second one was designed to collect responses from the parents. Later on these responses were further analyzed to conduct our research. Like other related forms of media, video games have been a subject of controversy and our study focuses on the impact (positive and negative) of video games on teenagers. Discussion One of the major goals of our research was to know the factors that motivates teenagers to play games. According to our research, the greatest chunk i.e. 72% of respondents said that either they played videogames to avoid boredom or took it as a mode of entertainment. Few individuals also said that videogames help them to stay active. Whereas, a small percentage of the sample either played games to release frustration or as a hobby. The data is quantified visually through the following pie chart: Another important question is that despite having numerous substitutes available to videogames like physical sports etc, why do teenagers choose videogames as a source of leisure activity. Most of the teenagers said that it took their mind off their problems and the feeling of mastering the game is addictive. Furthermore, in this era of competition teenagers are in a constant pressure from their peers, so they have two options; either they face it or they donââ¬â¢t . They choose not to face it and just to take their mind off such problems; they take video games as a source of distraction. When the teenagers were asked about the hours they spend on gaming and for how long have they been playing, most of them play for approximately 3 hours on a stretch and have been playing for more than 2 years. Most of the parents too gave the same answer that their children play for so many hours (3 hours) without taking any break. Even our interviewee Mr. Waseem Yousaf said that children become too addicted after they start coming to gaming zone. The numbers of hours they play keep on increasing gradually and they start visiting on frequent basis. When asked about the genres of games that were preferred, most of the respondents replied in favour of action, strategy and sports. Even our interviewee said that the most popular games in gaming zone are action, sports and strategy. Another important aspect of video gaming is the effect of the violence depicted in video games. 72% played violent video games and 64% of our respondents (teenagers) feel that such games greatly influence their mood. More importantly 72% teenagers find themselves quite aggressive. Now letââ¬â¢s have a look at the health issues associated with video game play. Most of the parents said that their children have become negligent of their heath due to video games; they become so engrossed in it that they do not take care of their health and their children face health problems. Most of the teenagers also said that they have health issues because of playing video games. 24% of the respondents experienced backache, headache and eye strain, 36% had headache or backache out of which 24% had headache once in a month. 16% did not have any heath issues. The ones who did not have any health issues had an active life style and played physical sports regularly. The following pie chart depicts the above mentioned statistics graphically. When asked about the influence of videogames on schooling and grades, it was found that the parents and teenagers negated each otherââ¬â¢s answers. Most of the children said that their grades were not affected by video game play but the parents said the opposite. It was also found through our study that many children became very defensive when they were asked about their gaming habits. It was deducted that 72% of teenagers lie about their gaming habits/hours to their parents. This shows that the teenagers are very supportive of video games unlike parents; they want to play as much as they want but parents have a genuine concern regarding it. They do not want their children to become addicts of games and neglect important things like studies. Our research shows that teenagers have equal preferences for outdoor sports as well as videogames; but still according to our research teenagers are more inclined towards video games as compared to the outdoor sports. However, with the introduction of Consoles like Nintendo Wii and Xbox Kinectà ® the level of physical activity has increased. This is because these add-ons ensure that there is handsome amount of physical movement while playing games. Our interviewee said that places like gaming zones have a very healthy environment and teenagers prefer coming here and use gaming consoles that require physical exercise as well. Another thing worth discussing is the money teenagers spend on video gaming. Our interviewee said that on average a teenager spends an amount of Rs.500 for 3-4 hours which includes gaming rent as well as money spent on snacks. This has been a matter of concern for parents because teenagers have started demanding an increase in their pocket money more often now. Most of the parents have been unsuccessful in reducing the amount of time that their children spend on video games and many parents said that their children start to play significantly more than what they have been playing if they are asked to reduce the number of hours they play. This shows that children retaliate if they are asked to change their gaming habits. Hence, we can say that parents should not impose restrictions on the amount of time they spend in front of video games, instead they should try to logically convince them. Lastly, we would shed some light on the positive effects of video gaming. As discussed earlier most of the teenagers prefer playing strategic video games. About 52% respondents (teenagers ) said that due to such games they feel they can make decisions efficiently. Similarly, 64% believe that these games have sharpened their minds. Even our interviewee says that players who usually prefer playing strategic games are seen to be sharper and they grasp and master games quickly as compared to other players. Teamwork, working in collaboration, and cooperation is also another important positive outcome of videogames. Most teenagers play games which involve one or multiple players. When we asked our interviewee about the attitude of gamers, he said that players show team spirit and they play in collaboration. He also discussed that gaming zone and such venues provide a very healthy environment for teenagers; mostly teenagers from good family backgrounds come here. and it also provides an easy way of socializing with others. Conclusion & Recommendations The information narrowed down brought very sensitive issues into the limelight . It was observed that almost 72 % of the teenagers suffered from acute aggression , bad grades n health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of playing video games. Parents should monitor video game play the same way you need to monitor television and other media. Be a loving, attentive parent who disciplines their child well. An aggressive child is more a product of dysfunctional parenting than anything else, including violent games and TV. According to Los Angeles-based psychotherapist Robert Butterworth, PhD, dysfunctional parenting, children with little guilt, and accessibility to firearms with little parental supervision can create violent children. ââ¬Å"Most children who commit violent crime show an early combination of personality and family factors that include having trouble getting along with playmates in preschool,â⬠Butterworth says. ââ¬Å"By second or third grade theyââ¬â¢re doing poorly in school, and have few friends. By the age of 10 theyââ¬â¢re picking fights and getting labeled by their peers as social outcasts.â⬠Whatââ¬â¢s more ââ¬Å"they typically come from families where parents are poor at disciplining because they are indifferent, neglectful, too coercive or they use harsh physical punishment with little love.â⬠Although playing video games can be a learning experience, give your kid a variety of entertaining things to learn from, so your kid will not be addicted to just one thing. Be sure to make him read books, play sports, interact with other kids, and watch good TV. Everything should be taken in moderation. The American Academy of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use). This means seven to fourteen hours per week total. Limit the amount of time they could play and also used the video game ratings to limit the content of the games have children who do better in school and also get into fewer fights. Monitor the effect of video games on your child. Observe their behavior. If it appears that theyââ¬â¢re becoming more aggressive with his siblings or friends during the period that theyââ¬â¢re playing violent games, stop them from playing the games. If they become interested in history after playing historical games, then the game is beneficial to them. References Perceived influence of negative and positive video game by Shu Fang Lin Journal of Media and Communication Studies Vol. 2(10), pp. 208-214, December 2010 ISSN 2141 ââ¬â 2545 à ©2010 Academic Journals The effects of violent video game habits on adolescent hostility, aggressive behavior and school performance by Douglas A. Paul J. Lynch et al (2004) Gentile Journal of Adolescence 27 (2004) 5ââ¬â22 The effect of violent video games on adolescents by Steven J. Krish Aggression and Violent Behavior 8 (2003) 377 ââ¬â 389 The impact of video games on children by Rick Missimer from the website www.healthguidance.org Video Games: Effect on childhood Development by Brandon T. McDaniel 146 E. 800 N. Provo, Utah 84606 http://well.blogs.nytimes.com/2011/01/18/video-games-and-the-depressed-teenager/# http://www.washingtonpost.com/wp-dyn/content/article/2008/11/02/AR20081102023 92_2.htm Can Video Games Actually Have Positive Effects? By Rebecca Scarlett, Effects of violent games on aggressive behavior, aggressive cognition. Anderson, C. A., & Bushman, B. J. (2001). Impact of entertainment violence on children. American Academy of Child & Adolescent Psychiatry, & American Medical Association (2000). URL http://www.aap.org/advocacy/releases/jstmtevc.htm Hostility, Type A behavior , and stress hormones at rest and after playing violent video games in teenagers. Lynch, P. J. (1999). Psychosomatic Medicine, 61, 113. The physiological and psychological effects of video games. Paschke, M. B., Green, E., & Gentile, D. A. (2001). Poster Presented at the 36th Annual Minnesota Undergraduate Psychology Conference, St. Paul, MN, April 2001. What Do Teens See in Video Games?â⬠By Barbara Geller, MD Published in Journal Watch Psychiatry March 25, 2004 Haninger K and Thompson KM. Content and ratings of teen-rated video games. JAMA 2004 Feb 18; 291:856-65. ââ¬Å"Video Games and Depressed Teenagerâ⬠By Roni Caryn Rabin The New York Times, January 18, 2011. Appendix Interview Questions 1. What types of games do you have in your game zone ? 2. Which age group mostly and regularly come to play games ? 3. What is your view about kidââ¬â¢s attitude towards games ? 4. Do teenagers become addicted to games , if they start coming regularly ? 5. Do teenagers spend a lot of money on games ? 6. What is the attitude of parents towards gaming? 7. Which class (elite, middle, or poor) mostly come to play games in gaming zone ? 8. What is the affect of gaming zoneââ¬â¢s environment on kids (especially on teenagers) ? 9. Do you consider that places such as gaming zone is a good source for socializing? 10. What is your opinion regarding teenagers indulgence in video games these days? Interview What types of games do you have in your game zone ? We have many types of games in our gaming zone but the most preferred are strategy, action and sports. Which age group mostly and regularly come to play games ? We have a lot of customers who visit us on frequent basis. People as young as 8 years and as old as 40 years come and play games here. But it is the teenagers who mostly visit the gaming zone regularly. What is your view about kidââ¬â¢s attitude towards games ? Different kids have different attitudes towards games. (Pause) Mostly children who play action games become more aggressive while playing and become impatient and hostile on losing. But children who prefer playing strategic games are quite quick in grasping the techniques of playing other games. Do teenagers become addicted to games , if they start coming regularly ? Yes, teenagers become quite addicted if they start coming on regular basis. The number of hours they stay in gaming zone keeps on increasing gradually. And most of the teenagers come straight from their schools and stay with their friends for too long playing games. Do teenagers spend a lot of money on games ? Yes, they do. On average, a teenager spend Rs.400 for 3-4 hours in gaming zone. We usually charge Rs.90 per hour for a game but kids prefer snacks along with the games so they end up spending a considerable amount of money on this activity. What is the attitude of parents towards gaming? Usually parents accompany young kids who are aged between 8 to 13. They seem to enjoy games along with their kids but they do not visit us on frequent basis. Parents of adults and teenagers do not visit gaming zone. They are maybe negligent of the gaming habits of their children because these teenagers spend a lot of money as well as time in our gaming zone and are never accompanied by their parents. Which class (elite, middle, or poor) mostly come to play games in gaming zone ? Mostly it is the elite and middle class who visit gaming zone. What is the affect of gaming zoneââ¬â¢s environment on kids (especially on teenagers) ? The environment of gaming zone is very good. Teenagers from good family backgrounds come here and enjoy playing games. I think it creates a good impact on teenagers. Do you consider that places such as gaming zone is a good source for socializing? Yes, of course it is. It provides a healthy environment where people from different age groups come and spend quality time together playing video games. Most games involve multiple players and in such games the teenagers are seen to play as one team. They show team spirit as well as play in collaboration. What is your opinion regarding teenagers indulgence in video games these days? I believe that video games is a good source of entertainment. I know most of the teenagers prefer it over other leisure activities but at the same time I would say anything done excessively is not good. Teenagers need to have a balance in their lives regarding fun and studies. As far as they are able to maintain that balance I would support video game play. QUESTIONNAIRE 1 This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. Thank you for your participation. Demographic information 1. Name ( optional ) _____________________ 2. Gender: 3. Age: 4. Occupation: Please choose the desired option Q5. How many child/children do you have? a) 1 b) 2 c) 3 d) More than 3 Q6. Your child is aged between: a) 8 ââ¬â 10 b) 11 ââ¬â 15 c) 16 ââ¬â 20 Q7. Are you a single parent? a) Yes b) No Q8. What is your occupational status? a) paid employment fulltime b) paid employment part-time c) supported employment d) self employed Q9. Does your child show signs of video game addiction? a) Yes b) No Q10. On an average weekend, your child plays video games for: a) 0 ââ¬â 1 hour. b) 2 hours. c) 3 hours. d) 4 hours. e) 5 or more hours. Q11. How many times have you unsuccessfully tried to reduce the amount of time that your child spends on video games? a) Never b) One time c) Two times d) Three times e) Four or more times Q12. If you fail to set a limit to video game time, your child would play: a) About the same amount as he / she does now b) Somewhat more than he / she does now c) Significantly more than he / she does now d) Far more than he / she does now Q11. Does your child have access to video game in his / her room? a) Yes b)No Q12. Does your child have interests outside the world of video games? a) Never or rarely b) Occasionally c) Often d) Always Q13. Does your child seems to have few friends outside the gaming world? a) Not at all b) Maybe c) Most certainly Q14. Does your child lies about the time he/she spends on video games? a) Yes b) No Q15. Does your child prefer playing video games over going out with friends? a) Never b) Occasionally c) Frequently d) Always Q16. Have your childââ¬â¢s grades been suffering from excessive video gaming? a) Not at all b) Somewhat true c) Definitely true Q17. Is your child permitted to play video games before the completion of homework? a) Never b) Occasionally c) Frequently d) Always Q18. Is your child an active member in the formal school activities or clubs? a) No, none at all b) Yes, one activity or club c) Yes, two activities or clubs d) Yes, three or more activities or clubs Q19. Does your child neglects his/ her health because of excessive video gaming? a) Never b) Occasionally c) Often d) Always Q20. Is your child employed as a part time worker? a) No, he / she is too young to work , or I prefer that he / she does not work b) No, he she is too involved in other activities (not including video games) c) No, I would like him / her to work but he / she refuses to do so d) Yes, but he / she has difficulty holding onto jobs e) Yes, and he / she successfully holds onto jobs Q21. Does your child becomes irritable or anxious if he/ she cannot access his/her favorite video game? a) Never b) Rarely c) Often d) Always Q22.Does your child becomes angry or defensive if asked about his/her gaming habits? a) Never b) Occasionally c) Often d) Always Q23. As a parent, do you decide what kind of video games does your child plays? a) Never b) Occasionally c) Often d) Always Q24. Will your child have difficulty giving up all of his/her video games for a week? a) No, not at all. This would be very easy for my child b) My child wouldnââ¬â¢t like it, but he / she could do it without too many complaints c) My child would have great difficulty giving up video games for one week d) It would be entirely impossible for my child to give up video games for one week Q25. Does your child plays video games at the first available opportunity? a) Never b) Rarely c) Sometimes d) Always Q26. Does your child gets headaches, red eyes, sore fingers or wrist pains from playing video games? a) Never or very rarely b) Sometimes c) Often Thank you for your co-operation! QUESTIONNAIRE 2 This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. Thank you for your participation. Demographic information 5. Name ( optional ) _____________________ 6. Gender: 7. Age: 8. Education Level: 9. Institution: Please choose the desired option 10. How often do you play video games? Daily Once a week Twice or thrice a week Once a month 11. What gaming technology do you have in your house? PS-2/3 X- box Gameboy Laptop/Pc Others 12. How long have you been playing video games? 6 months year 2 years more than 2 years 13. How did you started playing video games; who or what motivated you? Self interest Friends Advertisements ( magazines, TV) Others 14. What is the longest you have ever played without taking any break? 3 hours 4 hours 5 hours More than 5 hours 15. What genres of game do you play? Action Sports Puzzle Strategy Others 16. How many players participate with you? One Two Multiple players e.g. online gaming Myself only 17. Do you play violent video games ( usually rated 18 + )? Yes No 18. Do you think that the result of the game has a direct effect on your mood after playing? Yes No 19. Would you consider yourself an aggressive person? If yes then rate yourself on a scale of 1-5? 1 20. What would be your major reason to play video game? Keep yourself active at home To avoid boredom Hobby Entertain or spend time with your friends Frustration Other 21. What is it you like best about video game? The feeling that I am in the control of the situation It takes my mind off my problems The feeling of mastering the game Other 22. Do video games improve your ability to make decisions quickly? Yes No 23. Do you feel video games have sharpened your mind? Yes No 24. Do you have any health problems after playing video games? Yes; backache, headache, eye strain etc Sometimes I get a headache or backache I get headache once in a month No, I donââ¬â¢t have any health issues 25. Have you had problems at school that are related to gaming? Yes; I am tired all the time and never get my homework done I had turned in late assignments because I was playing games instead of doing homework No; I have never let games interfere with my schoolwork 26. Do you play any sports? Only video sports I split my time between sports and video games I play only one sport I play more than one sport 27. Are your parents comfortable with your gaming? Yes No 28. Have you ever tried to quit playing video games? Yes; but I always start playing again No; I play as much as I want and it isnââ¬â¢t a problem for me No; I donââ¬â¢t play enough for it to be a problem Thank you for your cooperation! Graphical Data
Tuesday, January 7, 2020
The Enola Gay - 1506 Words
One of the biggest controversies of the 20th century was caused by one little plane, the Enola Gay. The Enola Gay was a B-29 Superfortress bomber that dropped the atomic bomb on Hiroshima. August 6, 1945 was a historic day. Lives were lost and it was the start of the very end of World War ll. The use of this very destructive weapon could be seen as inhumane, but it was a decision that had to be made. Americans and people from other countries today have their own opinion of our war ending tactic. What is important to think about is that sometimes tough decisions have to be made for the greater good of everyone. The use of the Enola Gay was justified in that it was used for the greater good of saving thousands of lives, but also helping toâ⬠¦show more contentâ⬠¦Ã¢â¬Å"The committee concluded that the bomb should be used to end the war as soon as possible; that it should be dropped on a military-urban target so as to demonstrate its full force; and that a demonstration or warnin g should not be made beforehand, lest the bomb lose its shock value.â⬠(McDougall np) The United States had two options really and they were either invade Japanese mainland or use the atomic bomb. ââ¬Å"The Japanese navy had ceased to exist and Japan s military losses were staggering, but instead of surrendering the Japanese army decided to fight on. U.S. military leaders then calculated what losses could be expected if U.S. troops invaded the Japanese mainland. Based on earlier battles, they expected the casualties to be horrendous.â⬠(Hiroshima 77) In war, lives being lost is unavoidable, however President Truman knew that if the bomb was not dropped the amount of casualties would be too many from the invasion. The crew members of the Enola Gay have a story that only they can tell. They were the people the dropped the first atomic bomb. Since the dropping of the bomb is such a controversial topic, many people probably wonder how the people that went through with this wa r-ending tactic feel about it. The crew felt that the use of the bomb was definitely justified, but a few were disappointed that it had to come to that point even though
Subscribe to:
Posts (Atom)