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Why Academic Wring Is Different Fom Other Uses of English Essay Example for Free
Why Academic Wring Is Different Fom Other Uses of English Essay Scholastic composing is utilized when composing text in school and other ...
Saturday, May 23, 2020
Childhood Anxiety Among Children, Parental Anxiety,...
Anxiety is an emotion characterized by increased blood pressure, feelings of tensions and worried thoughts. Many forms of anxiety disorders share the same nature of unrealistic and harmful levels of anxiety. For example, studies have pointed out parental anxiety and behaviors in the development of childhood anxiety problems. It is not known, why there are different impacts concerning the process that influences mother and fathers. Present or recent studies criticize the communication between maternal and paternal trait anxiety, cater to, and emotional support in addition to anxiety symptoms of children (Pereira et. Al. 2013 ). Most common mental disorders in childhood and youth are anxiety disorders. Most people do not know this butâ⬠¦show more contentâ⬠¦It is expressed that youth anxiety is obviously joined with a ââ¬Å"high-controlled style of parenting than with low parental warmthâ⬠( McLoed et.al. 2007). In this study it was found that children interpret the scen arios that their parents discussed in a discussion more negatively. In this research there were several participants. Most of the participants came from a background of intact families. The parents of the children had a background of 12 years of education completed.Also, social economic levels played apart in this study as well. Each of the participants were from 15 public, private, and cooperative primary schools, that included 905 children who acted in a universal screening of anxiety symptoms. Two groups were selected based on their sores on an anxiety questionnaire, that has to do with anxiety. Children in the 80th percentile and below the 50th percentile were among these groups. The entire sample was contained by 80 children ( 33 boys and 47 girls) and their parents. The age range of the children were between 7 and 12. this sample was made secure to make sure there was not a difference in terms of age and had a balance in gender. A self report questionnaire was given along with 69 items assessing symptoms of several different anxiety disorders to conduct this research. While conducting this research, plenty of anxiety disorders have been found within children. These disorders include separation anxiety, generalized anxiety, panic
Tuesday, May 12, 2020
Postive Impact of Playing Video Games - 1296 Words
In the past few decades there has been debate over the positive and negative affects of video games with a good deal of focus on more violent games. Prior to and concurrently with this debate, there have also been similar debates over radio, television, and movies but, as should be obvious from the current breadth of media, no studies have definitively proven any negative affects. The detractors of video games claim, based on media effects research, that people who play video games with any sort of violence in them have heightened antisocial and decreased prosocial tendencies afterwards; this is the assumed cause of certain acts of violence including the majority of school shootings. The supporters of video games claim that there is anâ⬠¦show more contentâ⬠¦Moreover, in its normal context (with a running narrative), a video game is split from reality so the player is more conscious of what is and isnââ¬â¢t acceptableâ⬠¦in studies, subjects play the game with no idea of what is supposed to be happening. This grounding effect has been intensified in recent years by a change both in video games and in the way people play. Games began to approach cinematic experiences and that has led to people watching a game being played and occasionally giving tips to the player. Such advice has brought the player further back from the game world diminishing the effect of the narrative slightly but turning it into a social event much like the media that games have begun to emulate (Jenkins). More importantly, a large number of games have begun to include cooperative modes (e.g. Little Big Planet, Ratchet Clank: All 4 One) that require multiple players to work together to achieve a common goal; a cooperative mode allows both the social aspect of playing a game with people watching and the engrossing cinematic experience that games have always sought to provide. This social aspect is nothing new. Gamers have always communicated with one another about how to get past tough parts of games, and to gener ally improve, they have always strived to play along side or against one another to test themselves and to in order toShow MoreRelatedThe Postive and Negative Social, Educational and Health Effects of Cell Phones on Teenagers3132 Words à |à 13 PagesTHE POSTIVE AND NEGATIVE SOCIAL, EDUCATIONAL AND HEALTH EFFECTS OF CELL PHONES ON TEENAGERS By Agshin Alizada For the course HSB 4MI Presented to Miss Dahl BLUEVALE COLLEGIATE INSTITUTE Table of Contents Page 1.0 Introduction 3 2.0 Discussion ` 4 2.1 Positive and Negative Social Effects of Cell Phones on Teenagers 4 2.2 Positive and Negative Educational Effects
Wednesday, May 6, 2020
Making a Hero Free Essays
A hero and heroic journeys are the most important elements of Ancient mythology, and the Odyssey by Homer as an example of such epics. Joseph Campbell identifies three main stages of the heroââ¬â¢s journey found in monomyths: Separation, Initiation and Return. In the Odyssey, the main hero goes through these stages in order to prove and test his courage and heroism. We will write a custom essay sample on Making a Hero or any similar topic only for you Order Now Thesis Through physical journeys and trials, his personality changes for the better: while ââ¬Ëinitiationââ¬â¢ tests his psychical and psychological strength, separation and return reflect his personal qualities and new values. In contrast to traditional model proposed by Joseph Campbell, the Odyssey follows a parallel construction: readers know about his return and separation simultaneously. The first stage, separation, begins twenty years prior to the events depicted in the Odyssey. Readers know about Odysseyââ¬â¢s departure and causes of this separation through memories of Odyssey and other characters. The main difference is that Homer tells about separation through memories and isolated stories. Only in Book XVI, Homer describes the separation: ââ¬Å"it is such a long time ago that I / can hardly say. Twenty years are come and gone since he left my / home, and went elsewhitherâ⬠(Homer, Book XVI). This quote is very important because it tells readers about the past and helps Penelope to recollect events. Penelope is sure that Ulysses is ââ¬Å"laid before herâ⬠(Homer). The most important is that the story about separation coincides with ââ¬Ëreturnââ¬â¢ of the hero and his moral development. The rest of the story (the return) describes his new qualities and values developed during initiation from the psychological point of view. The second stage, initiation, consists of several trials and battles which show courage and enormous physical strength of Odyssey. The main trials include: the encounter with the Cicones, several years spent in Calypsoââ¬â¢s cave; the battle with the Cyclops and the encounter with the Sirens show that only. The first encounters show his physical strength while the second ones test his psychological qualities. ââ¬Å"Odysseus then you are, o great contender, of whom the glittering god with the golden wand / spoke to me ever, and foretold /the black swift ship would carry you from Troyâ⬠(Homer, Book X). This remark tells readers that his journey is not over and he needs great courage and bravery to overcome all difficult situations and eternal evil. It is possible to make certain distinctions between two stages of personal development (separation and return): for instance, fresh strong feeling in Odyssey hero is a different thing from the mass strong feeling in the people; or that some types and manifestations of feeling are gross self-indulgence and are not at all the thing they appear to be; or that an appearance of strong feeling may be only a mask hiding some weakness or other. Physical sufferings and trials have changed his personality and world views. At the stage of return, Homer does not tell about low morals of Odyssey and his habits, but describes him as a real hero who returns home. He inherits his honesty. In his love for women he shows that he has none of snobbery. At the end, the main hero is depicted as a keeper of law and traditions of the society. Also, Homer shows that it is dangerous thing to forget about human dignity and human code of ethics. ââ¬Å"ââ¬â¢The royal pair mingled in love again and afterward lay revelling in stories. / â⬠¦ Odysseus told of what hard blows he had dealt to others and of what blows he had taken-all that storyâ⬠(Homer, Book XXIII). This remark shows that after Initiation, Odyssey is a loving husband and father, fair ruler and son. At this stage, Odyssey combines the moral and social qualities of an ideal hero. In sum, the remarkable feature of the Odyssey is a cyclical structure of the Heroââ¬â¢s journey based on physical and psychological development of the main character.à Using a cyclical structure, Homer compares and contrasts the qualities of two different characters: Odyssey before and after the initiation stage. The inferences in the paper are important because they help to identify and analyze the main elements of the text, and then synthesize and summarize the main findings of the analysis. Works Cited Page Homer. The Odyssey. N.d. http://www.gutenberg.org/dirs/etext99/dyssy10.txt How to cite Making a Hero, Essay examples
Saturday, May 2, 2020
Website Review and Human Computer Interaction
Question: Discuss about the Website Review and Human Computer Interaction. Answer: Introduction: The human computer interaction is the study of individuals interacting with the system. In this report the website of Kakadu National Park has been considered as the system (web based) and the three selected users are the individuals. The Kakadu National Park is the secured area situated at the Northern Territory, Australia. It has been special for its traditional aboriginal owners managing in partnership with the Parks Australia (Andersen, Humphrey Braby, 2014). The following report explores the various features of user interactions. The various capabilities of the site to deliver informative and user-friendly surfing with proper questionnaire as surveys are prepared for the assessment. Components of human interaction: The navigation of the primary site is placed well. It has been very simple to use and find. Despite this, it has not been consistent throughout the site. It has been changing unexpectedly and suddenly. This must be possibly become very confusing for the users (Baecker, 2014). The addition of the height and width attributes must be done to every image tags. The specification of those attributes must remain similar to the source image. CSS, could be used if further resizing of the image in the surfing browser is needed to be done (Carr, 2015). The site has given a lot of attention on the visual design. This has gained the trust of the audience. The color palette has been clear (Turk, 2014). The usage of the subtle shadows and gradients has provided the site with additional polish. The site appears with the parallax scrolling with the images and video galleries. As a result the visitors are able to view outstanding visual content. The texts have been formatted attractively to guide the imagery supporting the storytelling throughout. Every links has been well defined. This would help the search engine optimization and aid receptiveness. The site has used proper URLs or web addresses all over. This has been helpful for the usability, marketability and placement of the search engine. The organization and consistency of information: There has been 57 words each page in an average. The quantity of content on the site is displayed to relate with the search engine ranking. The quantity of text in the site is needed to be considered. If appropriate, it could be increased (Saini, 2015). The site has simply displayed the putting of things at unexpected locations. This might risk in unnoticing them by the users at the time of requirement. However, there has been no phenomenon of development of advertisements or any banner blindness while browsing the site. As anyone search for particular information in the site, he concentrates only on that parts of the pages where they think the relevant data to be present (Kim, 2015). This might be in the form of small text or hyperlinks. The framework that characterizes the human-computer interaction is cognitive. It is dominant in nature. The cognition has been that flows in human mind while carrying the daily activities. It refers to the method by which human beings are familiarized with things. In other words, it is the process to gain knowledge (Willett, 2014). It includes the remembering, reasoning, acquiring of skills and creation of new ideas, attending, understanding and being aware. The theoretical background of this method evolves out from the cognitive psychology. It helps to explain the way in which human beings are capable of achieving their desired success. The cognition is described in terms of some particular processes. They are: Perception and representation: Its task is to fetch how data has been acquired from the outside world. Then it is transformed into experiences. The inevitable implication of this has been to develop representations that were already perceivable. Examples of this include the legibility of texts and easy readability, distinction of icons and so on. For attention, the selections of objects to focus on the materials outside are meant at a particular moment of time. The focusing and division of attention has enables to become selective about the quantity of competing stimuli. However, it limits the ability of human beings to put up tracks for every event. The data in the admixture of human and computers is structured to hold back the attention of users. For example the usage of non-cognitive boundaries or windows, flashing lights, sound and reversing videos. The design implications for attention has been making the data salient when attention of it is needed. Using techniques which create things standing out like the animation, colouring, and spacing, sequencing and ordering are done. The cluttering of information is avoided (Saini, 2015). For example the simple design and crisp of google.com could be considered. It further avoids using more as the software allows that. The users have been developing the understanding of systems by using and learning it. The knowledge has been referred to as the mental model. The concerns have been to use the system and determine the next step. The steps to do with the unfamiliar or unexpected systems and situations are considered. The human beings create inferences by the mental models determining the way to execute tasks. Metaphor and conceptual model: It is a consistent and accurate portrayal of the destination system as controlled by the expert user or the designer. From the side of the designer, the requirement has been to impose impacts on the users model (Wiese Mcconnell, 2014). This is done to acquire the conceptual model, underpinning the aspects that are relevant to the system. This is accomplished by using language, tutorials, documentation, graphics and metaphor. This is significant as all those materials combine and relate with each other to encourage the similar model. The research on human-computer interaction is expanded further on its origin in the cognitive methods of the individual users. This is done to involve the organizational and social processes for usage of computers. It is done in the real environment. It is also done as the usage of computers with collaboration. The assessment of the knowledge of users comprises of the generic data that could be utilized for various reasons. The knowledge of any users expertise over a particular subject has been useful. This might be in any situation where communication with the user could be done. The interfaces adapt to the various users (Wiese Mcconnell, 2014). Particular user groups like the programmers and secretaries and the expert level should be adjusted by them. For example, the level of expertise in a specific group can be determined by a secretary who could be somehow familiar with a particular text processor. However, the adaptability has been recognized as a significant aspect and few systems possess the ability of adapting to the expertise and users level. Principles of graphic design: The constraining design concept refers to the determining the methods to restrict the user interaction. This could take place at any moment of time. There has been various ways to achieve this (Bestley Noble, 2016). One of such common practice of design in the GUI has been to deactivate specific menu options by blurring them. Thus the restriction of the human beings is done only within the permissible actions. The benefit of this type of constraining has been to prevent user from the selection of improper option. Thereby the refusal of the chances to make mistakes is done. The classified constraints normally contain three categories. They are the physical, logical and cultural (Lupton Phillips, 2015). The website has been review by the three users. The review has been done based on two aspects such as the information about the activities to be done in the Kakadu National Park and how to plan a trip through the website. The First User Review: The first user that has been selected is a friend. According to the user, the has a great color combination. The interface and functions of the home page is very impressive. The user also stated that booking passes for a trip is very easy. All the necessary hyperlinks were available in the page. The Second User Review: The second user is an old relative. According to the second user, the visual journey option really helped in assuming the amount of days needed to be spent in the park for trying all the activities. The activities to be done in the park are nicely described in the website with pictures of the places. Planning a journey was very easy as all the information was available at the site. The Third User Review: The third user is a colleague. As per the user review, the site is completely full of all the information required. The user did not need to search anything in other search engines for gathering more knowledge before planning a trip. The booking process is very simple. Conclusion: The official website of the Kakadu National Park must improve the performance of the site with improved site architecture and the navigation scheme. The cluttering of information could be avoided. For example the simple design and crisp of google.com could be considered.The primary aim of the human-computer interaction is to represent and make sense about the interaction between computers and human beings. This is done by considering the way in which knowledge has been transmitted between them. The inputting into the machine comprise of the sensed data about the material world. The good example of this could be given about the mouse that senses the movement across a plane. This is done in collaboration with the keyboard detecting the contact closure as the key is pressed by the user. The usage of different types of graphical representations also constrains interpretation of problems or the data space of any person. Let the example of the flow-chart diagram be taken. There the objects have been related constraining the path in which the data could be perceived. Recommendation: Padded Block Links in the Footer: In terms of increasing the usability, the designer can add padding or convert the link into block element. This will allow the users to click on the outside of the texts to access the links. It is useful for the elderly persons. Use of Color for Managing Attention: The designers can make use of the colors for putting the focus of the users into the particular sections of the texts. The designers can use the various color combinations in the activity pages as well as other pages. Navigation: The designer perhaps provide the option of booking the passes in the homepage. This will allow the users to save more time. On the other hand, the link to the booking page must be at menu of every page. Bibliography: Andersen, A. N., Humphrey, C., Braby, M. F. (2014, June). 4. Threatened invertebrates in Kakadu National Park. InKakadu National Park Symposia Series(p. 48). Baecker, R. M. (Ed.). (2014).Readings in Human-Computer Interaction: toward the year 2000. Morgan Kaufmann. Bestley, R., Noble, I. (2016).Visual Research: An Introduction to Research Methods in Graphic Design. Bloomsbury Publishing. Booth, P. (2014).An Introduction to Human-Computer Interaction (Psychology Revivals). Psychology Press. Carr, G. L. (2015). Website Review: Charles Darwins Beagle library. Hasan, H., Abdul-Kareem, S. (2014). Humancomputer interaction using vision-based hand gesture recognition systems: a survey.Neural Computing and Applications,25(2), 251-261. Hinckley, K., Jacob, R. J., Ware, C., Wobbrock, J. O., Wigdor, D. (2014). Input/Output Devices and Interaction Techniques. Kim, G. J. (2015).HumanComputer Interaction: Fundamentals and Practice. CRC Press. Ligman, J. W., Pistoia, M., Ponzo, J., Thomas, G. (2016).U.S. Patent No. 9,372,779. Washington, DC: U.S. Patent and Trademark Office. Lupton, E., Phillips, J. C. (2015).Graphic Design: The New Basics: Revised and Expanded. Chronicle Books. Mller, A., Kranz, M., Diewald, S., Roalter, L., Huitl, R., Stockinger, T., ... Lindemann, P. A. (2014, April). Experimental evaluation of user interfaces for visual indoor navigation. InProceedings of the 32nd annual ACM conference on Human factors in computing systems(pp. 3607-3616). ACM. Saini, S. D. (2015). Website review: review of patient-oriented websites for colorectal cancer screening.Gastroenterology,148(3), 661-662. Turk, M. (2014). Multimodal interaction: A review.Pattern Recognition Letters,36, 189-195. Wiese, K., Mcconnell, D. A. (2014, December). Designing and Using Videos in Undergraduate Geoscience Education-a workshop and resource website review. InAGU Fall Meeting Abstracts(Vol. 1, p. 03). Willett, P. (2014). Open Folklore: project and website review.
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