Tuesday, March 17, 2020

[WATCH] How to change your life according to Michael Strahan

[WATCH] How to change your life according to Michael Strahan Michael Strahan sat down with Daily Fuel to talk about a major (and early) inflection point in his life. Listen to how the Good Morning America co-host came to the conclusion that he was largely responsible for his fate, and how Jane Fonda workout videos (of all things) helped propel him to be the world class athlete he’d soon become.   The result not only concluded with his election to the NFL Hall of Fame, but the mindset he developed has guided him throughout his remarkable and unparalleled career.  While there’s an undeniable randomness to life in general, we all must eventually decide for ourselves to what extent we determine our own destiny.Source: [DailyFuel]

Saturday, February 29, 2020

A Research Proposal of the Effects of Online Gaming

However, although many claim that educational potential lies within video games, they still have not been universally been regarded as a quality learning tool. Patricia Greenfield (Mind and Media) claimed in 1984 that with increasing technology and increased research that future video games would be a vital component to the educational process. David Sheff (Video Games: A Guide for Savvy Parents) said almost the exactly same thing in 1994. Thus, it seems as if the issue of using video games for educational purposes is still not fully accepted and their implementation brings forth many concerns.It is also seen that we have constantly regarded video games as having high potential and that their use in education will be vital in the near future. However, these visions have remained the same as time has passed and the foreseeable goal of implementation has still yet to be reached, for we keep pushing the time line further into the future. This brings forth the question of will this push back continue as years pass or will the educational potential of video games be reached in the near future?Video games are seen as a good learning tool because many think that they can teach children in ways that their teachers are failing by sparking their minds, stimulating their thinking, and inspiring their imagination. Addictions to Internet games, particularly massive multiplayer online role-play games (MMORPGS), have emerged as a threat to public health—a new epidemic. Although they pose no direct physical danger, they take a toll on the mental well being of players. This disease is as equally debilitating as an addiction to drugs or alcohol.Consequently, addictions to these games have ruined lives as they disrupt family life, distract students, and compromise jobs. Although some video games provide benefits to society, when used as a tool to engage children in the classroom, or train soldiers on urban warfare, the posit ive impact of these programs are negated as soon as one considers the potential damages. Proper use of games requires the responsibility of the gamers and the marketers. Software developers should reveal the potential dangers associated with the games, like how the games have a possible addictive nature.Perhaps these programs need to have labels that warn of possible health consequences. The labels would be similar to the labels that law requires tobacco companies to place on their cigarettes. Public awareness should encourage members of society to be aware of the personal consequences of excessive gaming Conceptual Framework: To conduct a research to test the in observing them of the effects of online gaming in students. Statement of the problem: This study aims to know the effects of online gaming to the students: Significance of the study:Although the addiction factor and gender issues still exist to the same extent in online games as they do in offline games, it looks as if online gaming has provided answers to the other negatives that have plagued video games. The first obvious positive that online gaming has brought to video games which was no t available to off-line games is interaction among numerous other people. Off-line games were mostly solitaire in nature and had zero social aspects associated with them. Online games have allowed for a reintroduction of socialization among games. And this socialization has no boundaries, for a very diverse Internet population exists.Playing over the web will help develop friendships, whereas playing off-line can lead to a decrease in friendships. Another positive that online games bring forth is a decreased amount of violence. Most of the violent games being played off-line are quick action games that require rapid button-pushing. However, because of latency and lag issues these games have had a difficult time being transformed into an online medium. Furthermore, when these type of games are successfully transformed into an online game the number of enemies is drastically decreased. One is no longer playing against a tremendous amount of monsters that have been implemented into the game but rather just a few enemies being played by other humans. This forces one to methodically formulate strategies on how to dominate and beat the other individuals instead of creating an atmosphere of just killing everything in sight. The final negative factor of video games that online gaming may alleviate is decreased intelligence. Much more constructive thinking is necessary to be successful in online games, mainly because human opponents are more unpredictable and tougher than the monsters in offline games.

Thursday, February 13, 2020

Extraction of plasmid DNA and set up of polymerase chain Reaction Coursework

Extraction of plasmid DNA and set up of polymerase chain Reaction (PCR) - Coursework Example g temperatures to different levels, the different steps of DNA replication, the separation of the double strand, the annealing of primers to the DNA single strands, and the activity of DNA polymerase are facilitated. The cycle of changing temperatures are repeated, producing many strands in the process. Of course, the DNA polymerase should be able to withstand these changes in temperature. The resulting amplified gene can subsequently be characterized, either through identification, measurement or expression. The information obtained from this can further be used to characterize the resulting protein product or the organism from which it was obtained. Due to the vast amount of processes PCR products can undergo, the technique has been the staple for laboratory diagnosis of diseases, bacteria and virus identification, crime scene investigations, and others. As can be seen, PCR follows and precedes many other molecular processes. In this experiment, plasmids from a transformed bacterial cell pellet were extracted to isolate the gene encoding for red fluorescent protein (RFP). After measuring the amount of DNA extracted, it was then prepared for PCR. Bacterial transformation, or insertion of gene of interest inside bacteria cells, is a viable strategy in not only housing the gene, but also amplifying the sequence. Thus, bacterial strains used for this purpose, such as E. coli DH5ÃŽ ±, JM109 and XL-1 Blue, are specialized not only to be able to imbibe the plasmids upon electric or chemical induction, but also to replicate the inserted genetic material during cell division (Yoshida and Sato, 2009). On the other hand, special plasmids, called vectors, are circular DNA used to accompany the gene inside the bacterial cell. It contains sequences for restriction enzymes, so that the vector circular configuration can be broken into two parts, through which the gene of interest can be inserted into, re-establishing the circular appearance of the vector. The vector also

Saturday, February 1, 2020

UNIT 4 INDIVIDUAL PROJECT Essay Example | Topics and Well Written Essays - 1750 words

UNIT 4 INDIVIDUAL PROJECT - Essay Example The company needs to target an unserved but profitable segment of the market to increase sales and boost image minus the fierce competition. Distribution channels. The company depends largely on department stores to sell its products. Reebok should explore other channels that would effectively promote the increased visibility of its products in the market. Intellectual property rights. The company produces its products through independent manufacturers in third world countries. Despite the enforcement of patent laws, knockoffs proliferate in many international markets which have an adverse affect on Reebok’s revenues. Our passion for winning creates our possibilities. We harness the boundless creative energy of every individual to make the differences that count - to captivate the consumer and create an exceptional global brand and organization. a. [Pros] Reduced production costs and lead time, increased gross margins in the long run and creates new sources of raw materials for footware product lines as well as develop more efficient distribution channels. a. [Pros] Reebok needs to stick to more conservative demand forecasts to effectively control marketing, advertising and other related expenses; minimize production problems, cut costs and generate adequate cash flow for debt servicing. 1. Recommending the implementation of the Market Development Strategy [Alternative 1] to increase brand value and gain a bigger market share, if not a controlling interest in the athletic shoes and sports apparel market. 5. Product lines intended for outdoor activities should also be developed apart from contact sports, with 40% of the subject segment looking for new outdoor activities, among them backpacking/hiking (47%), road biking (38%), camping (30%) and paddle sports (23%). (NPD Group, as cited in Rab, 2004) 1. Revamp of existing marketing platforms and repositioning to new segment must be

Friday, January 24, 2020

Software Ethics :: Software Technology Computers Essays

Software Ethics Cases Studies of Patent and Copyright Failures Copyrights and patents are used to protect a certain expressions of ideas and processes. These laws are intended to protect the inventor(s). But how useful are they? What is the computer industries’ track record in protecting inventions? What are we doing discussing ethics anyway? This paper will present a series of case studies which will illustrate how copyrights and patents have failed to protect inventors. After that discussion, the paper will examine whether there is an ethical view which could justify the failure of the patent and copyright laws. Intellectual property[1] laws have been around for some time. Inventors and creators had been and are still relying on copyright and patent laws to protect their inventions. The question naturally arises: why are they protecting their inventions and creations? There are a number of reasons. First of all, the majority of inventors feel that after spending sometimes years of hard work inventing a solution to a particular problem, they ought to get some benefit, recognition, or reward from society. In my opinion, these days many inventors are not from the upper class rich politicians as was the case up to about 100 years ago. Therefore, owning and trading intellectual property can be a means of survival for a person, an organization, and a country. More importantly, it allows an individual to negotiate with a large company. The laws can protect the small against the big. Intellectual property laws don’t always protect a single person. They can protect a company or many companies. A company can dedicate some employees to invent a certain component of a system and patent it or copyright it. This may protect the company in a variety of ways, one of which is that another company cannot hire away engineers and have them re-develop that same component. Another motivation for intellectual property laws is to showcase that if you work hard, invent something useful, or solve a significant problem, you will be rewarded. This gives incentive for others to be productive, contribute, and invent. There is a lot of controversy whether the concept of patents and copyrights are applicable to the digital age, by offering the protection of software. This paper argues that software is â€Å"different† and cannot be protected by copyrights or patents.

Thursday, January 16, 2020

Water Refilling Management System

Conceptual frameworkThe Conceptual framework shows the inputs and processes on how the customer and the management works’ within the system. Input refers to the data inputted by the customer and management. The data to be input first by the management are the customer and container information’s. The customer information contains id, name, address, contact number, type, cash balance, container balance and description of a customer, while the container information contains id, type, total count, unit price and description of a container. The system provides each the customer and container id automatically. Customer and container information are required to be in the system first to process transactions.There are four types of transaction, namely: purchase order, delivery, payment and container return. Each of this transaction consists of required information referred in the table below. The customer id, name, type, cash balance, container balances, container type unit pr ice of the specific customer and product are gathered by the system automatically.Table 1.1 Transaction information Purchase order Delivery Payment Container return Customer id Customer name Customer type Container types Unit prices Container tracking id’s (optional) Container count Total amount Comment Customer id Customer name Customer type Container types Unit prices Container tracking id’s (optional) Container count Total amount Mode of payment Comment Customer id Customer name Customer cash balance Payment amount Comment Customer id Customer name Customer Container balances Container types Return count CommentLevel 0.

Tuesday, January 7, 2020

Essay about Science, Technology and Us - 1285 Words

Science, Technology and Us Science is an important part of our every day lives. We wake up each morning because we hear the ringing of our alarm clocks and turn on our faucets to wash our faces with warm water. We turn on the lights in our rooms to see our clothes and get dressed and we put our breakfast in the toaster and sip coffee from our mugs. All these things we do in the short time we are rushing to get ready for work or school, are due to the advancement of science and technology. Growing up, I was always around somewhat up to date technological appliances, as my grandfather was very keen on always having whats new and exciting at the time. That idea also followed me in my own home, where my parents had computers and†¦show more content†¦Whether we decide to use it, or not is entirely up to us, but blaming technology and science for our societal problems is not the answer. I believe that parents should put in an extra effort to learn about the new technological advancements of the day because not only does that allow them to be better informed, but it is a great tool for parenting. So much negativity about computers and its effects on people, particularly children, causes adults to stay out of the loop. Bishop also mentions in his article that people fear things they do not know. When the majority of people do not understand more than half the things they need to know about computers, it is difficult for them, that is when they start fearing these thi ngs that are ultimately foreign to them. Science and technology offer a great deal to us, and it would be difficult to imagine any life, which would not be connected to science and technology in any way. Even the cars we drive are direct outcomes of science and technology. We depend on many things to go about our daily lives, and if it werent for science and technology, we would be lost. Sometimes if you look at people around you who are not as interested or knowledgeable about technology, you cant help to wonder how they do the many things I use technology for. While living in a third world country for 3 months lastShow MoreRelatedDoes Dr Who Tell us About Science and Technology or the Britain of Its Time? 1908 Words   |  8 Pages Doctor who is a science fiction programme that was created in 1963 by Sydney Newman and Donald Wilson, this was show was initially created as a children’s programme that combines adventure in time and space, and also the educational aspects about science and history. This programme became very popular with adults too. This is the longest running TV show even though there was a 16 year gap. 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