Saturday, December 28, 2019

The Most Feared Disorders Is Schizophrenia - 928 Words

Psychological disorders are a very serious matter and everyone needs to be aware of them. Millions of people around the world are affected by these. These disorders could happen to anybody. Several people think it would never happen to them but it still does. They are not contagious and can’t be caught or given to someone else. Many people experiencing symptoms do not even realize they have a disorder. That is why awareness of them needs to be a top priority so these people can get the help they need. One of the most feared disorders is schizophrenia (Myers, 2014, 657). Schizophrenia is a split from reality (Myers, 2013, 657). People with schizophrenia experience all kinds of symptoms. They experience â€Å"disturbed perceptions, disorganized thinking and inappropriate emotions† (Myers, 2013, 657). They began having hallucinations. They see things and hear things that aren’t really there or real. They can imagine touch and sensation too. For example, one young wo man sees cars’ headlights while driving and believes they are eyes and are trying to harm her (Standen, 2014, 1). These hallucinations can result in a person harming themselves. Sometimes these voices tell them to burn themselves (Myers, 2013, 658). This is one of the reasons that everyone fears schizophrenia because it can be harmful or in some cases even fatal to the people diagnosed with it if it’s not treated and just ignored. People diagnosed with schizophrenia also may have difficulty communicating. They areShow MoreRelatedTaking a Look at Schizophrenia729 Words   |  3 PagesWhat is schizophrenia? â€Å"Schizo† meaning split, and â€Å"phrenia† meaning mind. Schizophrenia is a disorder of the brain that has affected many individuals throughout history. Usually starting in childhood or early adulthood, it is rare for schizophrenia to start after one has reached adulthood. Before schizophrenia was discovered, those with the disorder were considered to be possessed, therefore causing them to be feared or locked up away from those that did not have the disorder. Schizophrenia is chronicRead MoreMental Health1329 Words   |  6 Pagesused to describe long-term psychiatric conditions, which may have significant effects on an individual’s functioning. Some of the most common mental health problems are; anxiety, depression, psychosis, mania, schizophrenia, anorexia nervosa, bulimia nervosa, OCD. A qualified clinician should only diagnose such conditions. Anxiety and depression feature as the two most common reasons for people to consult their doctor. There are two sides of mental health, which we all may experience. One side isRead MoreThe Stigma Of Mental Illness With Information1007 Words   |  5 Pagescompletely conscious, with state-of-the-art lobes, but doesn’t come without occasional issues. 25% of our population suffer from some form of mental illness (Klevorick). These disorders can range from mild anxiety to a more crippling mental illness known by many, schizophrenia. The big question here is why are mental illnesses feared? When every other part of your body gets sick, one can get sympathy, except the brain (Wax). The first step to ending the stigma is to understand the different forms of mentalRead MoreSchizophreni A Mental Disorder Essay1278 Words   |  6 PagesSchizophrenia is a mental disorder that takes over a patient’s body and mind. Schizophrenia’s causes and mechanisms remain poorly understood, and the most common treatments do little to restore patients health (Kurtz 7). Schizophrenia affects the person’s brain and ability on to think and function. People with Schizophrenia have voices inside their heads telling them to do things they don t want to. People with schizophrenia are not eligible to control the things they do or say. Schizophrenia isRead MoreSchizophrenia Article and Case Study1172 Words   |  5 Pages! NOVEMBER 11, 2011 SCHIZOPHRENIA Can You See The Voices? By Natascha Schoepl A Battle Against Himself CONNECTICUT - Ken Steele has heard voices most of his life. He was 14 years old when he started having auditory hallucinations. These voices commanded him to hurt himself and they were predicting his death. Hang yourself, the voices told him. The world will be better off. You re no good, no good at all. The voices got louder and louder everyday and he was no longer in control of hisRead MoreCharacter Analysis Of The Man In A Mans Man901 Words   |  4 Pagesproviding him the support his internal working model expected. The severity of his depressed symptoms also stems from his desire to be heard and his want for attention from his siblings. The amount of focus that went into maintaining the family business most likely prohibited a lot of self-care for the family and when Carlos hit a downward spiral after Frank’s death, he hit it hard. Carlos uses projection during â€Å"Session 5†, when asked about his wife and an interaction he had with her. Carlos initialsRead MoreNeurodevelopmental And Neurocognitive Disorders1490 Words   |  6 Pagesï » ¿ Neurodevelopmental and Neurocognitive Disorders Jackeline Rodriguez Psy/410 September 10th, 2014 Caroline Simpson Neurodevelopmental and Neurocognitive Disorders â€Å"The neurodevelopmental disorders are a group of severely disabling conditions that are among the most difficult to understand and treat. They make up about 3.2 percent of cases seen In inpatient settings (Sverd et al., 1995). They are considered to be the result of some structural differences in the brain that are usually evidentRead More Ethical Analysis of A Beautiful Mind Essay1595 Words   |  7 PagesEthical Analysis of â€Å"A Beautiful Mind† â€Å"A Beautiful mind† is a story based on the life of John Forbes Nash, who is a famous mathematician. Unfortunately, he is suffering from paranoid schizophrenia that majorly affects his personal and social life. Schizophrenia is a psychological disorder in which the patient’s ability to function is impaired by severely distorted beliefs, perceptions, and thought processes (Hockenbury, 2010). John Nash, the main character, faces many challenges in his professionalRead More John Nash, A Beautiful Mind Essay1628 Words   |  7 PagesWHAT IS SCHIZOPHRENIA? The modern definition of schizophrenia describes it as a long-lasting psychotic disorder (involving a severe break with reality), in which there is an inability to distinguish what is real from fantasy as well as disturbances in thinking, emotions, behavior, and perception (Cicarelli, p. 557). SYMPTOMS Schizophrenia includes several symptoms. One common symptom is delusions, which are false beliefs that the person holds and that tend to remain fixed and unshakable evenRead MoreSchizophreni A Devastating Psychotic Disorder1710 Words   |  7 Pages Could you imagine waking up one day realizing you not only lost everything you thought you once had, but realizing they never existed? Schizophrenia is a â€Å"Devastating psychotic disorder that may involve characteristic disturbances in thinking, perception, speech, emotions, and behavior.† (Barlow Durand, 2015, 2012). Meaning that it’s a mental disorder that completely allows your mind to be in an altered state, making it almost impossible to tell the difference between the real truth and the truth

Friday, December 20, 2019

219 Module Two Google Earth Exercises Student Essay

Amanda Horn SCI 219 Module Two Google Earth Exercises These questions include Chapters 4, 5, and 6. Fill out your answers in this document and submit your responses in Blackboard. Galapagos Islands Chapter 4. This island group is famous as the site at which Charles Darwin collected evidence for evolution of species. Because the islands are so isolated, they were free of human inhabitants until relatively recently. Most of the animals never developed a fear of humans. It is a popular ecotourist destination today because of its biodiversity and historic scientific importance. Questions: 1. Approximately how many islands can you see in this group? There are about ten islands clustered in the main group, with a couple of other minor†¦show more content†¦If you zoom in on the place marker, you can see the texture of the reefs. If you zoom out from the view shown by our place marker, you’ll see how many patches of reef make up this complex. Australia has set aside about one-third of the reef complex as a marine protected area in which all extractive activities are banned. Overfishing and other destructive practices have been halted, but other problems still threaten the reef. Warm water has been causing bleaching (For reasons we don’t fully understand, when they’re stressed by warm water or other factors, the corals expel their algae symbionts. If the bleaching is too severe, the corals die). In recent years, bleaching incidents have become increasingly widespread and severe. In 2002, between 65 and 90 percent of the corals within the 284,000 km2 of the Great Barrier Reef showed signs of bleaching. Global warming can only make this situation worse. Another serious concern is that the increased CO2 concentrations are making ocean water more acidic, which interferes with the coral’s ability to create the calcium carbonate exoskeletons that create the reef. Some marine biologists warn that if current t rends continue, all the coral could be dead within the next 50 years. Questions: 1. What term do biologists use to describe this cooperative relationship between coral and algae? Mutualism is a cooperative relationship where each member benefits the other. 2. What is the term for theShow MoreRelatedManaging Information Technology (7th Edition)239873 Words   |  960 PagesIII-5 NIBCO’s â€Å"Big Bang†: An SAP Implementation CASE STUDY III-6 BAT Taiwan: Implementing SAP for a Strategic Transition CASE STUDY III-7 A Troubled Project at Modern Materials, Inc. CASE STUDY III-8 Purchasing and Implementing a Student Management System at Jefferson County School System CASE STUDY IV-1 The Clarion School for Boys, Inc.– Milwaukee Division: Making Information Systems Investments CASE STUDY IV-2 FastTrack IT Integration for the Sallie Mae Merger CASERead MoreDeveloping Management Skills404131 Words   |  1617 PagesData Whetten, David A. (David Allred) Developing management skills /David A. Whetten, Kim S. Cameron.—8th ed. p. cm. Includes bibliographical references and index. ISBN 978-0-13-612100-8 1. Management—-Study and teaching. 2. Management—Problems, exercises, etc. Kim S. II. Title. HD30.4.W46 2011 658.40071 173—dc22 I. Cameron, 2009040522 10 9 8 7 6 5 4 3 2 ISBN 10: 0-13-612100-4 ISBN 13: 978-0-13-612100-8 B R I E F TA B L E O F C O N T E N T S Preface xvii Introduction 1 PART I Read MoreProject Mgmt296381 Words   |  1186 Pagesmanaging one or more projects. This text is designed to provide project managers and prospective project managers with the knowledge and skills that are transferable across industries and countries. Our motivation for writing this text was to provide students with a holistic, integrative view of project management. A holistic view focuses on how projects contribute to the strategic goals of the organization. The linkages for integration include the process of selecting projects that best support the strategyRead MoreStephen P. Robbins Timothy A. Judge (2011) Organizational Behaviour 15th Edition New Jersey: Prentice Hall393164 Words   |  1573 PagesWorkplace Bullying Are Men Attacking Women† 12 An Ethical Choice Can You Learn from Failure? 24 glOBalization! Does National Culture Affect Organizational Practices? 30 Point/Counterpoint Lost in Translation? 31 Questions for Review 32 Experiential Exercise Workforce Diversity 32 Ethical Dilemma Jekyll and Hyde 33 Case Incident 1 â€Å"Lessons for ‘Undercover’ Bosses† 34 Case Incident 2 Era of the Disposable Worker? 35 vii viii CONTENTS 2 2 The Individual Diversity in Organizations 39 Read More65 Successful Harvard Business School Application Essays 2nd Edition 147256 Words   |  190 Pagesbusiness school applications. With an abundance of qualified candidates to choose from, admissions officers can be more selective, making admission to top schools even more challenging for applicants. The Harbus, the Harvard Business School weekly student newspaper, recognizes that applicants require up-to-date materials and inspiration to match the current environment. While this book includes the latest application essays, which are updated regularly by the ad... missions committee, it retains severalRead MoreNokias Human Resources System144007 Words   |  577 Pageswill continue our development of MeeGo with increased emphasis on longer ­term market exploration of next ­ generation devices, platforms and user experiences. We expect the transition to Windows Phone as our primary smartphone platform to take about two years. We and Microsoft have entered into a non ­binding term sheet, and the proposed Microsoft partnership remains subject to the negotiation and execution of definitive agreements. See Item 4B. â€Å"Business Overview—Devices Services—New strategy—Smartphones†Read MoreLibrary Management204752 Words   |  820 Pages . 210 The LIS Education and Human Resource Utilization Policy . . . . . . . . . . . . . . . . . . . . . 213 The Organizational Framework for Staffing . . . . . . . . . 216 Job Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Job Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Job Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Recruitment and Hiring . . . . . . . . . . . . . . . . . . . . . . . . 224 Filling VacantRead MoreMarketing Management 14th Edition Test Bank Kotler Test Bank173911 Words   |  696 PagesD) privatization E) heightened competition Answer: E Page Ref: 12 Objective: 4 AACSB: Reflective thinking Difficulty: Moderate 40) Industry boundaries are blurring rapidly as companies identify new opportunities at the intersection of two or more industries. This is called ________. A) globalization B) customization C) industry convergence D) disintermediation E) privatization Answer: C Page Ref: 12 Objective: 4 Difficulty: Easy 41) The success of online purchasing resulted

Thursday, December 12, 2019

Introduction For A Business Ethics Essay Example For Students

Introduction For A Business Ethics Essay Ethics in Business From a business perspective, working under government contracts can be a very lucrative proposition. In general, a stream of orders keep coming in, revenue increases and the company grows in the aggregate. The obvious downfalls to working in this manner is both higher quality expected as well as the extensive research and documentation required for government contracts. If a part fails to perform correctly it can cause minor glitches as well as problems that can carry serious repercussions, such as in the National Semiconductor case. When both the culpable component and company are found, the question arises of how extensive these repercussions should be. Is the company as an entity liable or do you look into individual employees within that company? From an ethical perspective one would have to look at the mitigating factors of both the employees and their superiors along with the role of others in the failure of these components. Next you would have to analyze th e final ruling from a corporate perspective and then we must examine the macro issue of corporate responsibility in order to attempt to find a resolution for cases like these. The first mitigating factor involved in the National Semiconductor case is the uncertainty, on the part of the employees, on the duties that they were assigned. It is plausible that during the testing procedure, an employee couldnt distinguish which parts they were to test under government standards and commercial standards. In some cases they might have even been misinformed on the final consumers of the products that they tested. In fact, ignorance on the part of the employees would fully excuse them from any moral responsibility for any damage that may result from their work. Whether it is decided that an employees is fully excused, or is given some moral responsibility, would have to be looked at on an individual basis. The second mitigating factor is the duress or threats that an employee might suffer if they do not follow through with their assignment. After the bogus testing was completed in the National Semiconductor labs, the documentation department also had to falsify documents stating that the parts had surpassed the governmental testing standards. From a legal and ethical standpoint, both the testers and the writers of the reports were merely acting as agents on direct orders from a superior. This was also the case when the plant in Singapore refused to falsify the documents and were later falsified by the employees at the have California plant before being submitted to the approval committees (Velazquez, 53). The writers of the reports were well aware of the situation yet they acted in this manner on the instruction of a supervisor. Acting in an ethical manner becomes a secondary priority in this type of environment. As stated by Alan Reder, . . . if they the employees feel they will suffer retribution, if they report a problem, they arent too likely to open their mouths. ( 113). The workers knew that if the reports were not falsified they would come under questioning and perhaps their employment would go into jeopardy. Although working under these conditions does not fully excuse an employees from moral fault, it does start the divulging process for determining the order of the chain of command of superiors and it helps to narrow down the person or department that issued the original request for the unethical acts. The third mitigating factor is one that perhaps encompasses the majority of the employees in the National Semiconductor case. We have to balance the direct involvement that each employee had with the defective parts. Thus, it has to be made clear that many of the employees did not have a direct duty with the testing departments or with the parts that eventually failed. Even employees, or sub-contractors, that were directly involved with the production were not aware of the incompetence on the part of the testing department. For example, the electrical engineer that designed the defective computer chip could act in good faith that it would be tested to ensure that it did indeed meet the required government endurance tests. Also, for the employees that handled the part after the testing process, they were dealing with what they believed to be a component that met every governmental standard. If it was not tested properly, and did eventually fail, isnt the testing department more morally responsible than the designer or the assembly line worker that was in charge of installing the chip? Plus, in large corporations there may be several testing departments and is some cases one may be held more responsible than another depending on their involvement. A process like this can serve the dual purpose of finding irresponsible employees as well as those that are morally excused. The fourth mitigating factor in cases of this nature is the gauging of the seriousness of the fault or error caused by this product. Since National Semi conductor was repeatedly being reinstated to the listed of approved government contractors, one can safely assume that the level of seriousness, in the opinion of For the contractor approval committees, is not of monumental importance. Yet one has to wonder how this case would have been different if the lack of testing did cause the loss of life in either a domestic or foreign military setting. Perhaps the repercussions would have come faster much more stringent. The fact that National Semiconductor did not cause a death does not make them a safe company. They are still to be held responsible for any errors that their products cause, no matter the magnitude. As for the opposition to the delegating of moral responsibility, mitigating factors and excusing factors, they would argue that the entity of the corporation as a whole should be held responsible. The executives within a corporation should not be forced to bring out all of the employees responsible into a public forum. A company should be reprimanded and be left alone to carry out its own internal investigation and repercussions. From a business law perspective this is the ideal case since a corporation is defined as being a separate legal entity. Furthermore, the opposition would argue that this resolution would benefit both the company and the government since it would not inconvenience either party. The original resolution in the National Semiconductor case was along these lines. The government permanently removed National from its approved contractors list and then National set out to untangle the web of culpability within its own confines. This allowed a relatively quick resolution as well as the ideal scenario for National Semiconductor. In response, one could argue that the entity of a corporation has no morals or even a concept of the word, it is only as moral and ethical as the employees that work in that entity. All of the employees, including top ranking executives are working towards advancing the entity known as their corporation (Capitman, 117). All employees, including the sub-contractors and assembly line workers, are in some part morally responsible because they should have been clear on their employment duties and they all should have been aware of which parts were intended for government use. Ambiguity is not an excusing factor of moral responsibility for the workers. Also, the fact that some employees failed to act in an ethical manner gives even more moral responsibility to that employee. While some are definitely more morally responsible than others, every employee has some burden of weight in this case. In fact, when the government reached a final resolution, they decided to further impose repercussions and certain employees of National Semiconductor were banned from future work in any government office (Velazquez, 54). Looking at the case from the standpoint of National Semiconductor, the outcome was favorable considering the alternate steps that the governmen t could taken. As explained before, it is ideal for a company to be able to conduct its own investigation as well as its own punishments. After all, it would be best for a company to determine what specific departments are responsible rather than having a court of law impose a burden on every employee in its corporation. Yet, since there are ethical issues of dishonesty and secrecy involved, National Semiconductor should have conducted a thorough analysis of their employees as well as their own practices. It is through efforts like these that a corporation can raise the ethical standard of everyone in their organization. This case brings into light the whole issue of corporate responsibility. The two sides that must ultimately be balanced are the self interests of the company, with main goal of maximum profit, and the impacts that a corporation can cause on society (Sawyer, 78). To further strengthen this need, one could argue that there are very few business decisions that do not a ffect society in way or another. In fact, with the plethora of corporations, society is being affected on various fronts; everything from water contamination to air bag safety is a concern. The biggest problem that all of us must contend with is that every decision that a business makes is gauged by the financial responsibility to their corporation instead of their social responsibility to the local community, and in some cases, the international community. This was pointed out on various occasions as the main reason why National Semiconductor falsified their reports. The cost that the full tests would incur did not outweigh their profit margins. Their business sense lead them to do what all companies want . . . maximum profit. In the opinion of the executives, they were acting in a sensible manner. After all, no executive wants to think of themselves as morally irresponsible. (Capitman, 118). The question that naturally arises, in debating corporate responsibility, is what types of checks and balances can be employed within a company to ensure that a corporation and all of its agents act in an ethical manner. Taking the example of the National Semiconductor case, one can notice many failures in moral responsibility. National Semiconductor would have to review its employees, particularly the supervisors, for basic ethical values such as honesty. example, ultimately it was the widespread falsification of the testing documentation that caused the downfall of National Semiconductor, not the integrity of their components. In the synopsis of the case it is never mentioned that the employees initiated this idea, it would seem that it was the supervisors that gave the order to falsify the documents. In order to accomplish this, the company executives would have to encourage their employees to voice their concerns in regards to the advancement of the company. Through open communication, a company can resolve a variety of its ethical dilemmas. As for the financial aspe cts of the corporation, it has to decide whether the long term effects that a reprimand from the government can have outweighs their bottom line. In other words, corporations have to start moving away from the thought of instant profit and start realizing both the long term effects and benefits. These long term benefits can include a stronger sense of ethics in the work force as well as a better overall society. To conclude, I must say that I agree with the use of mitigating factors in determining moral responsibility. A company, as defined by law, is only a name on a piece of paper. The company acts and conducts itself according to the employees that work in that entity. I use the word employee because in ethical thinking there should be no distinction of rank within a company. There are times when executives can be held directly responsible and at the same time, there are cases where employees are acting unethically without the executives knowing. Neither title of executive or emp loyee equates to moral perfection. Therefore, when a company has acted irresponsibly, its employees must be held liable in a proportionate amount. As for the future of ethics in business I would speculate that if employees started to think more in long term benefits and profits, many of the ethical dilemmas that we face today would be greatly reduced. As mentioned before, businesses today uses the measuring stick of profitability. There needs to be a shift to the thinking of total utility for the social community in order to weigh business decisions. Opponents would argue that this is a long term plan that require too many radical changes in the face of business. Also, there is no way that an industry wide standard can be set since there are too many types of corporations. Plus, companies have different needs and every moral rule is subjective according to the type of business that everyone conducts. In response, I would argue that although there are no industry standards that are f easible, it is possible for every company to examine their practices as well as the attitude of their employees. There will be companies that find that they are doing fine with employees that are aware of their moral values. Yet other companies will find that they do have areas that need improvement. It is steps like these that start implementing changes. Once a few companies start to see the benefits of changes, it can help to encourage other companies to follow suit. After all, as seen in the case of National Semiconductor, mistakes in one department can cause the deterioration of an entire corporation. When the costs that are possible are taken into account, the changes required to rectify this are small in comparison. Bibliography Capitman, William. 1973. Panic In the Boardroom. New York: Anchor Press-DoubleDay Publishing Harris, Kathryn, Chips Maker Feels Attack on Four Sides Los Angeles Times April 4, 1982. Pg. B1 Pava, Moses. 1995. Corporate Responsibility and Financial Perf ormance. London Quorum Books Reder, Alan. 1944. In Pursuit of Principle and Profit. New York: G.P. Putnams Sons Publishing Sawyer, George. 1979. Business and Society: Managing Corporate Social Impact. Boston Houghton Mifflin Publishing Schuyten, Peter. To Clone A Computer. New York Times February 4, 1979. Pg. 1 Velazquez, Manuel. 1992. Business Ethics: Concepts and Cases. New Jersey Prentice Hall PublishingBibliography: America In Gilded Age Essay

Wednesday, December 4, 2019

His free essay sample

The Radio Broadcast, Evangelist Makes Plea for Lord of Scriptures, Los Angels Times, August 6, 1 923, talks about how Jesus would help us and how we cant live without him and today there re many people that dont believe and say that he no longer helps us and motion pictures, festivals are not helping us. Indictment of modern churches that would bridge the way to heaven with chicken suppers and social psychology, instead of with the vital doctrines of the Son of God (196).In the Cartoon: Religious modernism Offers Clod Comfort, Frigid Air Seminary from page 13 of the periodical The Bridal Call Foursquare Published July 1928, it mocks the modern elements of society education and science and aims to make modern science look ridiculous with the Doctrine of The Frigid Seminary ester and blindfolding the preachers as a symbol that they no longer know what they are talking about. We deny the virgin birth, the bible is full of mistakes (198). We will write a custom essay sample on His or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Young Women Discuss Petting, Phyllis Blanchard and Carolyn Manages, New Girls for Old (New York; Macaulay Co. 1 930) talked about how young girls were sending letters asking for advice about choosing to continue acting the way their parent taught them or joining their friends. the girl who has been brought up to believe that petting smoking and drinking are wrong but see one or all of these things done by many of her friends is doubtful as o what course he shall pursue(206). At the end of the document they had concluded that sexual intercourse was safe only if it was introduced to the more permanent arrangement of matrimony.I believe both the fundamentalist and the modernists have won the battle because before the war the fundamentalist were wining and after the war the modernists were wining. In the Young Women Discuss Petting, Phyllis Blanchard and Carolyn Manages, New Girls for Old (New York; Macaulay Co. , 1930) most of the advice given was to continuing to follow their parents ideals. In Fundamentalists Battle Modernism in the Roaring Twenties, Excerpts from Summer of the Gods: The Scopes Trial and Americas Continuing Debate over Science and Religion by Edward J.Larson, talks about modernists and how they believe in scientific discovery and how the fundamentalist are fighting against them within the government and school. Conservative Christians drew together across denominational line to fight for the so-called fundamentals of their traditional faith against received heresy of modernism, and in so doing gave birth to the fundamentalist movement and antipollution individual rights lost out under this political philosophy. (221 ) various states and local authorities had limited freedom prior to this period, to be sure, but these earlier restriction represented isolated incident and could be dealt with accordingly. The war changed everything (224) I would characterize this period as both the age of jazz and the age of probation. I would characterize it as the age of jazz as an artistic expression for many people and the age of probation as a more legal issue. In the essay Sex and Youth in the Jazz age Paula S. Fast, The Dinned and The Beautiful: AmericanYouth I the sass, 1 977, it talked about how dating, smoking, makeup and clothing have changed in the 1920 along with jazz and probation. Jazz was a more popular form of dancing because it was more intimate and fast step. Dancing would leave its stamp on the twenties forever, and jazz would become the lingering symbol for an era. (214) Probation was legal ordinance forbidding alcohol of any kind but they continued to consume it. Drinking among young people appears to have been greatest at the very beginning and again in the second half of the twenties (214)

Thursday, November 28, 2019

The Comanche Language and Cultural Preservation Committee Essay Example

The Comanche Language and Cultural Preservation Committee Paper The paper will discuss the main aspect of a Comanche and what their culture is like. The paper encapsulates an interview from such a Native American and this interview will be analyzed with the help of other sources from the Internet. The paper will be followed by first introducing the Comanche tribe with their features and then go about analyzing the interview. The culture of the Comanche will be discussed in the light of how they treat their elders, children and their relatives. The culture also includes some of their important aspects of religion along with the language that they use. The paper will attempt to cover the overall aspect of the Comanche and their effect in the society. Introduction to a Comanche â€Å"The Comanche are a Native American group whose historical range (the Comancheria) consisted of present-day Eastern New Mexico, Southern Colorado, Southern Kansas, all of Oklahoma, and most of Northern and Southern Texas. There might once have been as many as 20,000 Comanches. Today, the Comanche Nation consists of approximately 10,000 members, about half of whom live in Oklahoma (centered at Lawton), with the remainder concentrated in Texas, California, and New Mexico. † (Wikipedia, 2006 ) From the above definition it can be understood that the Comanches are very old inhabitants of the United States of America and have long lived there. There are a number of reasons why the Comanches had left their older origin which is near Wyoming. The tribe had shifted to Arkansas where they are now inhabited. The reason why the Comanche is given a name like that is because it is believed that they like to fight and act as strangers to the other people. The origin of Comanche comes from a Spanish word and this is why it is used. We will write a custom essay sample on The Comanche Language and Cultural Preservation Committee specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on The Comanche Language and Cultural Preservation Committee specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on The Comanche Language and Cultural Preservation Committee specifically for you FOR ONLY $16.38 $13.9/page Hire Writer They have always been a separate group and have not mingled much with the other tribes and other citizens of the country. Interview of a Comanche The name of the interviewee was Andrea Pahdocony who belongs to a tribe called Comanche of Oklahoma Lord of the Plains). The following questions and answers provide a summary of what their culture is like and how they live their lives. The questions and answers will then be analyzed along with other material to understand what their culture and beliefs are along with their values. Question # 1 Does your culture have several meanings for one word when spoken? For example, the English language uses the word tow to represent something pulling something else or it can be used to refer to a persons toe. Can you think of some examples? Changes in the language began in the late 1800s when children were taken from their homes and placed in boarding schools. They were discouraged from speaking their native tongue, and disciplined harshly for doing so. This treatment was not unique to Comanche people, but with native people throughout the newly discovered America. Government policy dictated the civilization of the First Americans, in part, by denying them their language. The children were taught the language of their parents and grandparents was bad. With this indoctrination, the language was not spoken in the home. English became the language of preference. By the mid 1900s, elders who could speak the language fluently were dying at an alarming rate and children were not being taught the language in order to maintain speakers within the tribe. In 2006, there are 13,000 enrolled Comanches, yet there are fewer than 1% who speak the language fluently. Analysis of the Interview The interview explains that the Native American has a clear set of values and beliefs that he follows that have come down from his ancestors. There are a number of times when the values are not followed but the traditions are kept intact. The tribe believes in teaching the children the traditions of the ancestors to keep the tribe alive. The tribe has been unsocial fro several years and even decades with the other Native Americans and citizens because they would have a different dialect and would be unable to communicate with anyone. The tribal members would just continue to use the same to communicate with one another. The children have now learned to sue the English language but there is a need to also learn their language because of the communication gap that may appear between two generations if this not done. The tribe emphasizes on respect to elders but it is not necessary that the children talk without meeting with the eye. Eye contact is considered as a tradition. The Comanche tribe is a famous and a very social group within itself that keeps up the traditions and the values of the ancestors very strongly. Bibliography Wikipedia. 2006. Comanche. Retrieved on December 18, 2006 from: http://en.wikipedia.org/wiki/Comanche.

Sunday, November 24, 2019

Barometer Definition and Function (Science)

Barometer Definition and Function (Science) The barometer, thermometer, and anemometer are important meteorology instruments. Learn about the invention of the barometer, how it works, and how its used to forecast weather. Barometer Definition A barometer is a device that measures atmospheric pressure. The word barometer comes from the Greek words for weight and measure. Changes in atmospheric pressure recorded by barometers are most often used in meteorology for forecasting weather. Invention of the Barometer Usually youll see  Evangelista Torricelli credited with inventing the barometer in 1643,  French scientist Renà © Descartes described an experiment to measure atmospheric pressure in 1631 and Italian scientist  Gasparo Berti constructed a water barometer between 1640 and 1643. Bertis barometer consisted of a long tube filled with water and plugged at both ends. He placed the tube upright in a container of water and removed the bottom plug. Water flowed from the tube into the basin, but the tube did not completely empty. While there may be disagreement over who invented the first water barometer, Torricelli is certainly the inventor of the first mercury barometer. Types of Barometers There are several types of mechanical barometer, plus now there are numerous digital barometers. Barometers include: water-based barometers - most often consists of a sealed glass ball that is half-filled with water. The body of the ball connects below the water level to a narrow spout, which rises above the water level and is open to the air. The water level of the spout rises when atmospheric pressure is lower than it was when the glass ball was sealed and drops when air pressure exceeds the pressure when the ball was sealed. While not particularly precise, this is a simple type of barometer easily constructed at home or in a lab.mercury barometers - uses a glass tube that is closed at one end, standing in a mercury-filled reservoir that is open to air. A mercury barometer works on the same principle as the water barometer, but is much easier to read and more sensitive than a water barometer.vacuum pump oil barometers - liquid barometer that uses vacuum pump oil, which has an extremely low vapor pressureaneroid barometers - type of barometer which does not use liquid to measure pressure, instead relying on expansion or contraction of a flexible metal capsule barographs - uses an aneroid barometer to move a pen or needle to make a graph of pressure changesmicroelectromechanical systems (MEMS) barometersstorm glasses  or Goethe barometersmartphone barometers How Barometric Pressure Relates To Weather Barometric pressure is a measure of the weight of the atmosphere pressing down on the Earths surface. High atmospheric pressure means there is a downward force, pressure air down. As air moves down, it warms up, inhibiting the formation of clouds and storms. High pressure typically signifies fair weather, particularly if the barometer registers a lasting high pressure reading. When barometric pressure drops, this means air can rise. As it rises, it cools and is less able to hold moisture. Cloud formation and precipitation becomes favorable. Thus, when a barometer registers a drop in pressure, clear weather may be giving way to clouds. How To Use a Barometer While a single barometric pressure reading wont tell you too much, you can use a barometer to forecast changes in the weather by tracking readings throughout the day and over the course of several days. If the pressure holds steady, weather changes are unlikely. Dramatic changes in pressure are associated with changes in the atmosphere. If pressure suddenly drops, expect storms or precipitation. If pressure rises and stabilizes, youre more likely to see fair weather. Keep a record of barometric pressure and also wind speed and direction to make the most accurate forecasts. In the modern era, few people own storm glasses or large barometers. However, most smart phones are able to record barometric pressure. A variety of free apps are available, if one doesnt come with the device. You can use the app to relate atmospheric pressure to weather or you can track the changes in pressure yourself to practice home forecasting. References Strangeways, Ian.  Measuring the Natural Environment. Cambridge University Press, 2000, p. 92.The Invention of the Barometer, Weather Doctors Weather People and History, retrieved October 6, 2015.

Thursday, November 21, 2019

Genetically Modified Food Speech or Presentation

Genetically Modified Food - Speech or Presentation Example There is immense turbulence in the food industry because of the adverse effects of the genetically modified foods on human body, their minimal nutritional value, and their potential to cause diseases. The high cost and lack of awareness among farmers are factors that might hinder the growth of food industry that has otherwise immense potential of growth. This report based on primary and secondary research discusses food industry’s growth in relation to a range of technological, economic, and political factors. Primary survey conducted with focus group interview was based on 4 respondents’ groups including company executives, government agencies, investors, and people. Two genetically modified food making companies’ executives were asked questions. They emphasized upon the role of technology and market dynamics in making and sale of genetically modified foods respectively. The importance of technique of production varies from one industry to another, with techniqu e being more important in the manufacturing of genetic foods, but the role of supply chain is the same in all industries. Company executives generally believe that supply chain management and logistics services are vital to food industry’s growth. Interview with the Associations 1 employee from two NGOs each were asked questions regarding food industry’s ethics. ... NGOs conduct research to minimize the possible environmental effects of genetically modified foods. NGOs are proactively ensuring food security and safety along with taking measures for environmental health and safety. Interview with Government official 1 government official was asked about the policies regarding production and distribution of genetically modified foods. He told that government obliges food manufacturers to mention the type and nutritional value of food. While there are no government-sponsored schemes of food-labelling in the US, yet the government prohibits the presence of genetically modified materials in organic foods so that it can label GMO-free foods. Government offers certification and encourages consumers to use renowned brands for their security. Government has established three levels of legislative framework for consumers’ security; one being government’s assessment of genetically modified crops for environmental and health safety, the second being government’s prohibition of sale of unsafe genetically modified foods, and the third being food labelling. Government is proactively managing genetically modified foods. Interview with Customers Companies can determine future state and plan strategically by conducting consumer survey. In this survey, 5 consumers were asked questions. Consumers don’t mind buying genetically modified foods provided that they are cheap and their nutritional value is preserved. Consumers feel confident buying genetically modified foods with governmental support and security. Consumers clearly understand the differences between organic and genetically modified foods saying that the former grown naturally while the latter are grown technologically. Consumers think that genetically

Wednesday, November 20, 2019

Panama Canal expansion Essay Example | Topics and Well Written Essays - 3000 words

Panama Canal expansion - Essay Example This research will begin with the statement that most infrastructural mega projects are prone to suffer from cost overruns, delays, poor performance or inability to give customer satisfaction if inadequately managed. Interaction of several factors such as governance of such projects, their financing, human management, and financing can cause complexities which can either promote their success or inhibit it depending on how they are approached. It is, therefore, crucial for project managers to thus critically analyze a mega project before undertaking it. This report takes an in-depth assessment of the expansion of the Panama Canal which is one of the busiest waterways internationally. Panama expansion project is also of key interest given that it plays a critical role in maritime trade and brings together international concerns. The initial construction of Panama Canal went underway in 1880 under the leadership of Ferdinand de Lesseps who built Suez Canal. This was a large scale proje ct undertaken by people who had little prior experience in canal construction. They faced several challenges including minimal workforce, diseases and lack of funding. The geology of the region also posed a challenge to the construction work. A second company, the Compagnie Nouvelle du Canal de Panama, was contracted to complete the construction. After the American government the requested French machinery for construction, work officially began in 1904. Despite the challenges encountered in constructing the canal, Panama Canal was completed a decade later.

Sunday, November 17, 2019

The Concept of Literacy to Prospective Teachers Essay

The Concept of Literacy to Prospective Teachers - Essay Example This begins with children who come into the classroom from different backgrounds, learning methods and special needs that should be enhanced. Each of these requires different formats for teaching literacy while helping children with their specific characteristics that are within the classroom. By developing this, there is the ability to create deeper understanding and knowledge that is a part of the education of children while enhancing learning abilities by meeting children with the culture which they understand. The development that is created from this becomes easier while allowing all students from diverse backgrounds to have their needs met with literacy (Flint, 2007). The second point which would be made would expand on the idea of reaching cultures into developing and working with specific tools for students. Language development is one that is based on creating skills and working with children to develop these with the use of scenarios and circumstances. Both oral and reading skills are developed specifically by helping to create the right learning environment so the skills are continuously practised and developed in a way that ensures all children are able to develop the right approach to reading and writing. This means that the environment in the classroom needs to be established in a manner that allows children to understand and develop their literacy skills over time and with continued support from the environment and teaching that is available. Using this as a foundation invites in cultural diversity and enhances the needs each child has (Flint, 2007). The third relevant point that would be used with teachers would be from the different ways in which children can be introduced to practising skills while boosting the diversity of the classroom.

Friday, November 15, 2019

Significance of Realistic Physics in Simulation Games

Significance of Realistic Physics in Simulation Games This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like The need for speed came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in Need for Speed: Shift and Need for Speed: Pro-street these games reached the benchmark for physics at their time but were not as popular as the Need for speed: Most Wanted and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience in games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better feel of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in Need for Speed: Undercover, Burnout paradise Dirt, Need for Speed: Shift and Virtua racer to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title Motion along a straight line by author Michael Tanczos  http://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title The physics of racing by author Brian Beckman http://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title Motor Sports Setup by author Carroll Smith http://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [http://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [http://en.wikipedia.org/wiki/Racing_video_game#1970s Title Racing Video Game by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [http://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [http://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You cant go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Theres no way around this and if you havent got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnt like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnt such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like Speed Race 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70s for racing games and racing games evolved from this slowly over the course of years. In 1974 Atari released Gran Trak 10 which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each others scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 Crashing race was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year Moto-Cross was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called Night Driver introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 Namco released Rally-X which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 Namco released Pole position which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic level which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation start ed increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. Pole position 2 in particular had 3 screen display of the game giving a sense of 3D. In 1980s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 Geoff Crammond developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 HangOn was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 Atari released Hard Drivin; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 Formula one Grand Prix became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was virtua racing which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 Sega came up with Daytona USA which was the first racing game to feature filtered texture-mapped polygons. In 1994 Electronic Arts came up with Need for Speed which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 Gran Turismo was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 Midtown Madness changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called Need for Speed: Shift 2 uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, m is the mass of the object and a is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting lets consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtons second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when its driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body. Significance of Realistic Physics in Simulation Games Significance of Realistic Physics in Simulation Games This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like The need for speed came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in Need for Speed: Shift and Need for Speed: Pro-street these games reached the benchmark for physics at their time but were not as popular as the Need for speed: Most Wanted and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience in games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better feel of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in Need for Speed: Undercover, Burnout paradise Dirt, Need for Speed: Shift and Virtua racer to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title Motion along a straight line by author Michael Tanczos  http://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title The physics of racing by author Brian Beckman http://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title Motor Sports Setup by author Carroll Smith http://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [http://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [http://en.wikipedia.org/wiki/Racing_video_game#1970s Title Racing Video Game by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [http://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [http://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You cant go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Theres no way around this and if you havent got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnt like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnt such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like Speed Race 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70s for racing games and racing games evolved from this slowly over the course of years. In 1974 Atari released Gran Trak 10 which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each others scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 Crashing race was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year Moto-Cross was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called Night Driver introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 Namco released Rally-X which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 Namco released Pole position which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic level which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation start ed increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. Pole position 2 in particular had 3 screen display of the game giving a sense of 3D. In 1980s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 Geoff Crammond developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 HangOn was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 Atari released Hard Drivin; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 Formula one Grand Prix became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was virtua racing which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 Sega came up with Daytona USA which was the first racing game to feature filtered texture-mapped polygons. In 1994 Electronic Arts came up with Need for Speed which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 Gran Turismo was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 Midtown Madness changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called Need for Speed: Shift 2 uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, m is the mass of the object and a is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting lets consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtons second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when its driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body.