Sunday, January 26, 2020

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.

Friday, January 17, 2020

Disaster Management Essay

Disaster management is a way to help when disasters happen but it is also to help prevent them or to inform everyone about what may happen. The main function is to helping the citizens to understand what is happening. The state will determine how severe the disaster is and then the ones who are responsible for reporting to the appropriate government or agency will then make the recommendation to getting help for funding, support, and any emergency supplies to those who are affected by the disaster. The disasters that happen can be unpredictable like earthquakes, while other natural disasters could happen with some type of warning like flooding. B. The state of California has manuals that they use that goes into details about statewide policies, procedures, regulations, and any other important information that was developed and authorized by the state offices, department of finance, department of general services, and the government offices (Disaster Management – California Technology Agency – State of California, 2013). III. Examine local, state federal legal and regulatory requirements A. Occupational Safety and Health Administration (OSHA)- Has jurisdiction over all public and private sector places of employment in the state with exception of Federal employees, the USPS, private sector employers on Native American lands, maritime activities on navigate waterways of the US, private contractors on designated land under Federal jurisdiction, and employers that requires Federal security clearance. B. Joint Commission of Accreditation of Health Care Organizations (JCAHO) C. The California State Plan is operated under an agreement with OSHA. It is an occupational safety and health program in accordance with Section 18 of the Occupational Safety and Health Act of 1970. D. Department of Health and Human Services (DHHS)- Pandemic and All-Hazards Preparedness Act, Coordination with the Department of Homeland Security, Regional Emergency Coordinators, Emergency Care Coordination Center IV. Is there a Certificate of Need program for your state? A. Certificate of Need (C. O. N. ) programs are aimed at restraining health care facility costs. The Health Planning Resources Development Act of 1974 was put into effect across the nation. Over the past 30 years, there have been numerous changes and about 36 states retain some type of CON program. This program was used to approve the construction and expansion of health care facilities and services based on determination and community need. B. California does not currently have a C. O. N. in effect. Back in 1969, the state had implemented a C. O. N, ending in 1987. California’s C. O. N. program suffered from inadequate staffing and lack of data. V. What are the issues to consider when meeting the International Building Code for a facility? A. New codes vs. Old codes B. Updates to â€Å"I-Codes† done by diverse group of officials i. Corridor width ii. 8 feet of clear, unobstructed width iii. Defend-in-place practices iv. Visual and audible fire alarms. v. Elevator Lobbies vi. Floor openings vii. Smoke control viii. Ceiling and smoke partitions ix. Fully Sprinkler hospitals x. Alcohol-based hand sanitizers xi. Decorations on Wall. C. What Measurements may need to be done in advance of the new plan or renovation? i. Acoustical measurements to plan work zones accordingly to minimize decibels ii. Security measurements to ensure clear sightlines where needed, specialized door access and/or any visual monitoring via camera. iii. Measuring of equipment to ensure adequate planning of rooms iv. Safety measures D. List the stakeholders that may play a role in your development (Scott) Facility management i. Providers that are financially vested in the company ii. Depending on size of facility, CEO, CFO, VP, etc. iii. Input from floor staff to maximize area usage for patients iv. Patients-their input from potential comment cards or direct questioning in how to improve their care from a facility perspective. E. Conclusion i. Strong conclusion that provides details to what the State of California is working towards accomplishing safety awareness. ii. Existing disaster plans in the State of California. iii. State of California has financial instability affecting citizens as well as service. References Disaster Management – California Technology Agency – State of California. (2013). Retrieved from http://http://www. cio. a. gov/OIS/Government/disaster. asp HHS. gov. (2010). Retrieved from http://www. hhs. gov/asl/testify/2010/01/t20100125a. html US Department Of Labor. (2013). California State Plan. Retrieved from http://www. osha. gov/dcsp/osp/stateprogs/california. html What is disaster management? (2012). Retrieved from http://www. disastermanagement. in/2012/02/what-is-disaster-management. html Certificate of Need: State Health Laws and Programs . (2011). Retrieved from http://www. ncsl. org/issues-research/health/con-certificate-of-need-state-laws. aspx

Thursday, January 9, 2020

Long Term Mental Health Resulting From Bullying - 998 Words

Long Term Mental Health Resulting From Bullying According National Center for Education Statistics, in 2013, 21.5% of students have experienced bullying at school from the ages of 12-18. It’s important to understanding the cause and effects of bullying in early childhood and adolescence. Learning long term mental health effects for victims of bullying can help with prevention. Some opposing viewpoints may say that bullying will pass while kids will be kids. This research essay will look furthermore into the health consequences of peer to peer bullying. How can one define and prevent bullying? To fully understand the extremity of bullying and affects you would have to experience yourself. Parents and educators should watch for any signs of bullying early on before it gets too far. Bullying can be prevented and defined as â€Å"an act of intentional aggression involving the selection of specific targets by bullies for specific reasons† (Wong et al. 28). Studies have shown that there are some causes that can lead a stu dent to becoming a victim of bullying. â€Å"Physical appearance, looking weak or fat, physical or mental impairments †¦ result in a higher risk of being bullied† (Wong et al. 28). Being a person who has any differences in early childhood than the â€Å"norm† have a higher chance of peer victimization. Studies have also shown that bullying affects mental health that results in depression and anxiety. Sandra Graham, Professor at the Department of Education, University ofShow MoreRelatedBullying : A Child s Worst Nightmare868 Words   |  4 PagesBullying. A child s worst nightmare; it is a terrible and recurring sight in society. All children can handle this differently. The causes of bullying are normally related to how a child is raised or just on his/her mental status. Bullying has negative effects on everyone involved; the bully, the victim, and even the bystanders. 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In the United States Suicide is the third leading cause of death among young people, resulting in about 4,400 deaths per year, according to the CDC. For every suicide among young people, there are at least 100 suicide attempts. Over 14 percent of high school students have considered suicide, and almost 7 percent have attempted it. Bullying is a Very serious social matter that needs to stop, Bullying related suicideRead MorePersuasive Essay On Bullying In Schools1428 Words   |  6 PagesBullying in Schools Bullying, particularly within the schools, has been a significant concern since the 1990s widespread school violence. Bullying refers to deliberate individual actions to cause and repeat harm others while those being bullied are powerless in their defense. As a result, bullying in the school undermines positive relationships among students as well as academic performances. 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Cyber bullies have been around for a long time, but technology now gives them a whole new way to get to their victims easier and faster. Cyberbullying is the use of information technology to repeatedly harm or harass other people in a deliberate manner (abouthealth). Cyberbullying happensRead MoreEssay Take a Stand Bullying1000 Words   |  4 PagesMcKay Take a Stand on Bullying Bullying is a form of verbal and physical abuse that needs to stop. It takes place every day all over the world. It represents the attacking of someone that is stronger mentally, emotionally and physically attacking someone that is weaker in all of these fields. Bullying has long term effects on its victims such as mental and emotional stress that can carry on into the future. Bullying has been around for a while now. â€Å"Bullying is so long established in our society

Wednesday, January 1, 2020

I Am Interested For Taking Communication Classes - 943 Words

My major is kinesiology but I am very interested in taking communication classes as my electives. I believe that the more you understand people and how they communicate, the better I will be at any job or life interaction that happens down the road. After college I plan to enroll in the military and go directly into officer candidate school to become an officer. My communication skills will be vital upon exciting that program and having to be the designated leader of men who will have much more experience than myself. After that I plan to enroll in Army Ranger Special Forces School and complete that program becoming a highly trained combatant in the process. While is Ranger School I will be asked to choose an area of specialization, mine will be a 68D or medic. Yet again my communication skills with be important, they will mean the difference between life and death. Then I plan to be an Army Ranger and fight the United States’ fights all over the world against small combatant groups, again communication will be the difference in life and death. Once I have had enough of that I plan to enroll in a specialized program in San Antonio where I will attend medical school and graduate in a year and a half of what would take a normal student four years. Communication will be important again because in school how you communicate with your professor’s and other students effect how well your understanding of the subject is. Once completing this program I want to be a Physician’sShow MoreRelatedHow My Major and Minor Will Help in My Endeavors 778 Words   |  3 Pagesbehind this choice is I have always been fascinated by business. I loved my economics classes which fueled my interest for investing and looking at companies and gauging their worth and risk. In this regard i feel like having a general business degree will help me find a job in anything business as I will have a wide spread knowledge on the topic, while I do love business that is not my m ain goal. To understand that you have to look at my minor, this will be communications. I have always been a peopleRead MorePsychology And Become A Drug Addiction Counselor762 Words   |  4 Pages When I decided to go back to college my first thought was to major in Psychology and become a Drug Addiction Counselor. Once enrolled into my first semester of classes that decision changed, not because I did not like or was not interested in psychology. My goals for my future changed because of the time frame and the job availability for this field. I learned that most of the jobs available in this field required a PHD, I still feel that psychology should be required for every field of study. Read MoreThe Importance Of A Health Physician Or Nutritionist1371 Words   |  6 PagesWhen I first thought of what I wanted to do with my life after college, the first thing I thought of was helping people. The next step in deciding what I wanted to do with my life was to exam how I could accomplish this goal. I started pondering and I was thinking about how much I love to take care of my body. Health care and personal hygiene has always been an important factorin my life. So I decided to maj or in Health Science. With this major, I will be able to further my education in ways to beRead MoreReflective Essay1380 Words   |  6 PagesReflective Essay When I first thought of what I wanted to do with my life after college, the first thing I thought of was helping people. The next step in deciding what I wanted to do with my life was to exam how I could accomplish this goal. I started pondering and I was thinking about how much I love to take care of my body. Health care and personal hygiene has always been an important factor in my life. So I decided to major in Health Science. With this major, I will be able to furtherRead MoreWriting Assignment : Introduction And Goals911 Words   |  4 Pagesus about that as well. My name is Kelvin Tan. I am from Myanmar aka Burma. Burmese language is my first language other than English. I came to United States 4 years ago with my mother and my brother as an immigrant. I completed my high school in 2005 since we only have tenth grade as highest grade in high school. After my high school, I studied computer science and business administrative as majors from UK program for two years. At the same time, I also worked my way up to become warehouse supervisorRead MorePersonal Statement : Occupational Therapy1112 Words   |  5 PagesEver since I was a child, people always asked me what I would like to be when I grew up. At first, I would always say that I wanted to become an engineer because of my love for hands-on learning and my exceptional problem-solving skills. However, when I grew older I found that similar spark of fascination in the medical field. I wanted to go into a profession where I could help others and use my love for problem solving and hands-on interest. This is when I became interested in occupational therapyRead MoreMajor And Career Exploration Of Business Administration Essay1269 Words   |  6 Pagescomplete a class successfully the course must be completed with a grade of â€Å"C† or better. Required core course will include several accounting classes, economics, microeconomics, macroeconomics, legal environment o f business, math classes, computer information science, introduction to information systems programming, introduction to business, and business communication. The total units for this major are 27- 28 general education units and 37-39 units transfer electives to complete 60 transferable unitsRead MoreI Am Capable Of Achieving The Field Of Psychology And Communication Design1279 Words   |  6 Pagesobjectives should be set only when one is certain of what they desire.After careful consideration, the goals I set for myself consist only of what I know I am capable of achieving. These ambitions I bear regarding my future education and career have been thought out carefully and thoroughly. My objective is to further my education and obtain a career in the fields of Psychology and Communication Design. Each individual reflects whom they spend the majority of their time with, usually being family membersRead MoreObtaining A Doctoral Degree For Business Administration992 Words   |  4 PagesObtaining a doctoral degree in business administration has been a life-long goal. I have worked towards this now for the past few years as part of my larger goal, to embark on a second career as a teacher, not only in an academic setting but also in other areas of my life, especially in the workplace as a mentor, and in helping to guide and teach others. I believe a doctoral degree in business will not only help me in cognitive reasoning and thinking, but will also enable me gain better focus inRead MoreI Want to Attend the St. Johns Biotechnology Program869 Words   |  4 Pagesdegree in Biology. But, I did not personally fall in love with it until my fourth year at Rutgers. I started my freshman year taking courses just to fill the requirements for my degree. I didn’t even declare my major until my third year because my heart nor my mind was focused on what I was doing. My initial interest in Biology came from taking Cell Biology during the Fall of 2012. This class opened a door to a world I never knew existed. Biology no longer was a subject where I memorize things and take

Tuesday, December 24, 2019

Analysis Of Eve s Apology On The Fall Of Humanity Essay

Although Aemilia Lanyer and John Milton were both writing on the Fall of humanity, their approaches to this topic were vastly different. Lanyer wrote â€Å"Eve’s Apology in Defense of Women,† in order to combat the widely-believed cultural idea of the time that placed the fault of the Fall entirely on Eve. Milton, on the other hand, is attempting to explore this biblical story in Paradise Lost to prove that Adam and Eve had free will, thus absolving God of responsibility for the fall. Lanyer and Milton differ in their portrayal of the fall through their depiction of Adam and Eve’s relationship and their ideas about the free will of each of the characters. These factors ultimately lead Milton to present a portrait of the fall that seems more balanced and accurate. One of the reasons for which Milton and Lanyer portray the Fall differently in their texts is because of their views on the relationship between Adam and Eve. Firstly, although Lanyer does acknowledge th at Adam and Eve share a strong bond, she often represents the relationship of Adam and Eve as a dictatorship, portraying Adam as the dictator. Because of this unbalanced power structure, which, in Lanyer’s eyes, overtly favors Adam over Eve, Lanyer absolves Eve of responsibility for the Fall and places the blame squarely on Adam even though Eve offered the fruit to Adam. In portraying this perceived power structure, Lanyer states, â€Å"Let not us women glory in men’s fall / Who had power given to overrule us all† (Lanyer,Show MoreRelatedStephen P. Robbins Timothy A. Judge (2011) Organizational Behaviour 15th Edition New Jersey: Prentice Hall393164 Words   |  1573 Pagesand permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission(s) to use material from this work, please su bmit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to 201-236-3290. Many of the designations by manufacturersRead MoreOne Significant Change That Has Occurred in the World Between 1900 and 2005. Explain the Impact This Change Has Made on Our Lives and Why It Is an Important Change.163893 Words   |  656 Pagessuperpowers on their periphery and a second round of even more devastating global conflict. The bifurcated international system that resulted from the cold war standoff extended the retreat of globalization, but nurtured the liberation of most of humanity from colonial rule. The collapse of the Soviet empire, and the freeing of its satellite states across Eastern Europe beginning in the late 1980s, marked another major watershed that further problematizes uncritical acceptance of the historicalRead MoreProject Mgmt296381 Words   |  1186 PagesLeadership Chapter 2 Organization Strategy and Project Selection 1.4 Projects and programs (.2) 1.4.1 Managing the portfolio 1.4.3 Strategy and projects 2.3 Stakeholders and review boards 12.1 RFP’s and vendor selection (.3.4.5) 11.2.2.6 SWAT analysis 6.5.2.7 Schedule compression 9.4.2.5 Leadership skills G.1 Project leadership 10.1 Stakeholder management Chapter 11 Teams Chapter 3 Organization: Structure and Culture 2.4.1 Organization cultures [G.7] 2.4.2 Organization structureRead MoreLogical Reasoning189930 Words   |  760 PagesJuanitas advice to go back home is backed up by these reasons: (1) the consequences of getting giardia are pretty bad, and (2) the posted signs probably indicate that boiling wont work. Unfortunately, she is not sure about the boiling. So the burden falls on your shoulders. Can you back up her reasoning even if she cant? Or can you show that her reasoning isnt any good? One way to support a statement is to point out that the person making it is an expert. So you think about Juanitas and Emilios

Monday, December 16, 2019

Realities on Teen Pregnancy in America Free Essays

Although the rate of teenage pregnancy in the United States has declined greatly within the past few years, it is still an enormous problem that needs to be addressed. These rates are still higher in the 1990’s than they were only a decade ago. The United State’s teenage birthrate exceeds that of most other industrialized nations, even though American teenagers are no more sexually active than teenagers are in Canada or Europe. We will write a custom essay sample on Realities on Teen Pregnancy in America or any similar topic only for you Order Now Recent statistics concerning the teen birthrates are alarming. About 560,000 teenage girls give birth each year. Almost one-sixth of all births in the United States are to eenage women are to teenage women. Eight in ten of these births resulted from unintended pregnancies. (Gormly 347) By the age of eighteen, one out of four teenage girls will have become pregnant. (Newman 679) Although the onset of pregnancy may occur in any teenager, some teens are at higher risk for unplanned pregnancy than others. Teenagers who become sexually active at an earlier age are at a greater risk primarily because young teenagers are less likely to use birthcontrol. African-American and Hispanic teenagers are twice as likely to give birth as are white teenagers. Whites are more likely to have abortions. Teenagers who come from poor neighborhoods and attend segregated schools are at a high risk for pregnancy. Also, teenagers who are doing poorly in school and have few plans for the future are more likely to become parents than those who are doing well and have high educationsl and occupational expectations. Although the rate of teenage pregnancy is higher among low- income African-Americans and Hispanics, especially those in inner city ghettoes, the number of births to teenagers is highest among white, nonpoor young women who live in mall cities and towns. (Calhoun 309) In addition to the question of which teenagers become pregnant, interest is shown in the social consequences of early parenthood. Adolescent parents (mostly mothers) may find that they have a â€Å"lost or limited opportunity for education. (Johnson 4) The higher a woman’s level of education, the more likely she is to postpone marriage and childbearing. Adolescents with little schooling are often twice as likely as those with more education to have a baby bafore their twentieth birthday. Some 58% of young women in he United States who receive less than a high school education give birth by the time they are twenty years old, compared with 13% of young women who complete at least twelve years of schooling. (Tunick 11) Teens who become pregnant during high school are more likely to drop out. Calhoun 310) A teen mother leaves school because she cannot manage the task of caring for a baby and studying, and a teen father usually chooses a job over school so that he can pay bills and provide for his child. (Johnson 4) Teen mothers usually have fewer resources than older mothers because they have had less time to gather avings or build up their â€Å"productivity† through work experience, education, or training. (Planned Parenthood 1) Because of this, teen mothers are generally poor and are dependent on government support. Newman 679) The welfare system is usually the only support a teen parent will receive. Welfare benefits are higher for families with absent fathers or dependent children. (Calhoun 309) In some cases, teen mothers may also receive help like Medicaid, Food Stamps, and â€Å"Aid to Families with Dependent Besides educational and financial problems, teenage mothers may face a great deal f emotional strain and may become very stressed. Teen mothers may have limited social contacts and friendships because they do not have time for anything other than their baby. Lack of a social life and time for herself may cause the teenage mother to become depressed or have severe mental anxiety. (Johnson 5) Depression may become worse for a teenage mother because she usually does not know much about child development or about how to care for their children. Children who are born to teenage mothers usually suffer from poor parenting. (Berk 188) Also, children of teenage parents start being exually active before their peers and they are more likely to become teenage parents themselves. These children may also suffer from financial difficulties similar to that of their parents. Children whose mothers are age seventeen or younger are three times as likely as their peers to be poor, and are likely to stay poor for a longer period of time. † (Calhoun 311) The children born to teenage mothers sometimes score lower on development tests than the children of older mothers. It seems that â€Å"rather than declining over time, educational deficits increase in severity and the children show lower academic chievement, higher drop out rates, and are more likely to be held back in school. † Teenage pregnancy comes with not only a child, but also many consequences. Teen mothers face greater health risks than older mothers, such as anemia, pregnancy induced hypertension, toxemia, premature delivery, cervical trauma, and even death. Many of these health risks are due to inadequate prenatal care and support, rather than physical immaturity. The teenage mother is more likely to be undernourished and suffer premature and prolonged labor. (Calhoun 311) The death rate from pregnancy omplications are much higher among girls who give birth under age fifteen. (Gormly 347) Poor eating habits, smoking, alcohol and drugs increase the risk of having a baby with health problems. Johnson 3) The younger the teenage mother is, the higher the chances are that she and her baby will have health problems. This is mainly due to late prenatal care (if any) and poor nutrition. (Planned Parenthood 1) An adolescent mother and her baby may not get enough nutrients and, because the mother’s body is not fully mature, she may have many complications throughout the duration of the pregnancy. Along with the mother, the children of teenage parents too often become part of a cycle of poor health, school failure, and poverty. Infants born to teenage mothers are at a high risk of prematurity, fragile health, the need for intensive care, cerebral palsy, epilepsy, and mental retardation. (Johnson 5) Low birth weight is the most immediate health problem. Babies born to teenagers are often born too small, too soon. Low birthweight babies may have immature organ systems (brain, lungs, and heart), difficulty controlling body temperature and blood sugar levels, and a risk of dying in early infancy that is much igher than that of normal weight babies (five and one-half pounds or more). Calhoun 310) â€Å"The death rate for babies whose mothers are under fifteen years of age is double that of babies whose mothers are twenty to thirty years old. † (Johnson 5) Because of these extremely serious problems, many government, as well as local, organizations are fighting to stop the occurence of teenage pregnancy by helping to educate children of the risks involved and the consequences after. Some research indicates that â€Å"the percentage of teenage birthrates has declined simply because fewer eenagers are having sexual intercourse and more adolescents are using contraceptives. Researchers say that the recent trends in sexual activity and contraceptive use are the result of a number of factors, including greater emphasis on abstinence, more conservative attitudes about sex, fear of contracting sexually transmitted diseases, the popularity of long-lasting birthcontrol methods such as the contraceptive implant (Norplant) and the injectable (Depo-Provera), and even because of the economy. In addition, researchers say that young people have become somewhat more conservative in their views about casual ex and out-of-wedlock childbearing. Some attribute this change in attitude mainly to concern about sexually transmitted diseases. Others say that it is because of the involvement of conservative religious groups in the public debate over sexual behavior. Many researchers believe that the strong economy and the increasing availability of jobs at minimum wage have contributed to fewer births among teenagers. (Donovan 32) Americans, however, seem to be against some of the methods used by these various organizations to reduce the teen pregnancy rates. The most controversial aspect of adolescent pregnancy prevention is the growing movement to provide teenagers with easy access to contraceptives. † Most Americans believe that giving teenagers birthcontrol pills and/or condoms is the same as telling them that early sex is allowed. Some studies that were conducted in Europe show that some clinics in Europe that distribute contraceptives to teenagers have the same sexual activity rate as in the United States. However, in these European studies, it is apparent that teen pregnancy, childbirth, and abortion rates are Teenage pregnancy does cause many problems for the mother, child, and economy. There are, however, some incidences where the mother overcomes this down-hill trend and makes a successful life for her and her child. The outcome of teenage pregnancy turns out better if the mother goes back to school after she has given birth. (Berk 190) Staying in school may help to prevent teenage mothers from having a second pregnancy. (Planned Parenthood 2) The outcome is also better if the mother continues to live with her parents so that they can help to raise the child. Young, teen mothers need health care for themselves as well as their children. An adolescent mother also needs a great deal of encouragement to get her to remain in school. Single teenage mothers also need job training so that they can get a good job to support themselves and their children. Teen mothers need to be taught parenting and life-management skills and also need high quality and affordable daycare for their children. Schools that provide daycare centers on campus reduce the incidence of teenagers dropping out of school. These school programs also ecrease the likelihood that the teen mother will have more children. Berk 189) Because the government has begun to take action in preventing teen pregnancies, the rate has continued to decline. The large numbers of young people in America–as well as the values, health, education, skills they gain–will greatly affect the future of society. Therefore, increased attention should be given to the well-being of adolescents. Since greater care is being given to the young people, improvements are already occuring. The level of education that young people receive is much higher than that of their parents, and he â€Å"expectation that young people should obtain at least some secondary schooling† is growing. The numbers of women who have a child during their teen years is declining, and recognizing the impact of childbearing on education, parents and communities are continuing to discourage sexual activity, marriage, and motherhood at a young age. (Tunick 13) These recent trends, if continued, will more than likely educate the adolescent population about the risks and consequences of teenage pregnancy and reduce the incicence of teen pregnancy and childbirth altogether. How to cite Realities on Teen Pregnancy in America, Essay examples

Sunday, December 8, 2019

Explain Why It Is Difficult to Talk Meaningfully About God Essay Sample free essay sample

Religious linguistic communication is defined as the communicating of thoughts about God. religion. belief and pattern. This definition makes it hard to speak meaningfully approximately it as each of these words have concepts behind them and each and every single interprets these otherwise. so spiritual linguistic communication is different to mundane linguistic communication. as it merely denotes to an individual’s belief and faiths traditions. There are besides many jobs with spiritual linguistic communication as a whole as it anthropomorphises God. by utilizing nomenclature such as ‘Him’ ‘King’ and ‘Shepherd’ this is restricting and topics God to hold human qualities. which is against what The Bible wants to portray God as. Besides another job is that some think that spiritual linguistic communication is cognitive. therefore something must be known about God to speak meaningfully about it. Yet this creates the job that spiritual statem ents are non about nonsubjective facts that can be proved true or false but are replies to inquiries that are unable to be validated. We will write a custom essay sample on Explain Why It Is Difficult to Talk Meaningfully About God Essay Sample or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page as they are based on nonsubjective facts that are unfastened to knowledge. These issues have led to spiritual trusters to happen ways in which they can speak about God in a meaningful manner and the opposite as non-believers are seeking for ways to render spiritual linguistic communication meaningless. A group of philosophers called the logical rationalists who as a group did non seek to understand how we gain cognition of the external universe. but how we use linguistic communication to convey it. They believed that everything that can be verified is meaningful. Thus the confirmation rule was developed which stated that if it could be empirical tested by the five senses so it was meaningful. for illustration. a house is made of gingerbread. is nonmeaningful as it can be proved false by taking rock samples from the house. Yet this causes a job when speaking about philosophical and spiritual facets. The logical rationalists thought it was pointless to speak about art. music. ethic and God as it could neer be verified. so couldn’t be rendered true or false. Therefore it is meaningless as it is used to see things beyond the human experience and this creates the ‘impossibility’ to understand to significance of anything being said. A. J. Ayer ; a logical rationalist introduces two types of confirmation. strong and weak. to cover with the acceptation of scientific and historical propositions which are fighting to see as meaningful or non. Strong confirmation is when there is absolute no uncertainty that a statement is true. as it is verified through sense. for illustration. ‘It is cheery today’ . Yet weak confirmation occurs when some of the observations are non once and for all true or false. for illustration. ‘humans are made of atoms’ as this may be accepted by people who were at the clip of the find. besides future scientific statements are verified by the weak. as they will merely be affirmed in the hereafter non at present. The disproof rule created by Flew. stated that spiritual statements are meaningless as there nil which can number against a spiritual truster. as they will non number or accept any of the grounds against their religion. Criticism ‘dies the decease of a 1000 qualifications’ . For illustration Flew used the narrative of a male parent of a terminally sick kid. prayed for God to do their kid better. but the kid died. the male parent qualifies this by stating it was God’s determination and possibly God’s love is ‘not simply human love’ . Tillich believed that spiritual linguistic communication was meani ngful as it was conveyed through metaphors and symbols. nevertheless philosophers such as Paul Edwards thought that disclosure could non be portrayed through the confirmation rule utilizing empirical grounds hence symbols don’t elude any factual cognition. and are meaningless. Another review of Tillich is that he stated that metaphors and symbols can be mistranslated and over clip the original significance may hold been lost or forgotten hence sing symbols meaningless as the significance may hold been changed from what was originally intended to stand for. Besides with the unfavorable judgment that symbols can be interpreted in any manner the person wants to. this is demising the ultimate truth of world it is seeking to convey as it may indicate in a different way as to which was besides originally intended. Overall. the confirmation and the disproof principles argue that it is non possible to speak about God meaningful manner as it is non possible to turn out the being of God of travel verify any of the statements related to God.