Wednesday, January 29, 2020

The Hazards of Cell Phone Use and Sound Science Essay Example for Free

The Hazards of Cell Phone Use and Sound Science Essay An ecosystem pertains to the living organisms in a particular area of the earth along with the physical aspects of their environment. Between these nonliving and living constituents, there exists a natural interchange of so-called goods and services that make up an ecosystem’s natural capital, and which ultimately defines the sustainability of that ecosystem. In other words, natural capital is like the nature’s stock of goods (like food) and services (like waste disposal) in order to sustain its living constituents (Costanza et al. 1997, p. 254). A more specific example of ecosystem services are the pollination services provided for by the bees, among other insect species, which are important to the flowers, and thus to all organisms whose food requirements have to do with flowering plants, and so on. A certain study found that bees preferred specific flowers—that is, tubular flowers, instead of open ones so that the pollination of these kinds of flowers are done primarily by the bees. In other words, bees play an important role in the sustainability of the particular plant species’ posterity, as no other pollinator insect species seemed to prefer the same kind of flowers (Public Library of Science, 2006). In the ecosystem, every movement, every input and output of whatever natural constituent is accounted for, and has its consequences. All the more if there is an extra or unwarranted input, such as what is going on in concordance with the advent of technology. We are literally swimming in a sea of electromagnetic radiation brought about by various electronic appliances, most notable of all the portable celphone. It has been speculated that bees are disappearing due to the electromagnetic radiation continuously emitted by these portable phones. But again, this is mere speculation. What is certain, however, is that bees are disappearing—studies in Britain and the Netherlands have shown that over the last 25 years approximately, the bee population has been declining, and with it, those of certain flowers (University of Leeds, 2006). But the same studies are inconclusive about the cause for this decline, proposing only possible causes such as changes in the agricultural chemicals being used; the way the land is taken cared of; and also climate changes. Further studies are still being undertaken to prove which is the real cause for this disappearance of bees, but scientists have not pinpointed celphone use as a probable reason. Therefore, the allegations against cellphones lack sound science, and still have to be scientifically tested if this seeming unlikelihood is worth investigating. Certainly, we are enjoying and maximizing the advantages of having celphones. However, it is possible that harmful effects of celphone radiation do exist. A study by Danish epidemiologist and medical scientist has revealed that celphone radiation caused DNA damage among other things (Korvach, 2007). This means that it is possible to breed dysfunctional offspring. Other effects have been found to be linked to brain tumor development, but findings of the study were not enough to lead to this conclusion. However, we are still talking about possibilities. Every scientific observation must be reproducible, or proven by a number of other scientific laboratories before it can be fully accepted and established as a scientific fact. It is possible that the bees are disappearing because of increasing electromagnetic radiation in the surroundings. It is possible that some people have died of brain cancer brought about by celphone use. As of the moment, I however, believe that these possibilities are insubstantial. I do not think that celphones have enough radiation to cause such negative effects. For me, what is likely is that their radiation may add to an individual’s susceptibility to such diseases. What can be done, then, as of the moment since there seems to be a lack of sound science to prove or disprove anything, as I have said earlier, is to be careful, to perhaps minimize the use of celphones and other electronics all at one time, and let the scientists do their work.

Tuesday, January 21, 2020

Pride and Vanity in Jane Austens Pride and Prejudice Essay -- Jane Au

Pride and Vanity in Jane Austen's Pride and Prejudice      Ã‚   Vanity and pride are different things, though the words are often used synonymously. A person may be proud without being vain. Pride relates more to our opinion of ourselves, vanity to what we would have others think of us. In her novel, Pride and Prejudice, Jane Austen makes the point that an excess of pride or vanity is indeed a failing. Pride, observed Mary, . . . is a very common failing, I believe. By all that I have ever read, I am convinced that it is very common indeed, that human nature is particularly prone to it, and that there are very few of us who do not cherish a feeling of self-complacency on the score of some quality or another, real or imaginary. Pride and/or vanity is exhibited in different forms by each character. Those characters who can recognize their flaw emerge as the true heroes of the story.   Ã‚  Ã‚  Ã‚  Ã‚   In many minor characters of the novel, pride is a common characteristic. Mrs. Bennet, for instance, is extremely proud when it comes to her daughters marriages of mercenary advantage. She is so concerned that her neighbors have a high opinion of her that her own vanity will not even allow her to think of her daughters love and happiness. This is best shown with the case of Elizabeth Bennet's proposed marriage to the esteemed Mr. Collins, a man she did not love. Mrs. Bennet was so upset when her daughter refused Mr. Collins offer that she would not speak to her for passing up such an opportunity.   Ã‚  Ã‚  Ã‚  Ã‚   We can see an example of pride for imaginary qualities in Mary Bennet who was herself the speaker of this passage. To the embarrassment of her family, Mary would take every chance she could to put on a show whenever in a public sit... ...s a flaw in their respective characters. Darcy realizes that he must check his pride in order to be seen in a good light by others. Elizabeth, the object of his affections, is so turned off by his prideful ways that a touch of vanity enables him to change himself for her. Elizabeth, while observing the transformations of Darcy, realizes that she, too, has been guilty of too much pride. She sees that she was indeed prejudiced and that she must come to terms with the failings of her family. Darcy and Elizabeth are able to overcome their pride which enables them to live happily ever after. Works Cited Austen, Jane. Pride and Prejudice. 1813. Ed. Donald Gray. New York: Norton and Co., 1993. Johnson, Claudia L. "Pride and Prejudice and the Pursuit of Happiness." Pride and Prejudice. By Jane Austen. Ed. Donald Gray. New York: Norton and Co., 1993. pp. 367-376.

Monday, January 13, 2020

The Ship of Theseus

ABSTRACT: Endurantism and perdurantism are theories that describe how objects can persist through time. These theories will be used in an effort to solve a puzzle that has been dated all the way back to the first century: the Ship of Theseus. It will be determined that the two theories fail in solving the Ship of Theseus puzzle. According to Brian Garrett of Australian National University, metaphysics is concerned with the nature and identity of objects. 1 In order to increase understanding of the identity of objects, puzzles of constitution and identity are used by philosophers.There is a puzzle common in metaphysics: the Ship of Theseus, which was believed to be recorded by Plutarch in the late first century2. It is complex puzzle that consists of three different scenarios. The first scenario depicts a ship being dismantled and then rebuilt. The second scenario portrays the ship being completely remodeled. The third scenario is a mixture of the previous ones that have the ship bein g completely remodeled, but the removed planks are used to construct another ship. In order to solve this puzzle, one must be able to identify which ship is the Ship of Theseus.Philosophical theories can be used to solve philosophical puzzles such as this one and there are two theories that exist that help one understand how objects persist through time: endurantism and perdurantism. According to endurantism, ordinary objects are wholly present at each moment of time at which they exist3. In perdurantism, objects are four dimensional entities that consist of temporal and spatial parts and these objects persist by having different temporal parts at different times4. Once one has knowledge of endurantism and perdurantism, the theories can be used to solve puzzles such as the Ship of Theseus.However, in this paper, it will be shown that the puzzle of the Ship of Theseus cannot be solved using endurantism and perdurantism. This is because attempts made by endurantists and perdurantists result in unintuitive consequences. This will be done first by explaining and assessing endurantism and perdurantism. Then it will be shown that the two theories fail in solving the Ship of Theseus because of problems that are encountered. After that, the Extensionality Principle will be discussed, which is used by perdurantists as a criterion for identity.It will be determined that this principle is also flawed and is also unable to give an account for the identity of objects. Firstly, endurantism is the view that physical objects are three-dimensional and move through time. They are wholly present at each moment of time at which they exist. For example, if a man was born in 1975, attended kindergarten class in 1980, and graduated from high school in 1993, endurantists would claim that this man was wholly present at each of those different times. He will continue to wholly exist in the future as well.Primary motivation for this theory is that it is a more conventional view and is m ore in conjunction with believed upon ideas about the world. For example, when a woman is talking to someone, she believes that she is talking to that person as a complete object, wholly present; as opposed to just a temporal part of an object. The theory of endurantism has been explained. It must be noted, however, that this theory holds that two numerically distinct, but wholly present objects can co-exist for some of the time or at all times.Brian Garrett says that this hinders the authenticity of endurantism because the statement is strange5. Perdurantism does not have this problem. The theory of perdurantism is the view that ordinary objects are four-dimensional and are composed of temporal parts. An object is not wholly present at every possible time at which it exists because only its temporal parts exist. In the previous example, when the man is born, or attends kindergarten, or graduates from high school, the man is not wholly present according to perdurantism.Instead, it i s the man’s temporal parts that existed during those events; the man itself exists as a four-dimensionally extended whole. Primary motivation for perdurantism is that this theory is able to account for change within a physical object because the objects are four-dimensional. On the contrary, endurantism does not have this luxury. Perdurantism is also primarily motivated by how it better accommodates Albert Einstein’s theory of special relativity. There are problems that arise if both endurantism and special relativity are true. According to Steven D. Hales and Timothy A.Johnson of Bloomsburg University, â€Å"it would be misguided to argue† for endurantism because special relativistic effects â€Å"are negligible at human speeds†. 6 The theory of special relativity does not allow for endurantism because of how it requires objects such as humans to move through time at a slower speed than the speed of light. Given that special relativity is a widely accept ed theory, perdurantists have strong motivation to prove their view7. Secondly, even though endurantism and perdurantism help explain the persistence of objects over time, neither view is able to solve the puzzle of the Ship of Theseus.In the Ship of Theseus, there are three different scenarios. In the first scenario, the Ship of Theseus is dismantled and then rebuilt with each plank being returned to its original location— we’ll call this ship Y1. In the second scenario, the ship is completely remodeled with an entirely new set of planks— we’ll call this ship X1. In the third scenario, two ships are involved. The ship from the second scenario (now called ship X) is present, but an entirely different ship that is being constructed out of the planks that had been removed (called ship Y) is also present.In order to solve this puzzle, the Ship of Theseus must be identified. However, flaws in endurantism are shown by how the endurantist must deny that Y1 is e qual to Y. This is done in order to respect the necessity of identity and non-identity which states that if x = y, then necessarily x = y8. However, what this entails is that one could claim that if the removed planks had not been replaced in the third scenario, then ship Y would not have existed and instead ship Y1 would have existed. This means that the existence of ship Y or Y1 entirely depends on whether or not the removed planks were replaced.Brian Garrett refers to this consequence as â€Å"strange† because â€Å"we don’t think that the existence of a particular ship (or of anything else in space and time) depends on what happens in a region of the universe which exerts no causal influence on it†9. This is a flaw for the endurantism theory because it denotes that an object’s existence is dependent on an event that has no direct influence on it. Furthermore, perdurantism also fails in correctly solving the Ship of Theseus. According to perdurantism, the third scenario involves the presence of two ships prior to the repair of the Ship of Theseus.They are overlapping one another. This represents that the ships have a common temporal segment where they are basically one and the same ship. After the repair, the two ships separate with one being ship X and the other being ship Y. The problem, however, is that one cannot think that there are three possible outcomes anymore. One cannot think that the future of the Ship of Theseus will be the same as that of the ship in the first scenario, the ship in the second scenario, or the ships in the third scenario because each of the ships are distinct from one another.This is a problem, according to Garrett, because people â€Å"could sensibly wonder† if the future for the Ship of Theseus will be like any of the three scenarios when it is being constructed10. He means that ordinary people should be able to think about the Ship of Theseus and think about what future it might behold. How ever, the theory of perdurantism must deny that three possible futures are available for the ship. As a result, we are left with either believing that people are not able to wonder about the ship’s future (which cannot be true) or perdurantism is unable to solve the puzzle of the Ship of Theseus.Moreover, perdurantism fails in solving the puzzle because of the name: ‘Ship of Theseus’. It has been discussed that the Ship of Theseus has a temporal part where there are two overlapping ships. However, which of the two overlapping ships is the actual Ship of Theseus when the name is being called? This is a problem because both ships cannot be called the Ship of Theseus. Perdurantism cannot account for this confusion. This shows that perdurantism is unable to solve the puzzle of the Ship of Theseus.Overall, the theories of endurantism and perdurantism have been explained and it has been shown that both theories are unable to solve the puzzle of the Ship of Theseus. How ever, there are criterions for identity that exist that could provide a criterion of identification for objects through time. One criterion for identity that will be talked about is the Extensionality Principle; it is used by perdurantists because it is a criterion of identity for four-dimensional objects11. The Extensionality Principle, according to Garrett, states: if x and y are objects with the same proper parts, then x=y.This means that if two different objects have the same properties, then the two objects are the same12. However, there are flaws in the Extensionality Principle that causes it to fail in providing a criterion of identification. According to Lecture notes, in order for objects to be identical, it is not enough for the object to have all the same parts. This is because the parts of identical objects must be related to each other or arranged in a certain order13. Therefore, a problem arises regarding temporal parts of an object. How do the temporal parts have the proper order?As a result of this problem, the Extensionality Principle must be revised. But if it is revised, according to lecture notes, the principle will no longer be an extensional principle14. Furthermore, there is no explanation as to why time would provide the correct order for temporal parts of an object. These problems show that the Extensionality Principle fails in providing a criterion of identification; and this harkens back to how the puzzle of the Ship of Theseus cannot be solved. It has been shown that the puzzle of the Ship of Theseus cannot be solved.This was first determined by explaining the theories of endurantism and perdurantism and revealing the primary motivation for each of them. These theories depict how objects persist through time; yet, the theories cannot be used to correctly solve the Ship of Theseus puzzle. Lastly, the Extensionality Principle was described and it was shown that the principle was unable to solve the Ship of Theseus puzzle. As one can s ee, the Ship of Theseus is a difficult puzzle to solve and it has been around since the late first century. Will there ever be a theory that correctly identifies the Ship of Theseus once and for all?

Sunday, January 5, 2020

Why Students Should Test Ideas Via Active Experimentation

As a firm believer in progressivism, I believe that education should be focused on the whole child, rather than on the content or the teacher. I believe students should test ideas via active experimentation. Students should question and explore, not simply receive facts and information from their teacher. â€Å"Learning is rooted in the questions of learners that arise through experiencing the world† (oregonstate.edu). I grew up in a worksheet type of classroom, and as a visual learner that suited me just fine. I would play teacher and every imaginary student started their day with a worksheet bell ringer, because that’s all I knew. Next, we would listen to the teacher lecture or read from the textbook. I learned just fine, so I imagined my†¦show more content†¦He also did not receive free or reduced lunch because his parents never submitted the paperwork, and he had no money for lunch. Luckily his teacher had packed for themselves, one giving him her sandwich, one giving him her grapes and he could take chips from the office. It broke my heart knowing these students experience such awful things so young in life. It was then that I learned the importance of catering to the whole child. Maslow’s Hierarchy of Needs states that primarily a person needs to be physiologically taken care of, and this boy was a prime example. He must be fed before we can switch his brain to focus on academics. He needs to know his teachers care about him, his peers accept him and his presence is important before he can bring his attention solely on learning. In my own classroom, I hope to adhere to this philosophy by creating ongoing projects that allow students to choose how they will demonstrate their learning. This project stimulates the workshop environment and meets many standards. I would also be sure to integrate technology, as it’s important for educators to stay current with educational advancements and technology is such a big part of you ng students lives. Along with ongoing projects, I would reduce homework as best I could. I believe homework is a teacher centered idea, along with grades and test scores, because each are at the control of the teacher, and not the student’sShow MoreRelatedLearning Styles Essay4126 Words   |  17 Pagesaffect learning for a student. Incorporated in this I will discuss theories of ‘learning styles’, comparing and contrasting them and try to identify aspects which can impact upon my practice. I will analyse my own teaching style and that of others to see how the theories can be applied and also assess my own success in meeting the needs of the students. 1.1 Why? The information provided in this assignment will allow me a better understanding of the variety of ways a student can learn. This willRead MoreThe Antibacterial Effect of Papaya Leaves Extract on Staphylococcus Episdermidis7962 Words   |  32 PagesBIBLIOGRAPHY†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦.35 APPENDIX A†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦37 APPENDIX B†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦41 APPENDIX C†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦..†¦Ã¢â‚¬ ¦.44 APPENDIX D†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦..†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦....45 CURRICULUM VITAE†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦46 vi TABLES Table1. 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Saturday, December 28, 2019

The History of the European Union

The European Union (EU) was founded as a result of the Maastricht Treaty on Nov.  1, 1993. It is a political and economic union between European countries that sets policies concerning the members’ economies, societies, laws, and, to some extent, security. To some, the EU is an overblown bureaucracy that  drains money and compromises the power of sovereign states. For others, it is the best way to meet challenges smaller nations might struggle with—such as economic growth and negotiations with larger nations—and worth surrendering some sovereignty to achieve. Despite many years of integration, opposition remains strong, but states have acted pragmatically, at times, to sustain  the union. Origins of the EU The EU  wasnt created in one go by the Maastricht Treaty  but was rather the result of gradual integration since 1945. The success of one level of union gave confidence and impetus for a next level. In this way, the EU can be said to have been formed by the demands of its member nations. The end of World War II  left Europe divided between the communist, Soviet-dominated eastern bloc and the largely democratic western nations. There were fears over what direction a rebuilt Germany would take. In the West, thoughts of a federal European union re-emerged with hopes of binding Germany into pan-European democratic institutions to the extent that it, or any other allied European nation, wouldn’t be able to start a new war and would resist the expansion of the communist East. The First Union: the ECSC Europe’s post-war nations weren’t just seeking  peace; they were also after solutions to economic problems, such as raw materials being in one country and the industry to process them in another. War had left Europe exhausted, with industry greatly damaged and defenses possibly unable to stop Russia. Six neighboring countries agreed in The Treaty of Paris to form an area of free trade for several key resources, including coal, steel, and iron ore, chosen for their role in industry and the military. This body was called the European Coal and Steel Community (ECSC) and involved Germany, Belgium, France, Holland, Italy, and Luxembourg. It began on July 23, 1952, and ended on July 23, 2002, replaced by further unions. France had suggested creating the ECSC to control Germany and to rebuild industry. Germany wanted to become an equal player in Europe again and rebuild its reputation, as did Italy, while the others hoped for growth and feared being left behind. France, afraid Britain would try to quash the plan, didn’t include them in initial discussions. Britain stayed out, wary of giving up power and content with the economic potential offered by the Commonwealth. A group of supranational (a level of governance above nation states) bodies was created  to manage the ECSC: a council of ministers, a common assembly, a high authority, and a court of justice to legislate, develop ideas, and resolve disputes. The later EU  would emerge  from these key bodies, a process that some of the ECSC’s creators had envisaged, as they explicitly stated the creation of a federal Europe as their long-term goal. The European Economic Community A false step was taken in the mid-1950s when a proposed  European defense community among the ESSC’s six states was drawn up. It called for a joint army to be controlled by a new supranational defense minister. The initiative was rejected after France’s National Assembly voted it down. However, the success of the ECSC led to the members signing two new treaties in 1957, both called the treaty of Rome. This created the European Atomic Energy Community (Euratom), which was to pool knowledge of atomic energy, and the European Economic Community (EEC), with a common market among the members with no tariffs or impediments to the flow of labor and goods. It aimed to continue economic growth and avoid the protectionist policies of pre-war Europe. By 1970 trade within the common market had increased fivefold. Also created was the Common Agricultural Policy (CAP) to boost members farming and an end to monopolies. The CAP, which wasn’t based on a common market but on government subsidies to support local farmers, has become one of the most controversial EU policies.​ Like the ECSC, the EEC created several supranational bodies: a council of ministers to make decisions, a common assembly (called the European Parliament from 1962) to give advice, a court that could overrule member states, and a commission to put the policy into effect. The 1965 Brussels Treaty merged the commissions of the EEC, ECSC, and Euratom to create a joint, permanent civil service. Development A late 1960s power struggle established the need for unanimous agreements on key decisions, effectively giving member states a veto. It has been argued that this slowed union by two decades. Over the 1970s and 1980s, membership in the EEC expanded, accepting Denmark, Ireland, and the UK in 1973, Greece in 1981, and Portugal and Spain in 1986. Britain had changed its mind after seeing its economic growth lag behind the EECs, and after the United States indicated it would support Britain as a rival voice in the EEC to France and Germany. Ireland and Denmark, heavily dependent upon the UK economy, followed it in to keep pace and attempt to develop themselves away from Britain. Norway applied at the same time but withdrew after a referendum  failed. Meanwhile, member states began to see European integration as a way to balance the influence of Russia and the U.S. Breakup? On June 23, 2016, the United Kingdom voted to leave the EU and become the first member state to use a previously untouched release clause, but the final Brexit, as the move become known, has yet to occur. As of 2019, there were 28 countries in the European Union (with year of joining): Austria (1995)Belgium (1957)Bulgaria (2007)Croatia (2013)Cyprus  (2004)Czech Republic (2004)Denmark (1973)Estonia  (2004)Finland  (1995)France  (1957)Germany  (1957)Greece (1981)Hungary  (2004)Ireland  (1973)Italy  (1957)Latvia  (2004)Lithuania  (2004)Luxembourg  (1957)Malta  (2004)The Netherlands  (1957)Poland  (2004)Portugal  (1986)Romania (2007)Slovakia  (2004)Slovenia  (2004)Spain (1986)Sweden  (1995)The United Kingdom (1973) The development of the EU  slowed in the 1970s, frustrating federalists who sometimes refer to it as a dark age. Attempts to create an economic and monetary union were drawn up but derailed by the declining international economy. However, impetus returned by the 1980s, partly because of fears that Reagan’s U.S. was moving away from Europe and preventing EEC members from forming links with  Communist countries  in an attempt to slowly bring them back into the democratic fold. Foreign policy became an area for consultation and group action. Other funds and bodies were created including the European Monetary System in 1979 and methods of giving grants to underdeveloped areas. In 1987 the Single European Act (SEA) evolved the EEC’s role a step further. Now European Parliament members were given the ability to vote on legislation and issues, with the number of votes dependent on each member’s population. The Maastricht Treaty and the European Union On Feb.  7, 1992, European integration moved another step further when the Treaty on European Union,  known as the Maastricht Treaty, was signed. This came into force on Nov. 1, 1993, and changed the EEC into the newly named European Union. The change broadened the work of the supranational bodies based around three â€Å"pillars:† the European Communities, giving more power to the European parliament; a common security/foreign policy; and involvement in the domestic affairs of member nations on â€Å"justice and home affairs.† In practice, and to pass the mandatory unanimous vote, these were all compromises away from the unified ideal. The EU also set guidelines for creation of a single currency, although when the Euro was introduced on Jan. 1, 1999 three nations opted out and one failed to meet the required targets. Currency and economic reform were now being driven largely by the fact that the U.S. and Japanese economies were growing faster than Europe’s, especially after expanding quickly into the new developments in electronics. There were objections from poorer member nations, which wanted more money from the union, and larger nations, which wanted to pay less, but a compromise was eventually reached. One planned side effect of the closer economic union and the creation of a single market was the greater co-operation in social policy that would have to occur as a result. The Maastricht Treaty also formalized the concept of EU citizenship, allowing any individual from an EU nation to run for office in the EU government, which was also changed to promote decision-making. Perhaps most controversially, the EU’s entrance into domestic and legal matters—which produced the Human Rights Act and overrode many member states’ local laws—produced rules relating to free movement within the EU’s borders, leading to paranoia about mass migrations from poorer EU nations to richer ones. More areas of members’ government were affected than ever before, and the bureaucracy expanded. The Maastricht Treaty faced heavy opposition, only narrowly passing in France and forcing  a vote in the UK. Further Enlargements In 1995 Sweden, Austria, and Finland joined the EU, and in 1999 the Treaty of Amsterdam came into effect, bringing employment, working and living conditions, and other social and legal issues into the EU. By then Europe was facing great changes caused by the collapse of the Soviet-dominated East and the emergence of economically weakened but newly democratic eastern nations. The 2001 Treaty of Nice tried to prepare for this, and a number of states entered into special agreements in which they initially joined parts of the EU system, such as free trade zones. There were discussions over streamlining voting and modifying the CAP, especially as Eastern Europe had a much higher percentage of the population involved in agriculture than the West, but in the end financial worries prevented change. While there was opposition,  10 nations joined in 2004 and two in 2007. By this time there had been agreements to apply majority voting to more issues, but national vetoes remained on tax, security, and other issues. Worries over international crime, as criminals had formed effective cross-border organizations, were now acting as an impetus. The Lisbon Treaty The EU’s level of integration is unmatched in the modern world. Some want to move it closer still, though many don’t. The Convention on the Future of Europe was created in 2002 to write an EU constitution. The draft, signed in 2004, aimed to install a permanent EU president, a foreign minister, and a charter of rights. It would have also allowed the EU to make many more decisions instead of the heads’ of the individual members. It was rejected in 2005, when France and the Netherlands failed to ratify it and before other EU members got the chance to vote. An amended work, the Lisbon Treaty, still aimed to install an EU president and foreign minister, as well as expand the EU’s legal powers, but only through developing the existing bodies. This was signed in 2007 but initially rejected, this time by voters in Ireland. However, in 2009 Irish voters passed the treaty, many concerned about the economic effects of saying no. By the winter of 2009 all 27 EU states had ratified the process, and it took effect. Herman Van Rompuy (b. 1947), at that time Belgium prime minister, became the first president of the European Council, and Britain’s Catherine Ashton (b. 1956) became high representative for foreign affairs. There remained many political opposition parties—and politicians in the ruling parties—that opposed the treaty, and the EU remains a divisive issue in the politics of all member nations. Sources and Further Reading Cini, Michelle, and Nieves Pà ©rez-Solà ³rzano Borragà ¡n. European Union Politics. 5th ed. Oxford UK: Oxford University Press, 2016.Dinan, Desmond. Europe Recast: A History of European Union. 2nd ed., 2014. Boulder CO: Lynne Rienner Publishers, 2004Member Countries of the European Union. European Union.  Kaiser, Wolfram, and Antonio Varsori. European Union History: Themes and Debates. Basinstoke UK: Palgrave Macmillan, 2010.

Thursday, December 19, 2019

Fertility Control - 1000 Words

â€Å"Fertility control is the key to the development of less developed countries like those of the Caribbean†. Critically assess the above statement in relation to any two named countries. To begin, firstly fertility or fertility rate must first be understood. Fertility rate is â€Å"the actual level of childbearing of an individual or population.† (Oxford Dictionary of Sociology, pg. 254). Fertility control is seen as a method which â€Å"ensures development by limiting the quantity of natural, financial and other resources to be spent on the economically inactive.† (Sociology for Caribbean Studies, pg. 321). Demographers believe the concept that in each country there is an ‘optimum population’ in which there are sufficient resources in†¦show more content†¦This overpopulation, lack of education and sufficient resources can be seen to have caused the lack of development in Haiti. The government of Haiti has not come up with an operational family planning program to control growing population numbers. Thus initiative needs to be taken in regards to their health program in order to decrease their total fertility rate. In Jamaica, their fertility rate has seen a substantial drop as a result of the part played by the country’s family planning agency, the National Family Planning Board (NFPB). The Acting Executive Director of the National Family Planning Board, Dr. Sharlene Jarrett, has said that in Jamaica in the early 1970’s â€Å"we averaged 4.5 children born to women between ages 15 and 49 and we see where in 2008, it was 2.4 and this is just a little above the ideal replacement level.. This decrease is seen as a great achievement for Jamaica and is a major step in Jamaica developing in their economic and social infrastructure. The decrease in the amount of children born to a Jamaican woman and in total the overall children born within the country is an important stage for their development. With a low fertility rate the country’s resourcesShow MoreRelatedBi rth Control, Pregnancy And Fertility Treatments1387 Words   |  6 Pagesreproduction have been affected by many factors including race, gender, class and sexuality. It is often because of stereotypes that women are not given the best possible care when it comes to reproductive processes. This includes birth control, pregnancy and fertility treatments., I will explain how knowledge, practices and experiences are affected by the four factors mentioned above. Gender, race, sexuality, and class all have a great effect on the reproductive process. The first way reproductionRead MoreThe Effects of the One-Child Policy in China Essay example808 Words   |  4 Pages Would it be fair for the Government to control how many children you have? 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Wednesday, December 11, 2019

Issues in Addiction and Eating Disorders

Question: Descriobe about the Issues in Addiction and Eating Disorders? Answer: Introduction- The gaming or video gaming in the recent vocabulary, are the games played on computers with the help of joy stick or key board and the way to win over the world of fantasy. The definition as per wiki a video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The definition is very simple but dont depict the vast involvement of mankind irrespective of age or sex. The inherent dream of human being may be pampered by this media with the existence of no result. People were doped with electronic gaming and just forget the world around them. The children lose their interest in studies or games with the involvement of physical attachment, the grownups are not aware of the world around them. The only goal is to achieve the score to the highest level with the self complacency that Yes, I can achieve it (Bayne, R. 2000). The word video in video game traditionally refers to a raster display device, but it implies any type of display device that can produce two or three dimensional images. The electronic system used for video games are known as platforms viz. Personal computer or game console. Theses platforms include varied range from large mainframe computers to small handheld devices. The earliest mode of video game is from 1947-a cathode ray tube amusement device was file for patent on 25th January, 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann and issued on 14th December, 1948 as US patent no 2455992. The other early examples are- Nimrod Computer at 1951, Oxo- a tic tac toe computer game in 1952, an electronic interactive game in 1958 named Tennis for Two, etc (Creeber and Martin, 2009). Identification of ethical, social and legal and professional issues within chosen topic The topic itself is self explanatory. The role of video game in the modern society makes a lot of implication so far the behaviour of mankind is concerned. Who plays the video games most? Is there any age limit, or sex limit or it is universal. The answer is that it is universal. The people around the world are fan of it. The main reason is to get relief from the practical tough world, to feel the credit of accomplishment, to rule the world with the video games are the key reason for playing video game. Moreover the group formed for the same game interact with each other to know the latest score. When the game is been played, the player loses its thirst, hunger, even the connection to the material world is get lost. What is there in the video game? There are some games which encourage the inner brutal instinct of the human being-mainly by those game where the destructive instinct is encouraged by way shooting, sword fighting etc. Normal people cant get the taste of these, but their i nstinct wants to do that for the sake of heroism and the virtual achievement related to that. There are other games which really encourages the intellect of the individual like sports game. Now let us discuss the different issues with video games (Hercheui, 2012). Ethical issues- What is the definition of Ethics? Which is normally endorsed by the human being by using their general instinct is called ethics. When any act is described as unethical? The act which was performed without the consent of general conscience of individual is called unethical act. In case of video games the ethical issues doesnt arise directly, as an individual has got the liberty to spare his time as per his wish, be it in the soccer field or be it at home with the video games. The ethical part arises when the individual tries to do something unethically in video games operation to achieve something which is not achievable by him. That may be earning money from video games or earning some other advantages from playing video games. The unethical act arises when someone does some act which is not as per trend and that too to achieve something which is not he deserves. The trend of unethical issues gained from video games may be transmitted other parts of life, and if so happen, that is t he worst part of video game. If the individual tries to forget his values of life only for the sale of video games and act accordingly which may harm others interest is the most unfortunate result derived from video games (Angle, 2004). There are 10 ethical issues as per Gamer Gate are: When you buy a game, you are not necessarily own them, and may not play them in future- the games purchased from the seller cant be your own property, even if the game is being kept in the closet. Moreover the games purchased and installed in the own pc may be get out of use if the hard disk crashes and there will be no option for the buyer to get the service from the seller after the hard disk gets crashed (Holiday, 2012). The troubling relationship between video game developer and the real arms manufacturer- the development of the arms in the video games are the 3D version of the real arms. The manufacturer of Arms, Barrett insisted that the game developer should buy for development of the arms to be used in video games. The benefit of this transaction is the license fee got by the gun maker as well as the game maker is equipped with the licensed gun model. Hiring practises that treat developers as disposable- As per Anthony Farmer, the renowned game developer, he is open for new assignment but was not at all hired by anybody. Instead they want the new grads with a unity 3D side project or two under their belt (Sommers, 2000). Publications that brazenly accept payment for advertorial sponsored review- The different media does the sponsored review which is mostly by force of advertisement and they use to take money shamelessly for this purpose. The use of conflict minerals and other ethical violations in the supply chain- the 10% of the companies have done next to nothing to shift their practises towards conflict free from Congo. They are not members of the industry, and never take adequate steps to ensure the authenticity of the supply chain (Mandiberg, 2012). Crunch time and other exploitative labour practises- It is the normal practise of the game developing companies not to look into mind the welfare of the employees. They work relentlessly for the company, and at the end they found themselves exhausted and frustrated. Publications hungry for content, eager to pass off promotional materials as news, presenting touched up renders as in-game screenshots- The publications are eager for the news and they use the promo material as news with the still shots as promotional bull shots. There is no legal support for the small developer if the big studios make a thousand clones of it (Brighouse and Swift, 2014). The sex abuse of the female are prominent in the game developing with the essence of sexual instinct. The flexibility towards development of own thoughts related to religion or sex is not allowed in the game developing. Social Issues- The basic social issues of video game are that it changes the behaviour of the gamer. He always prioritizes his video games than his social life. A man refused to pick up phone calls at the sweet Saturday morning to avoid the outing with his friend, instead like to confine himself within the four wall of the room to play games and to reach the Everest of points or scores he can earn. The gamer forgets about the real world outside and try to concentrate more and more in the fantasy world of video games. The result will be so disturbing that the social balance will get affected. Even in the same family there were different islands of dwellers without interacting among themselves. They eat when they are served but it is doubtful how far they taste the food, instead they love to grab it fast. They always have the hurry to enter the world of games bypassing the real world with its social values. The families get affected, the friendship gets affected, and the eternal relationship also get s affected. It is the gamer who has to decide which one is his priority. The video game is one type of addiction which just covers human being like cobweb. Its tough to get out of it, the more you try to get rid of it, the more it covers you without any scope to find yourself out of the trap. The old games are replaced by new games, the arms of fight change from sword to rifle, and rifle to machine gun, but the addiction continues. It is the gamer who has to decide how he will get rid of this. The result will be isolation of the gamer, with the psychological problem and the remedy to get rid of the situation is really difficult (Jensen, 2011). The lack of social interaction that results from obsessive gaming can have long term social consequences. An addicted teen ager will not be able to develop effective social skills, which will hinder his ability to develop and maintain healthy relationship in his study place and beyond. Suddenly he will found himself at the age of 21 with 15 years old social maturity level. He is not conversant with making friends, mix with the girls or just hangout and enjoy peoples company. There is vicious cycle of isolation created by gamer to more and more isolation resulting only escape rout of more going deep into games. The gamer would prefer for the online relationship instead of real material world relationship. Some physical consequences of video games addiction can lead to social consequences as well. The addicted gamer may lose his sleep due to continuous video games playing and will lose his patience and energy to invest in relationship (Kowert, 2015). Its not just neglect that costs addicted gamers their relationship. Some of them talks so much about the latest game they play, soon the people around will leave the place to keep him alone and isolated. They cant or wont engage them in real world conversation or be a source of support or encouragement to the circle of friends or family. Because of the discussion of the friends related to other subjects of the real world, the gamers soon lose interest and try to go away. If that discussion continues, the gamer may get irritated and react otherwise which is not the normal trend of society. A quick online search for information about the game addiction yields multiple stories about detrimental, and potentially harmful, social decisions people have made because gaming takes priority above all else. One such story was about a man who installed an online gaming program onto his laptop so he could play at work, knowing well that if he gets caught he will be fired. Even another story of wif e and husband recently got involved in video games for the simple reason that it took his mind off his problems (Acton, 2012). Legal Issues There are top ten legal issues for game developers as furnished below: The game developed should be in a fixed, tangible medium (code). Thoughts and ideas are not protected, but their expression is protected. Design and development decisions will need to contemplate intellectual property rights, from copyright of the code, to work for hire and copyright transfers and waivers from independent developers, to trademark of logos of the games and their domain names (Boyd and Green, 2007). Who the author is can sometimes be the point of legal contention- work for hire, employee vs. Independent contractor, commissioned works-each of these adds a new dimension of complexity if a contract that spells out the exact relationship is not explicit or does not even exist. Are you the author, are your employees the authors were you hired to develop for someone else? Rights can be transferred through a sale of license agreement. Rights can also be split- for example, a right to reproduce but not distribute. Rights last a certain amount of time only and the length depends on which country the work was produced or registered (Borkwood, 2013). Do you need to register? If you want to sue is what we have always been told. Easy but can be expensive when you begin to register in every country you want protection in. The gaming industry faces unique business model decisions. You have a target audience that is conditioned to paying to be able to play the games so issues such as subscriptions or user fees, micro transactions for virtual goods, and advertising via sponsorship branded virtual goods and product placement, will all require legal guidance in terms of virtual currencies, transactions, interstate commerce, sales tax, etc (Sikora and Hattan, 2009). Content production in association with the games may also lead to issues with publicity rights(if incorporation a well know soccer player or celebrity), music licensing issues, offensive content, and the Childrens online protection Act to name a few. After design and development, the next big issue focuses on game access and distribution- from digital rights management to licensing agreements- this issue also brings in international standards for content and IP protection. If you are developing a social game, privacy implications come into play. Most of the games use the social graph to enhance the social experience. These uses are outlined in the games Terms of Use and Users Agreements but many users do not bother to read them. Contents also bring up the issue of first amendment rights (freedom of speech) vs. Censorship. In June 2011 Just Scalia and the US Supreme court based down a decision that video games are protected and that restrictions based on their content would be subject to strict scrutiny.(Brown Vs. Entertainment Merchants Association, CA). SO Californias ban on violent video games for children was declared unconstitutional (Acton, 2012). Apart from the above there are serious legal issues related to video game. The incident of Madison Square in 2013 for the alleged murder attempt on Joseph B. May weathers by Antonio D. Streets Washington by firing from a shot gun on his face for the reason of non-returning of the video game he had borrowed from Washington. The game called Grand Theft Auto had been borrowed by May weathers from Washington and had not been returned back while asked for. This incident shows the implication of video game and the passion behind it for the owner. Professional Issues So far the professional issues are concerned about video games, the matter dawns upon the game developer and the gamer. The game developer with his technical knowledge and professional approach tries to make the game as superb as it can be. The job may attract no. Of sleepless nights, but the accomplishment is the last word to prove his professionalism. The professional in this field often exchange ideas and the concept thus grown cant be the trade secret. Even after one game is developed the same may be copied or cloned to numbers to spread in the market with slight deviations. The terms and conditions mentioned in the game are not read properly by the buyer. But that should be attentively read to know the pros and cons of the game with the professional barrier tied with it. Todays society embraces and uses many digital and online entertainment products in a multi trillion- pound industry (Rigby and Ryan, 2011). The global software games industry alone was estimated to be 41.9 billion US $ in 2007 and expected to grow @ 9.1% annually to US$ 48.9 billion in 2011 and 68 billion US $ in 2012, making it fastest growing sector in media industry worldwide. The interactive entertainment industry is a highly skilled, growth industry of the future, and UKs interactive entertainment industry is projected growth of 7.5% from 2009 to 2012. There is evidence that children prone to game for at least five years have the better IQ with motivation and zeal for achievement to prove their excellence in education. They move to college and successfully complete the course and then move forward to the job world. The research shows that the gamer with high ability can perform better in arithmetic ability and motivation for the subject through game-play scenarios, while others have shown that there can be increased reading comprehension scores through game-playing training programs as an alternative to, or in conju nction with, more conventional teacher based methods. Other benefits include individual developing high levels of hand- eye coordination, good reaction times, better social interaction, better pattern and rule generation and hypothesis testing and generalization, better spatial visualisation and a developed sense of achievement (Cheever, Rosen and Carrier, 2015). Conclusion- The above discussed features show the different implication of video games in different aspect of human being. But end of the day, the lesson should be that play game as a past time entertainment, dont get addicted to it. The proper balance of the game and social life makes an individual enjoy the game and social life as well in fullest. In modern days, none can deny the effect of video games, at the same time none should be addicted to it. The slogan should be -Play and enjoy, but limit must be there to enjoy the game and the life with all responsibilities to be fulfilled as a social creature. References: Acton, Q. 2012. Issues in addiction and eating disorders. Atlanta, Georgia: Scholarly Editions. Angle, C. 2004. Defining ethics, good evil. Redding, CT: Philosophy Pub. Co. Bayne, R. 2000. The counsellor's handbook : a practical A-Z guide to professional and clinical practice. London New York San Diego, Calif: Chapman Hall Distributed in the USA and Canada by Singular Pub. Group. Borkwood, I. 2013. Learning Stencyl 3.x game development beginner's guide a fast-paced, hands-on guide for developing a feature-complete video game on almost any desktop computer, without writing a single line of computer code. Birmingham: Packt Pub. Boyd, S. and Green, B., 2007. Business legal primer for game development. Boston, Mass: Charles River Media. Brighouse, H. and Swift, A., 2014. Family values the ethics of parent-child relationships. Princeton: Princeton University Press. Cheever, N., Rosen, L. and Carrier, L., 2015. The Wiley handbook of psychology, technology and society. Hoboken: Wiley-Blackwell. Creeber, G. and Martin, R., 2009. Digital cultures. Maidenhead: Open University Press. Hercheui, M. 2012. ICT critical infrastructures and society 10th IFIP TC 9 International Conference on Human Choice and Computers, HCC10 2012, Amsterdam, The Netherlands, September 27-28, 2012. Proceedings. Berlin New York: Springer. Holiday, R. 2012. Trust me, I'm lying confessions of a media manipulator. New York: Portfolio Sold by Penguin Publishing. Jensen, M. 2011. Encyclopedia of contemporary American social issues. Santa Barbara, Calif: ABC-CLIO. Kowert, R. 2015. Video games and social competence. New York, NY: Routledge. Mandiberg, M. 2012. The social media reader. New York: New York University Press. Rigby, S. and Ryan, R., 2011. Glued to games how video games draw us in and hold us spellbound. Santa Barbara, Calif: ABC-CLIO. Sikora, D. and Hattan, J., 2009. Business and production for games : a gamedev.net collection. Boston, MA: Course Technology/Cengage Learning. Sommers, C. 2000. Who stole feminism? : how women have betrayed women. New York: Touchstone/Simon Schuster.