Tuesday, August 6, 2019

The Tyger Symbol Analysis Essay Example for Free

The Tyger Symbol Analysis Essay The symbol of the Tyger is one of the two central mysteries of the poem (the other being the Tyger’s creator). It is unclear what it exactly symbolizes, the Tyger could be inspiration, the divine, artistic creation, history, the sublime (the big, mysterious, powerful and sometimes scary, or vision itself. Really, the list is almost infinite. The point is, the Tyger is important, and Blake’s poem barely limits the possibilities. Line 7: â€Å"Wings† are what the creator uses to aspire to the creation of the Tyger. Essentially, they are the power or inspiration that allows the creator to dare go about the task of creating the Tyger. Smith Tools (Hammer, chain, furnace, anvil) Stanza 4: In the poem, these tools make up an extended metaphor of the creator and his creation of the Tyger. A blacksmith uses these tools to make objects out of super-hot metal. The word forge – to create orform – is a smith term as well as another name for a smith’s furnace. The smith reference also ties into all the fire imagery associated with the Tyger, and heightens the energy and danger of the Tyger’s creation. If you don’t think forging metal is hot or dangerous, you might want to visit even a modern-day steel mill. Line 20: When you read the word lamb, always first think: symbol of Jesus Christ (the Lamb of God). As the tradition holds, animals such as lambs were sacrificed to God or gods in general until God offered his Son, Jesus Christ – his lamb – as the final sacrifice for the sins of mankind. In line 20, Blake references a version of Christianity that states that God created Jesus. Blake asks whether God, who created Jesus, also created the Tyger. Also, don’t forget that The Lamb is the title of another poem by Blake, from the Songs of Innocence. The body parts referenced in this poem – hands, eyes, shoulders, and feet – are examples of synecdoche. Synecdoche is when a part of something is used to refer to the whole thing. For example, when someone yells All hands on deck! he doesn’t actually mean that he wants a bunch of severed hands on the deck; rather, he wants the people and their hands to help with the ship. So, the phrase immortal hand references the whole being or person that the hand belongs to, while at the same time focusing on the hands as the means of creation. The eye is representative of the whole body and person, but lso focuses our attention on the faculty of sight. Also, by including only parts of the creator in the actually poem, Blake contributes to the mystery of who or what he actually is. It’s like having only a few extreme close-ups of a person: you can see the hands, shoulder, feet, and eyes, but you cant see the whole package, and that means you cant even tell who youre looking at. The fire serves multiple purposes as an extended metaphor. First, it’s often associated with the Tyger, which contributes to the Tyger’s ferocity and sublimity (the fact it’s big, powerful, and mysterious). Fire is also a source of energy, and since the Tyger seems to be filled with fire, then he must also be filled with energy. In another sense, the fire of the smith’s furnace is the fire of creation, the means by which the Tyger was formed. Setting An abstract setting; Forests of the night and distant deeps or skies The settings of â€Å"The Tyger,† or at least the worlds this poem seems to conjure up, are extremely varied. In general, though, it takes place in the abstract, without much more than Forests of the night, and distant deeps or skies, to give the reader any sense of location. However, the lack of a concrete setting is just as important as the presence. Think of watching a play in a theatre in which the whole stage is dark except for one spotlight. There is no setting in the sense of it taking place in a house or in a field – it’s abstract. The most important quality, then, is that it has no obvious setting, just like the poem. Blake has placed the spotlight on the Tyger, but where it is, or where the speaker is, are not part of the equation. Leaving the setting fluid keeps the themes fluid and abstract as well. It also highlights what setting is there, if fairly vague. The forests of the night are dark and mysterious, cloaking and hiding the fiery symbol of the Tyger. The distant deeps or skies bring to mind the notions of Hell being underground and Heaven being in the sky. Since the Tyger may have been created in either Hell (deeps) or Heaven (skies), it remains ambiguous as to whether the Tyger is good or bad. Regardless, it would seem to us that being in the forests of the night with a fearful, burning Tyger on the loose, is scary, whether abstract or not.

Monday, August 5, 2019

Process of Embedding Fuzzy Logic Methodology In Racing Game

Process of Embedding Fuzzy Logic Methodology In Racing Game Alamin Hussain Key words: fuzzy logic, XNA, AI, racing game ABSTRACT Fuzzy Logic has many opinions and understanding from people to people. In its simplest understanding Fuzzy Logic outputs truth(s) based on approximation for reasoning. In essence compared to traditional binary sets, which outputs absolute truths or false values, Fuzzy Logic may have a false or truth-value which ranges in degrees from 0 to 1. Using the above notion, I will be implementing this ideology or method in the perspective of providing behaviors for my Non-Playable-Opponent. What this means is that I will be programming Fuzzy Logic into my video game. Which should provide a more human like interaction. I will be utilizing the Microsoft XNA framework and C# programming language to output the implementation. In attempting to program in Fuzzy Logic, I had come across several hurdles. Such as breaking the rules and calculations down to the most possible simplest form possible, then trying to implement line by line each element. Thereafter running into Syntax Errors and Runtime Errors of which there were many. Finally I was forced to remove some more complex forms of Fuzzy Logic due to time constraints and inability to fully comprehend Fuzzy Logic and apply it via programming. INTRODUCTION Fuzzy Logic is an area of study in Artificial Intelligence built on the idea that in a fuzzy set, each element in a given set which can assume a value from 0 to 1 and does not follow the conventional classic or crisp theory of just 0 or 1. Basically this method follows the conception that approximation is used for reasoning rather than a fixed value. An element is categorized in its gradual inclination towards its relevant set, this is known as the degree of membership. The objective of this project is to efficiently utilize the XNA game engine using C# programming language and DirectX graphics API, to create a function racing game which utilizes Fuzzy Logic artificial intelligence. Previous programmers and coders have utilized Fuzzy Logic in video games, but the use for fuzzy logic in real world applications for video games has been minimal due to more popularity of other methods such as the A* artificial intelligence model. The reason of this project is to identify how fuzzy logic can allow for more human like interaction in a video game setting. In essence providing human feedback and reactions to the player and establishing cohesion in immersive game play. Throughout the main chapters of the thesis, I will going through the process in which I have understood general AI in video games and how fuzzy logic can be applied in this territory. Due to my illness, which has made me bend bound and on medication for just over 2 months from the beginning of February, my research and understanding is very little. As such I will try my best to demonstrate my current knowledge and how I established it into my project. I will be providing and understanding of Artificial Intelligence in video games and how the two are intertwined; he current state and use of AI in video games; Game AI techniques; Fuzzy Logic AI; how Fuzzy Logic is utilized in video games; the benefits of fuzzy logic; the cons of Fuzzy Logic; Fuzzy State Machines; the use of fuzzy logic in the video game industry and previous research conducted on fuzzy logic. MAIN CHAPTERS Artificial Intelligence in Video Games In the study of artificial intelligence in video games it is made up of all the methodologies and techniques for implementing intelligence into video games. Artificial Intelligence in video games contain aspects of, but are not limited to: path finding, control of animation, strategic thinking, procedural generation and learning. All of which require some form of solving problems, which are executed utilising Artificial Intelligence algorithms. The main essence of using game artificial intelligence is bringing a more human like interaction for the player, in creating a more fun, immersive and strategical play. This can be in the form of enemy bosses or interaction with NPCs (Non-Playable-Characters). In the words of Alan Turing, considered the father of of artificial intelligence, an agent is intelligent if its behaviour cannot be distinguished from that of a human[1]. From real human perspective Game artificial intelligence is in essence not real intelligence but the illusion of such methods[2]. Successful video games implement varying degrees of compelling artificial intelligence. It is not a requirement to implement very intelligent, unbeatable smart opponents but a much fun and some what realistic opponent who does not do damagingly stupid manoeuvres of which could ruin the whole game play and remove a player from the immersion. Like in most aspects of a video game, the game AI compliments and provides a higher realisation of a given video game, such as maintaining high levels of entertainment and fun game play. From the beginning of video game development to the the present times of complex large project based games, Artificial Intelligence has certainly been widely used and with the passage of time has increased usage and complexity with it. As such video games such as online multi player games have brought forward advanced artificial intelligence and have changed the habits and perception of players. This in effect has made players demand much more intricacy in game play in regards to artificial intelligence and developers are more and more focusing in providing human-like methods in AI, which are capable of learning from the players inputs. Developers have since moved away from predictable and scripted opponents and heavily focused on the advanced artificial intelligence in games. Due to the nature of video game development, game AI has real world constraints, in terms of time management and scheduling of a project. As such tested and working methods are used in development and the lack of innovation in the field of game AI is very much not visible. Game Artificial intelligence borrows knowledge from academic based AI such as robotics. But has its own parallel workforce of improvement and research and development, whilst keeping practicality in mind due to the nature of the game industry[3]. All forms of AI research and development borrows elements of information and as such same techniques can be found in some form in all fields of study. This thesis will delve on the study of a particular method of video game artificial intelligence, which is Fuzzy Logic and the use of such AI in video game. Then bringing a conclusion from my findings and usage of Fuzzy Logic game AI. Current Usage of Game AI Game artificial intelligence had gained traction from the late eighties early nineties, as such has gained much more attention from the game industry in the last decade or so. Traditionally video game have been pushing boundaries in the composition of visual graphics and audio realism in a bid to gain traction from end consumers. This in return had made it so that CPU (Central Processing Unit) processing powers was largely given precedence to graphics computation, followed by sound computation and then the game logic. This process of allocation of resources in previous game development left very little computation al power to artificial intelligence, which resulted in very stupid, generic and easily overpower enemies and or opponents. The previous process of developing video games and limitations on resources meant that artificial intelligence was very minimal. In more recent times graphical fidelity has improved so well that the visuals on screen are indistinguishable to their real life counter parts. As well as the costs of provided more resources on a much lower capital and recent inclusions of GPU (Graphical Processing Unit), meant that visual graphics had a dedicated resource in providing improved graphics, whilst freeing up the CPU to focus more on intricate computations. This has allowed artificial intelligence and physics to flourish and become more improved over the years, allowing more immersive game play. This trend of game development and resource allocation has allowed video game artificial intelligence to become some what of an essential necessity to differentiate and better develop high quality video games. As costs are minimising and developers improving, there are more and more dedicated teams of developers focusing on game AI, in creating seemingly intelligent NPCs, opponents and enemies, thus enabling challenging and interesting video games for the players. Following these development cycles and improvements over the years in the study of video game artificial intelligence has allowed people studying and or researching artificial intelligence to use video games as a mean of testing their research. This in essence allows reducing large overheads, increasing safety and utilising a simple environment in a virtual world. As opposed testing in the real world, which would increase costs and potential pose a risk to researchers if it were a large scale project utilise large physical object(s).

Magnetic storage devices

Magnetic storage devices INTRODUCTION: Magnetic storage and magnetic recording are the term that refer to the storage of data on a magnetized medium. Magnetic storage uses different patterns of magnetization in a magnetizable material to store data and is a form of the non volatile memory. Using one or more read/write heads the information is accessed . Magnetic storage stores data by magnetizing microscopic particles on the surface of the device, whether its a disk or it is a magnetic tape. There are several typesof magnetic storage devices such as: Hard Disks, Floppy Disks, and Tapes. They can use Random Access or Sequential Access memory. Some magnetic storage devices can be moved from computer to computer and some cant. Some of them can be easily broken, and some are not, but most are sealed with a protective case. Magnetic storage media and devices store data in the form of tiny magnetised dots. These dots are created, read and erased using magnetic fields created by very tiny electromagnets. In the case of magnetic tape the dots are arranged along the length of a long plastic strip which has been coated with a magnetisable layer (audio and video tapes use a similar technology). In the case of magnetic discs (e.g. floppy disc or hard-drive), the dots are arranged in circles on the surface of a plastic, metal or glass disc that has a magnetisable coating. HISTORY: Oberlin Smith was the first one to publicize magnetic storage in the form of audio recording on a wire in 1888. He filed a patent in September, 1878 but did not pursue the idea as his business was machine tools. The first publicly demonstrated magnetic recorder was invented by Valdemar Poulsen in 1898. Poulsens device recorded a signal on a wire wrapped around a drum. In 1928, Fritz Pfleumer developed the first magnetic tape recorder. Early magnetic storage devices were designed to record analog audio signals. Computer and now most audio and video magnetic storage devices record digital data. Magnetic storage was also used for primary storage in a form of magnetic drum, or core memory, core rope memory, thin film memory, twistor memory or bubble memory at old times. Unlike modern computers, magnetic tape was also often used for secondary storage. Magnetic recording classes Analog recording Analog recording is based on the fact that remnant magnetization of a given material depends on the magnitude of the applied field. The magnetic material is normally in the form of tape, with the tape in its blank form being initially demagnetized. When recording, the tape runs at a constant speed. The writing head magnetizes the tape with current proportional to the signal. A magnetization distribution is achieved along the magnetic tape. Finally, the distribution of the magnetization can be read out, reproducing the original signal. The magnetic tape is typically made by embedding magnetic particles in a plastic binder on polyester film tape. The commonly used magnetic particles are Iron oxide particles or Chromium oxide and metal particles with size of 0.5 micrometers. Analog recording was very popular in audio and video recording. In the past 20 years, however, tape recording has been gradually replaced by digital recording. Digital recording Instead of creating a magnetization distribution in analog recording, digital recording only need two stable magnetic states, which are the +Ms and -Ms on the hysteresis loop. Examples of digital recording are floppy disks and HDDs. Since digital recording is the main process nowadays and probably in the coming future, the details of magnetic recording will be discussed in the rest of the project using the HDD as an example. Magneto-optical recording Magneto-optical recording writes/reads optically. When writing, the magnetic medium is heated locally by a laser, which induces a rapid decrease of coercive field. Then, a small magnetic field can be used to switch the magnetization. The reading process is based on magneto-optical Kerr effect. The magnetic medium are typically amorphous R-Fe Co thin film (R being a rare earth element). Magneto-optical recording is not very popular. One famous example is Minidisc developed by Sony. Domain propagation memory Domain propagation memory is also called bubble memory. The basic idea is to control domain wall motion in a magnetic medium that free of microstructure. Bubble refers to stable cylindrical domain. The information is then recorded by the presence/absence of bubble domain. Domain propagation memory has high insensitivity to shock and vibration, so its application are usually in space and aeronautics. Magnetic Storage Devices: The read/write capability of computer disk drives requires the relative motion of a magnetic media and a read/write magnetic head. Physical contact between the media and the head occurs during loading and unloading cycles. Tailoring the mechanical properties of the media and the head has become critical in order to minimize damage and loss of data. This application note is focused on the mechanical properties of the head slider. The tested head sliders are composed of an Al2O3-TiC composite with a thin 10 -20nm diamond-like-carbon protective overcoat. As shown in Figure 3, the slider surface is composed of two phases, Al2O3 and TiC. The Hysitron Tribo Scope was the first instrument to report hardness differences for two material phases used in head sliders. The TriboScope is a quantitative depth sensing nanoindenter that can be interfaced with a scanning probe microscope to provide This imaging capability distinguishes between phases in a composite material, making it possible to select the phase in which the indentation is to be performed. Once theindentation is performed, the surface is imaged a second timeto characterize the indent. The applied force and the penetration depth of the indenter into the surface are measured simultaneously. The lighter regions in theimage correspond to the TiC phase while the darker regions can be attributed to the Al2O3 phase. The insets in Figure 1 show the indentations made in each phase. Both indentations were performed at the same peak applied force of 50Â µN. Types of magnetic storage devices There are basically two type of storage devices Removable storage devices Fixed storage devices Fixed storage devices Fixed hard drive A hard-drive built into the case of a computer is known as fixed. Almost every computer has a fixed hard-drive. Fixed hard-drives act as the main backing storage device for almost all computers since they provide almost instant access to files (random access and high access speeds). Removal magnetic storage devices Portable Hard Drive A portable hard-drive is one that is placed into a small case along with some electronics that allow the hard-drive to be accessed using a USB or similar connection. Portable hard-drives allow very large amounts of data to be transported from computer to computer. Many portable music players (such as the iPod classic) contain tiny hard-drives. These miniature devices are just not much bigger than a stamp, but can still store over 100MB of data! Magnetic Tape Magnetic tape is a large capacity, serial access medium. Because it is a serial access medium, accessing individual files on a tape is slow. Tapes are used where large amounts of data need to be stored, but where quick access to individual files is not required. A typical use is for data back-up (lots of data, but rarely only accessed in an emergency) Tapes are also used and in some batch-processing applications (e.g. to hold the list of data that will be processed). Floppy Disc A removable, portable, cheap, low-capacity (1.44MB) storage medium. Floppy discs are random access devices used for transfer small amounts of data between computers, or to back-up small files, etc. Access times are slow. Almost every PC used to have a floppy disc drive. These are obsolete now, having been replaced by higher capacity technology such as CD-ROMs, DVDs and USB memory sticks. Zip Disc A removable and portable storage medium, similar in appearance to a floppy disk, but with a much higher capacity (100MB, 250MB or 750MB). Zip discs are random access devices which were used for data back-up or moving large files between computers. Another obsolete storage device, zip discs were a popular replacement for floppy discs for a few years, but they never caught on fully before being superseded by cheaper media like CD-ROMs and CD-Rs Jaz Disc A removable and portable storage medium based on hard-drive technology, with a large capacity (1GB or 2GB). Jaz discs are random access devices which were used for data back-up or moving large files between computers. Discs were expensive to buy and not very reliable. Like the Zip disc, this system never really caught on and was superseded by far cheaper and more reliable and cheaper technology. Overview The Zip system is based loosely on Iomegas earlier Bernoulli Box system; in both systems, a set of read/write heads mounted on a linear actuator flies over a rapidly spinning floppy disk mounted in a sturdy cartridge. The linear actuator uses the voice coil actuation technology, related to modern hard drives. The Zip disk uses smaller media (about the size of a 9 cm (3Â ½) microfloppy, rather than the Compact Disc-sized Bernoulli media), and a simplified drive design that reduced its overall cost. This resulted in a disk that has all of the 9 cm (3Â ½) floppys convenience, but holds much more data, with performance that is much quicker than a standard floppy drive .The original Zip drive had a data transfer rate of about 1 megabyte/second and a seek time of 28 milliseconds on average, compared to a standard 1.44MB floppys 500kbit/s (62.5KB/s) transfer rate and several-hundred millisecond average seek time. Todays average 7200RPM desktop hard drives have average seek times of around 8.5-9ms. Early generation Zip drives were in direct competition with the Super Disk or LS-120 drives, which held 20% more data and could also read standard 3Â ½ 1.44MB diskettes, but they had a lower data transfer rate due to lower rotational speed. The rivalry was over before the dawn of the USB era. Compatibility Higher capacity Zip disks must be used in a drive with at least the same capacity ability. Generally, higher capacity drives also handle lower capacity media. However, the 250MB drive writes much more slowly to 100MB disks than does the 100MB drive, and its unable to perform a long (i.e., thorough) format on a 100MB disk. The 750MB drive cannot write to 100MB disks at all, though they are the cheapest and most common of the three formats. The retroreflective spot differs on the three media sizes such that if a larger disk is inserted in a smaller capacity drive, the disk is immediately ejected again without any attempt being made to access the disk. Current usage As of 2007, common uses of magnetic storage media are for computer data mass storage on hard disks and the recording of analog audio and video works on analog tape. Since much of audio and video production is moving to digital systems, the usage of hard disks is expected to increase at the expense of analog tape. Digital tape and tape libraries are popular for the high capacity data storage of archives and backups. Floppy disks see some marginal usage, particularly in dealing with older computer systems and software. Magnetic storage is also widely used in some specific applications, such as bank checks (MICR) and credit/debit cards (mag stripes). Future A new type of magnetic storage, called MRAM, is being produced that stores data in magnetic bits based on the GMR effect. Its advantage is non-volatility, low power usage, and good shock robustness. However, with storage density and capacity orders of magnitude smaller than e.g. an HDD, MRAM is a niche application for situations where small amounts of storage with a need for very frequent updates are required, which flash memory could not support REFERENCES http://hyperphysics.phy-astr.gsu.edu/hbase/audio/tape2.html http://www.everspin.com/technology.html http://www.crocus-technology.com/pdf/BH%20GSA%20Article.pdf http://www.eetimes.com/news/latest/showArticle.jhtml?articleID=218000269 A.V. Kimel, A. Kirilyuk, P.A. Usachev, R.V. Pisarev, A.M. Balbashov, and Th. Rasing, Ultrafast non-thermal control of magnetization by instantaneous photomagnetic pulses, Nature, 435, 655 (2005). F. Hansteen, A.V. Kimel, A. Kiriluyk, and Th. Rasing, Femtosecond photomagnetic switching of spins in ferrimagnetic garnet films, Phys. Rev. Lett., 95, 047402 (2005). GUPTA J.B, Electronic devices and circuit, 3rd edition

Sunday, August 4, 2019

Dating - An Issue of Personal Choice :: Personal Narrative Essays

Dating - An Issue of Personal Choice First there was the passing notes, hand holding and name-calling of middle school. Then you survived your first heartbreak when your high school sweetheart decided it would be best to be â€Å"just friends.† Now swept away in college life, with an important aspect being dorm life, you hardly take the time to step back and ask yourself, â€Å"What am I doing here? Who’s bed did I just wake up in, and how the hell did I get here?!† Okay, so the second part may not be applicable to all students, but at the same time you cannot deny that it happens, likely more often than one would be comfortable thinking about. If you have not yet taken the time to ponder what it is you plan to do with the so-called â€Å"best four years of your life,† besides studying and eating dorm food, perhaps it is about time you did. What do you want to be accomplishing in these prime dating years? More importantly, is that what you are accomplishing? In short, the purpose of this writing is to discuss the question: â€Å"What role should dating play in college students’ lives?† Initially one might think this is a frivolous subject. On the contrary, there is a quite a range of opinions on the subject with marriage incorporated into a number of them. Marriage is not a frivolous topic. Consequently its precursor, dating, also bears significance. One might also think that college students, being in the midst of their own dating lives, would be able to define dating, be familiar with their intentions, and have a strong concept of where the decisions they make today will take them tomorrow, as they relate to dating. Surprisingly, of the students I spoke with here on the Colorado State University campus, while conducting an informal survey, none would have met that standard. All hesitated greatly when asked to simply â€Å"define dating.† Once done struggling through that answer, they were asked â€Å"In your opinion, what is the purpose of dating in college?† These students’ answers ranged from â€Å"getting laid!† to â€Å"discover more about yourself through others and to find the person you want to marry† to â€Å"I have no clue.† Clearly, the college masses are blissfully unaware of exactly what it is they are doing when they are in pursuit of the attractive sex.

Saturday, August 3, 2019

Documentation and Fabrication in Phonography :: Music Essays

Documentation and Fabrication in Phonography ABSTRACT: In most general terms, my paper is about the mixture of agendas in the recording industry, where documentation, with its apparently educational implications, becomes difficult to distinguish from a range of distinct, even opposed, goals—which I group under the heading "fabrication." After a few historical remarks, I develop the concept of what I call works of phonography (WPs)—that is, sound-constructs created by the use of recording machinery. (Examples: rap music recordings, electronic compositions for tape machine, sonic pastiche's by pop groups such as Art of Noise.) I detail their ontological characteristics, as contrasted the features of ordinary musical works. WPs are—I claim—replete. (Their finest sonic details are constitutive of them.) They are autographic. (Authenticity of their instances is not tested by the allographic criteria we associate with ordinary musical works, namely, compliance with scores.) And they are phono-accessibleâ⠂¬â€that is, accessible only through playbacks of authentic instances of their record artifacts, e.g., cassette tapes, CDs, etc. I then turn to Theodore Gracyk's recent study of rock music (in his book Rhythm and Noise), arguing that his account is formally similar to my account of WPs. This raises the question of whether there be counter-examples to Gracyk's account—particularly of the sort that show his view to be too broad. I bring this to a focus finally by a comparison of rock recordings with jazz recordings—two classes that Gracyk tries to keep ontologically distinct. I argue that many classic jazz recordings are artifacts of the recording studio, no less than those Gracyk identifies as pure cases of rock music. In the same vein, I argue that, once recorded, the improvisational music of jazz is deformed—indeed, that it acquires features of WPs. This has the further implication that Gracyk cannot preserve his sharp distinction between rock and jazz records that he want's to maintain. I. Like Evan Eisenberg, who argued that sound recording has opened up entirely new kinds of musical experience unknown in the age of mere live performance,(1) Ted Gracyk has opened his ears to what Walter Benjamin had to say about mechanical reproduction. Both see sound recording not as a mere convenience but as fraught with broader implications. In his recent book, Gracyk has brilliantly described, not only the phenomenology of rock sound, but how the technology has made possible a type of musical work unknown in the age of mere live music.(2) The recording industry has lived mainly by what might be the called transparency perspective, according to which the analogy for a sound recording is a transparent window pane through which we can view, undistorted, the object of our interest.

Friday, August 2, 2019

Unipolarism

Unipolar is a system with only a single major actor, which is usually a single state that dominates all the other smaller states in the global political system. In other words to discuss the idea of Unipolar in the contemporary International system, I would briefly trace the advert of modern International system in the view of polarization. The advert of the modern international system could be traced back to the peace of Westphalia in 1648, which signify the end of the 30 years war in Europe.This treaty established the state as the main actor in the global politics and declared that the sovereign leader of each nation – state could do as she/he wished within the border’s. During this period many great powers existed in Europe, this is a system refer to as Multipolar. Multipolar is a system, with multiple power centers. By the late 19th century. The system has changed for multi – polar to what some scholars refer to as a tight Bipolar system, in which the power i n Europe allied in two rival groups before the 1st World War, which is the triple alliance and the triple entente.By the end of the 1st World War, the tight Bi- polar system has weakened. Before the beginning of 2nd World War the world has become polarized again into another tight Bi –polar consisting of the allied and axis power. Immediately after the 2nd world war, a brief Unipolar system emerged, where United States of America was the only power in Europe with the Nuclear Power, and other European Power were very weak because of the devastation of the war. But this was short lived, because the system became Bipolar with US and USSR has the two superpower power with Nuclear weapons.This period was refer to as the Cold War Era. With the fall of USSR and the end to the Cold War, clearly the Bipolar system is gone. What is not certain is how to characterized the current, still evolving system. Some scholars argued that we are in a Unipolar system because only one super power r emain, while some scholars argued or labelled the new international system as Multipolar pointing out to the increasing economic power of some European and Asian States.To some extent both terms are  accurate, the US has the world’s powerful military, which supports the Unipolar view, but the US economy is not as powerful, relative to the rest of the world , lending credence to the Multipolar view. The new system is then referred to as Multipolar or Unipolar, depending on which side of the argument scholars favour. This is argument in the early post Cold War Era. To describe the contemporary system as a Unipolar or Multipolar system is a bit unreasonable because the contemporary international system is a bit of both.The contemporary international system cannot appropriately be described a Unipolar, since that suggest the existence of one single dominant power and many small powers, and there are of course a number of â€Å"major power† in contemporary world politics such as Russia, China, Japan and the European Union, together with a number of smaller but no less important regional powers, such as India, Brazil and South Africa. Nor can the system be describe as Multipolar for the gap between the United States and the various major powers is simply too large. Unlike a true Mutipolar system, where there are a number of comparably sized powers.The present system features a single power seeking hegemony over all other, and a number of major powers which have the desire to resist the hegemonic impulses of the United States, but neither the strength nor the desire to challenge the United States directly and a large number of small powers. While the US would clearly prefer a Unipolar system in which it would be the hegemony, major power on the other hand would prefer a multipolar system. With my research, and in relations with situation of events in the global system I would say we are far from being in a Unipolar system and what we have presently is a Multipolar system.Thou we have US has the hegemony. The future configuration of world powers is difficult, beyond the safe bet prediction that US hegemony like that of every other great power in history, will end. In conclusion therefore, I would say that what we have presently in the international system is definitely not a Unipolar system. It could therefore be called a mulltipolar system, but a proper Multipolar system will evolve when the United States becomes an â€Å"ordinary major Power†.

Thursday, August 1, 2019

No Guns †fewer Shootings Essay

Allowing guns on campus would be a dreadful idea, it would increase more violent acts as well as putting staff and students at risk of being injured or even result in death. Not only this but students, as well as everyone on campus, would feel extremely unsafe. By allowing guns on campuses we would we be supporting violence, as well as giving shooters a higher opportunity to commit a crime. This would leave the victims defenseless and at risk of being murdered, raped, kidnapped, or be hurt in any other method. Not only this but anyone who is not mentally stable can misuse a gun and this can even lead to a suicide. Guns on college campuses ought to be banned because they will simply increase the problem with regards to shootings, unnecessary deaths and increase crime rates. We all have to keep in mind that colleges already have a high-risk factor for drugs, alcohol, and stress in academics. Including weapons would cause a bigger problem on a college campus and put everyone in danger. This can result in the misuse of the weapon and fire a gun by accident or simply shoot someone because you truly dislike a person. Many adolescents will commit a crime and sometimes don’t think of the consequences that are going to come with their actions. Jade Reindl and Jean Cocco mention in their CNN piece, â€Å"Say no to guns on college campuses† explains how if a gun is present at the moment of a sexual assault or any form of assault it is more likely that the person will die. This is suggesting that if a gun is in existence at the moment of a crime there is a higher risk of a fatal accident happening. We understand that some students might feel safer knowing they have a way of protection, but how will this make other students on campus feel? They will f eel unsafe in an environment that is supposed to be â€Å"safe† for all students. Also, knowing that someone is carrying a gun will make a student feel like they need to be careful around them. As a community, we also have to take in consideration that some people are not mentally stable: whether they are depressed or suffer from anxiety and will most likely misuse the weapon. This can result in a person committing suicide or attempting for their life.   Furthermore, having guns on campus will not solve any problems, if anything it will create more. On the contrary, proponents of guns within campus advocate that they will be more safe and protected if they were able to carry a concealed handgun in a college campus to protect themselves in case of a shooting, or even from a sexual assault. Also, those citizens who are responsible enough should have the opportunity to protect themselves against a shooter. By allowing the students as well as staff, to carry a gun there won’t be as many victims whereas if they didn’t have any weapon to defend themselves there would be a higher chance of being the victim. Neal Hutchens in his GOOD EDUCATION piece â€Å" 11 States Allow Students To Carry Guns On College Campuses. More could be Next† he mentions that allowing students and faculty to carry a gun with them will decrease the number of shootings as well as decreasing the number of deaths. Also, it has been said that there is a higher possibility of a shooting happening somewhere else rather than a college campus so why not allow people to carry a gun. Subsequently allowing guns on campus can help people defend someone who is at risk of being hurt resulting in saving lives. Not only this but supporters believe that a gun in a classroom would not affect anyone’s learning or concentration in class. Not only this but students believe that they should have the right to protect themselves with a weapon in case it is necessary. In addition, supporters of concealed guns will advocate for guns since they think it is the best way to protect themselves and knowing that at least they have a gun to protect themselves from any potential threat. Lastly, they believe that allowing guns on campus should be a right given to everyone for the safety of everyone that can help reduce many deaths. Despite the fact that allowing guns on campus would be a terrible decision made by the voters who agree with guns on campus we would simply be encouraging mass shooting and many other horrific incidents. An example of a horrific accident that happened is the mass shooting at Virginia Tech University in 2007. This left many families devastated due to the loss of a loved one. Although proponents of guns believe that a gun in a classroom would not distract anyone, in reality, it would because if any classmate knew that someone had a gun on them they would feel tense and nervous all the time. Even if a person had a gun on them to protect themselves they might not know how to use it adequately and cause more problems. Concealed guns overall are hardly ever used in the appropriate form and that is why we always are having horrific scenes of violence, and mass shooting which just simply terrorize our community. People simply misuse a gun often either because they are angry or maybe even fee l sad or depressed. When affecting our whole community, the children are growing up afraid and scared as well as the parents, knowing that at any moment a bullet can just end someone’s life in a second. Not just this but even though college students believe that by giving them the opportunity to carry a gun we are treating as the adult. The thing about this is that even though we are treating them like the adult by giving them this huge responsibility, there are still some adult who misuse a weapon. Therefore, not giving college students the ability to carry a concealed gun would have more benefits rather than allowing them to carry a gun. In short, not allowing guns on campus would make everyone feel in a safe environment where they don’t have to be afraid of the constant shooting happening. Not just this, but they will be able to focus on their studies and in class rather than thinking all the time that they can be shot at any moment. Sometimes people think the best way to protect themselves on a college campus is the best way but in reality, it can result in many accidents occurring. Students and staff will ultimately feel safer in a free gun zone rather than a place that is surrounded by a gun every corner you walk around. Carrying a gun is a huge responsibility and not everyone is willing to accept the consequences if they use the weapon inappropriately, so it would just be better to save ourselves that problem and not allow guns on campus.