Saturday, October 5, 2019

2010 Arizona law about checking anyone that law inforcement suspected Essay

2010 Arizona law about checking anyone that law inforcement suspected to be undocumeneted - Essay Example lenges manifested the act on its voidance of the civil and political rights as enshrined in the international convents and the constitution (Rough, 2010). A preliminary injunction was issued by a federal judge before the Act took full effect to allow the determination of the controversial issues in the said act. There were four provisions that were contentious in the said act. They included: In June 2012, the matter in this case, Arizona v United States, a ruling was made that upheld and affirmed the contentious provision requiring an immigration status check during lawful stops or arrests (Barnes, 2012).Markedly, the US Supreme Court stroke out the other contentious clauses and they were rendered void. Those clauses were found to be a breach of the supremacy clauses of the United States Constitution (Barnes, 2012). The United States Constitution is the supreme law, and any other law that is contrary to it is inapplicable. The striking out of some of the contentious clauses by the court brought relieve to critics of the act who viewed the Act as repugnant to moral equity and justice. Some persons were of the view that these laws would bring about the issue of racial profiling and furthermore, catalyze racial discrimination among citizens (Thompson, 2010). It is sober to note that this law sparked lots of protests in some of the states of the United States of America with critics calling for boycotts. Nevertheless, some opinion polls seemed to show that most citizens of the Arizona supported the act. They also showed that that they wanted the repealing of some of the sections that were considered to be strict and prompted discomposure of aliens who were immigrants (Thompson, 2010). The bill also took a political angle with support/criticism of the said law being subjected to party positions and not individual understanding of the realities surrounding this law. Most Democrats were opposing the bill and vehemently criticizing it while most Republicans supported

Friday, October 4, 2019

Consumer behaviour and marketing Essay Example | Topics and Well Written Essays - 3000 words

Consumer behaviour and marketing - Essay Example The only plausible way to do this is to ensure that the targeted customers are responding positively to the products or services of these companies. Marketing is one of the best ways to make sure that these customers have a connection to the companies’ products or services that is desirable. However, with the increased customer awareness and insight into brands all over the world, the marketing strategies of the companies have had to undergo a tremendous metamorphosis as a way of trying to predict the consumer behaviour and their influence on the businesses. According to Bian & Moutinho (2011, p. 200), customers have a great impact on the way a particular business behaves in the aspect of branding, usage, perception and even quality. The way the customer behaves towards a certain product is influenced by a number of different diverse factors. Some of these factors could be attributed to attitude of the customers towards a certain product of a certain company, fashion, culture among many others (Danaher & Rossiter, 2011, p.12). It is the responsibility of the companies to ensure that they come up with products that are in alignment with these different factors. In so doing, they must first identify which factor affects which type of the targeted customer and in the process come up with products that are considered appealing to this specific group of target customers. In other words, marketing is a strategy that puts the interests of the customer at heart. Companies are bound to fail if they come up with products without taking a survey of the market to identify the different needs of different customers. Different strategies of marketing are applied with respect to different fields. For instance, the kind of strategy that could be applicable to social marketing may not be fully applicable to another field such as manufacturing among others. However, no matter which field the marketing takes place, the main point of focus is on the customer. In every busin ess, the customer is the king. The customer is the main reason why people engage themselves in business activities (Geigenmuller & Outland, 2012, p. 430). This paper will indulge in the discussion of how the different forms of consumer behaviour influences the way companies conduct their marketing. It will illuminate upon the response of these companies in the marketing aspect with respect to changes in consumer behaviour. What happens to the marketing strategies laid down by different companies if the consumer behavior is varied? Since there are many diverse aspects of consumer behavior and attributes to name but a few such as fashion, culture, perceptions, attitudes, motivation and even group influence. Though these attributes sometimes intertwine, for the purposes of a clear investigation into this topic of influence of consumer behavior on marketing, this paper will narrow the attributes down to culture as a consumer attribute. Definition of terms For an in-depth and profound an alysis of this topic, a number of terms that will be applied extensively in this paper will be defined here. These terms are the consumer behavior as well as the culture concept of consumer behavior. Consumer behavior is a term used by different marketers and marketing strategists to describe extensively the way different consumers respond with respect to a number of factors. Consumer behavior

Thursday, October 3, 2019

Toys and Games Essay Example for Free

Toys and Games Essay The Toys and Games industry is one of the most adaptable and creative enterprise businesses that outlined a wide scope of products for younger children as well as slightly older children. An increasing market of children toys and games have grown over the last several years to producing intriguing products that satisfies parents both on prices and technology. The toy and gaming industry has grown to produced extraordinary entertainment products as well as brand identity to solidify the company’s brand equity (Kelly, 2000:08). For instance the Mattel and Hasbro company brands contributes to the enormous consumer interests to toys and gaming system in the United States, China, and U. K. that created fierce competition with corresponding international company brands. The marketing strategies implemented by the firms operating in different geographic locations present an interesting perspective for defining the product specifics (Armstrong and Kotler, 2007:98). Some of the boundaries identified in the toy and game industry that resulted in the market being affected by falling birth rate. This in turn created a lower accountability in children population is declining in the past decade from 1996-2001 (Key Note, 2007:44). Therefore, the boundary creates the need for enterprises to redesign products for the older children market and provide appropriate marketing aspects according (Emeraldinsight. com, 2008). The marketing strategies used by the firms the major company brands are centered on the core technical advancement to solidify the target segmentation (Shermerhorn, 2008:38). The marketing strategies are planned and executed from its central platform in the international market due to the vast opportunities to reaching majority of the children population. The company’s brand cohesive approach provides the challenges exposed by each sector market that redefines the boundary previously indicated for exposure in the United States, China, and the U. K. target market segments identified (Asa. org, 2008:2). The toy and games industry sectors are categories in nine units that are as follows (Key Note, 200711): ? Infant/pre-school toys and games products for under 5year olds ? Activity toys ? Outdoors/sport toys and games ? Games/puzzles ? Dolls ? Action toys ? Vehicles ? Plush toys ? Other Products The toy and game industry category sectors are garnering the marketing approach to be designated by target demographic and locations to render the most brand equity to a profitability standing (Chitty, Barker, and Shrimp, 2005:22). The business enterprise has to renders a longer consumer commitment to a particular brand in order sustaining operations when the target demographic changes, case in point the last past decade declined in child births (Cameron, 2004). Moreover, the pricing strategies offer another element to assist in the differentials between the large company brands that creates a fundamental aspects to outlined the concepts for competitive prices in order to become the leader in the toy and game industry. The impact of government policies and laws on the Toys and Games Industry The identified government policies impacting the Toys and Games industry relates to several concerns that safety to weights and measure regulations. These two areas out of the many specified regulations depending on the location around the world where toys and games are sold, the safety area and weight measurements are dominately the primary concern. The safety legislation enforces the Toy Safety Directive 88/378/EEC that stricts the toy company to adhere to materials not destructive to the environment or longtime negative exsposure to children. Furthermore, the safety legislature covers the means for ensuring the toy products and games are aligned communicating the correct assessement towards age, choking hazards pieces, EN71-2:2006 Flammability, and other additional information to provide the parent the right assessment. The weights and measure regulations 1994 No# 1851 relates to the requirement for an indication of actual weighing of the toy and game. Case in point, the younger children demographic are at different sizes as well as the container/furniture to hold or stand up the product (Key Note, 2007:55). Therefore, this particular regulation provides the parent needed information to better assess what is acceptable for the children and/or houselhold. The weight and measure regulations allows for the company’s brands to focus on the appropriate components necessary to address two folds of marketing and RD concerns; pricing and targeted demographic preferences for longtime interests in the toy or game. These enforced government policies are geared towards bringing the law within the toy and game industry to facilitate the growing company brand in the international market as well as domestically. In doing so, the end user that is mostly younger children are able to enjoy the toy and game product to its full potential without the immediate concern of a possible harmful outcome. Analysis on the Economic Forces which Affect Demand for the Toys and Games Industry The economic environment is constantly changing that produces a challenging concept for toy and game companys to being creative in selling and distributing their products. The U. K. gross domestic product continues to show the consistent level of growth from 2004 to currently. In doing so, the GDP has provides a very positive backdrop for the corporate spending in RD for product development. The area of inflation does arises, especially the last couple of years particularly in U. K. , in which the rate have lagged behind for the increase of household disposable income (Carol. co. uk. ,2008:2). As economists have outlined, the prices that rises in an economy as a whole hoave been lower than income rises creates opportunities for toys and games company enterprises to adapt to the market conditions (Baye, 2009:102) The GDP in the U. K. averages to a 5% increases between 2007-2010 that encourages toys and games enterprises for further investment in traditional demographic markets. The senior management team within the toy and game industry companies provided the needed funding to further explore more creative ways to tap into the available expendable/spendable income of households. Respectively, the international focus of marketing to these targeted households are more effective in highlighting new products and features that can translate to â€Å"crazes† that boost volume sales for specific products. The growth rate continues to improve as more and more toy and game companies trained their marketing team to identify trends and adapt quickly to the changing preferences in the demographic (Pelsmacker, 2006:122). Case in point, the latest report on younger children are more inclined to prefer toys and games that are older in content that is understanding due to the rise in pre-school education. The younger children population tend to be more attracted to toys and games that are at least1 grade higher that produces an emphasis on creating products that are challenging to hold children’s interest. The economic environment additionaly creates a structure for companys to provide upgraded options in order counteract with limited product shelf life within the particular age groups. This is critical for major brands to adjust accordingly due to current trends of younger children preferences that are different than forty years ago. The cooperation of major company’s brand with retailers and research on trends offers a stronghold to RD to marketing effectively in a challenging economic environment. The Impact of Demographic Change, Society’s beliefs, Values and Attitudes The identified impact of demographic changes are in the specifications preferences from the younger children population. In recent years, the younger children population prefers more challenging activities from toys and games that requires for better RD to market effectively in the industry. In addition, the impact of the primary demographic creates an opporutunity for major companys to expand the focus of product development for ages 7-9 and 10-18 that focuses on educational development as well as entertainment. These demographic changes has pros and cons depending on the specificity of the toy and game company to adapt accordingly in order to stay relevant and leader in the industry (Bryman, 2007:45). The society’s beliefs, values, and attitudes on certain toys and games provide for social responsible company to adhere to that will not limit the marketability of the product. That is why most toy and game companies concentrate most of their investments in the international markets to expose the product line. The different cultures provides for a more specified marketing strategy that acknowledge the children society belief and values that will encourage a positive attitude towards the company brand. Case in point, the Mattel Corporation number one doll Barbie is marketed internationally and in each culture there are different theme Barbie, for instance the UK model will be different for the China model or even the U. S. A. model. This approach allows for a more competitive toy and game company to incorporate needed attributes in products that has a lasting impressions on younger and older children. The flexibility of the younger children preferences allows for the creation of upgraded tailored toys and games that older children are more attracted to purchase accordingly. Therefore, the brand of Sony and Playstation developed different demographic age groups to market that will balance out the disparity of time periods of low birth rate to a higher older children population. The demand for a different gaming experience by the older demographics sets the bar for firms both in the U. K. and the United States that creates a platform for influencing the marketing and design strategy (Burnes, 2004:102). The toy and games companies are utilizing the feedback from consumers and integrating a newer technology approach that infuses the society beliefs of acceptable products (Wild, Wild, and Han, 2006:94). The challenge is the constant ability to target market the appropriate resources to secure the designated children population (Fleming and Koppelman, 2006:25). The approach taken by each of the toy and game companies is to release products and game titles that catered to the targeted demographic preferences with care to parents and children values of appropriate features, i. e. the Brats Dolls probably will not be acceptable in China compared to the U. K. or the U. S. A. Therefore, the advancements during certain times for maximum impact in designing the product and accessories are critical to demonstrate a willingness to staying as a leader in the industry (Williams, 2008). The toy and game industry provides the straight forward concept to effective RD that produces an interesting business perspective to effectively knowing the market in different geographic locations to meet is strategic goals in demographic assessment. Assess the Impact of Technological Development in Relation to Toy and Game Industry. The dramatic impact of technological development in relation to the toy and game industry is the major features for the Sony PlayStation contrasting approach from the other products. As mention prior, the major opportunity for toy and game companies to market the brand towards different demographic age groups when the fluctuations in birth rate creates an audience interested in complicated toys and games (Cooper, Grey, Raymond, Walker, and 2005:28). These fluctuations in time-tables of releasing titles and online initiatives in China compared to the USA. The strategy for the time-tables is to apply pressure in the gaming markets on the other brands to follow suit after Sony sets the trend. The outcome projected for online capabilities increased revenue and returned investment due to the Sony PlayStation robust multimedia capabilities (USA Today, 2005:1). Conversely, the fundamental marketing strategy for Sony PlayStation is to allow U. K. to focus on the accessibility mindset for the expansion into international markets by the availability of titles to increase interest in the product. In doing so, the Sony PlayStation continues to stay competitive compared to Xbox and Nintendo Wii in both international markets. The Xbox predominately brand positioning with the manufacture trade-name Microsoft offers a competitive edge in the U. K. and the United States to keep the brand competitive to Sony PlayStation and Nintendo Wii. (See Figure A). Brand Positioning Brand Name Selection Brand Sponsorship Brand Development Attributes Benefits Beliefs and Values Selection Protection Manufacturers brand Private brand Licensing Co-branding Line extensions Brand extensions Multi-brands New-brands More importantly, the Sony PlayStation PS3 consoles have sold in the U. K. markets creates a profound interests to producing sales trends upwards (PlayStation. com, 2008: 2). The identified recent market strategy to improve the consoles model of PSP and PS2 that features a Blu-ray influenced the overall sales returns for the company. The Blu-ray provided the Sony PlayStation to effectively utilize the younger demographic age range from 12 to 18 years old. This approach for the Sony PlayStation differs from some of the other products by focusing and maintaining the aspect of a visual experience as the primary focus. In doing so, the targeted market segment offers Sony PlayStation to build on its already establishing consumer base to strengthen its brand identity (Sony, 2008:1). Furthermore, the Sony PlayStation marketing strategies adapt its features to the U. K. market on technique for the gaming experience compared to other international geographic markets that provides accessibility to upgrade features. The Sony PlayStation focuses on the titles for the video game console produced to solidify their lead in specific game titles. The PlayStation 3 competes with Microsofts Xbox 360 and Nintendos Wii as part of the generation of video game systems that distinguishes the PlayStation by its unified online gaming service, the PlayStation Network. The theoretical concept that Sony Company Entertainment incorporates is based on the understanding to the international markets that the firm concentrates on adaptability that secures a holding on the demographic both offline and online. The firm geographic locations, specifically in markets that catered to the product demographics interets presents more a direct interest to the game titles and technical online accessibility. Moreover, the Sony PlayStation contrasts with previous game developer’s perception on how Sonys marketing strategy for the online play to infuse advertising funding appropriately (Porter, 2004:89). Nonetheless, the Xbox generation video game console expanded the landscape to present Microsofts second foray in succeeding their projects in the international launch (Bowen, 2000). The promotional strategy for the Xbox 360 focuses on opening an alternate reality game title selections primarily in the USA and the Microsoft Corporation primary focus is to split resources for products exposure in U. K. for the marketing strategy. The focus on the U. K. is mainly due to the reported sales that have slowed due to the onset of the Nintendo Wii product launch that counteracts Microsoft Corporation approach (Xbox. com, 2008). Therefore, the Microsoft Corporation strategy is to penetrate the domestic and global markets with advance visual impact technology by presenting the product on an online community’s websites. The Xbox brand identity has grown in the internatinal markets over the years along with association to the British and American public; therefore, the brand identity provides an advantage in securing the brand equity compared to Sony PlayStation and Nintendo Wii. However, the Xbox marketing strategy for the product concentrates on the adaptability and brand loyalty in the United States the on going approach is to strenghten itself in U. K. and international markets. The measure implemented by toys and games companies such as Microsoft Corporation Xbox, Nintendo, and other corresponding companies provides the necessity of the concept for consumers to utilize the products in a different way rather than an ordinary way (Nintendo. com, 2008:3). The toys and game technology strategy is to provide more attractive software adaptability with creative tools to play the video game to solidify the consumer base. The product offers the technical capabilities on the online marketing to solidify the target market population for infusing the product’s brand equity. The 3 most Opportunities and 3 most Threats Identified The three most opportunity for the toy and game industry is the companies sources of information on demographics, distribution to international markets from economic scale, and the market is susceptible to â€Å"crazes† that boost volume sales for a specific item. These benefits of using demographic segmentation for targeting a children population audience is the increase of the share of the customer in the market, high customer equity, and brand equity that provides continued growth for business operations. The building of profitable relationships with them is the foundation of marketing management (Mantel, Mereidith, Shafer, and Sutton, 2008:11). The formula for the marketing management agenda is the philosophy for a design plan that empowers the brand idenitiy through effective customer-driven marketing strategy (Thill and Bovee, 2007:88). The opportunity creates a vast trend towards a specific product item that at times transcends the available spendable household income that truly boost sales. Therefore, the ability to change efforts to finding, attracting, and growing the target demographic from younger children to slightly older children proves beneficial by superior customer value (Kotter, 1996:1) The identified three threats are children getting older creating a shorter product shelf life, many products are global but ignoring local markets, and toys and games company has to compete with for consumer expenditures during high buying season i. e. Christmas. Therefore, the pursuit to successfully utilize the RD data to formulate products that adapts to growing children to reduce shelf-life, however, companies that do not invest accordlying in RD lose a significant share in the demographic segmentation (Saunders, 2007:55). The focus effort required to balancing the marketing strategy not just globally but locally provides a strong hold on the brand loyalist to further brand equity. Respectively, the measure to acquire toy and game brand influence both globally and locally markets requires the needed information to segments of the targeted demographics to when to effectively market during low periods of household spending. Therefore, the methods to achieving and managing the toy and game company brand identity to established a â€Å"familiarity† from the customer base that produces product superiority through brand value proposition. References 30 Key Note (2007) The Key Note Report 2007 21st Edition, Edited by James Manley, Retreived December 23, 2008, Published date May 2007 Emeraldinsight. com (2008) The Emerald Insight Review, Retrieved December 22, 2008, from http://www. emeraldinsight. com ASA. org (2008) The Advertising Standards Authority, Retrieved December 28, 2008, from www. asa. org. uk Carol. co. uk (2008) Annual Report Online, Retrieved December 26, 2008, from http://www. carol. co. uk Chitty, W. Barker, N. Shimp, T. A. (2005). Integrated Marketing Communications. Melbourne: Nelson. Pelsmacker, Patrick (2006) Marketing Communications: A European Perspective. Financial Times/ Prentice Hall; 3 edition Porter, Michael (2004) Competitive Strategy: Techniques for Analyzing Industries and Competitors. Free Press; New Ed edition Saunders, Mark (2007) Research Methods for Business Students. Financial Times/ Prentice Hall; 4 edition Schein, Edgar (2004) Organizational Culture and Leadership. Jossey Bass; 3rd Edition Baye, Michael R. , (2009) Managerial Economics and Business Strategy Fifth Edition, Retrieved from August 2, 2008, McGraw-Hill / Irwin, Boston, MA Bryman, Alan, (2007) Business Research Methods. Oxford University Press; 2Rev Ed edition Burnes, Bernard, (2004) Managing Change: A Strategic Approach to Organizational Dynamics. Financial Times/ Prentice Hall; 4 edition Cameron, Ester, (2004) Making Sense of Change Management: A Complete Guide to the Models, Tools and Techniques of Organizational Change. Kogan Page Ltd PlayStation. com (2008) The Official Website of Sony PlayStation, Retrieved from July 27, 2008, from http://www. playstation. com Nintendo. com (2008) The Official Website of Nintendo, Retrieved from July 25, 2008, from http://www. nintendo. com USA Today, (2005) Tech Gaming, Retrieved from July 29, 2008, from http://www. usatoday. com/tech/gaming/2005-11-21-xbox-rivals_x. htm Sony Boasts PlayStation, (2008) The PlayStation Boasts Sales, Retrieved, from July 30, 2008, from http://www. joystiq. com/2008/01/06/sony-boasts-playstation-holiday-sales-numbers/ Xbox, (2008) The Official Website of Xbox, Retrieved from July 26, 2008, from http://www. xbox. com Armstrong, Gary, Kotler, Philip, (2007). Marketing: An Introduction, 8th Edition. Pearson, Prentice Hall, Upper Saddle River, New Jersey Wild, John J. , Wild, Kenneth L. , Han, Jerry C. Y. , (2006). International Business, The Challenges of Globalization Williams, Meri (2008) The Principles of Project Management, SitePoint Incorporated Fleming, Quentin Koppelman, Joel (2006) Earned Value Project Management, 3rd Edition, Project Management Institute Bowen, R. Brayton, (2000). Recognizing Rewarding Employees. Journal of McGraw-Hill Professional Book Group. 2(3) 140-141 Kelly, Joe, (1998). Existential-Systems Approach to Managing Organizations. Journal of Greenwood Publishing Group, Incorporated. 1(3) 122-125 Shermerhorn, John, (2008). Organizational Behavior. Wiley, 10 Edition Cooper, Dale, Grey, Stephen, Raymond, G, and Walker, (2005) Managing Risk in Large Projects and Complex Procurements Mantel, Samuel J. Jr. Meredith, Jack R. Shafer, Scott M. Sutton, Margaret M. (2008) Project Management in Practice, John Wiley Sons, Inc. Publishing Kotter, John (1996) Leading Change. Harvard Business School Press Thill, John V. and Bovee, Courtland L. (2007) Excellence in Business Communication, Seventh Edition, Pearson Prentice Hall, Upper Saddle River, New Jersey

Methods Of Electricity Production Engineering Essay

Methods Of Electricity Production Engineering Essay Electricity plays a major part in our society today. It is used in our hospitals, in our banks, in our homes, and in our cars. No matter what we do, we couldnt live without it. But all this electricity doesnt just appear at when we need it, we must create it. All over the world, there is millions of electricity generating stations. Some of these are small, others huge. Some of the stations run on the power of fire and steam, while others run on the power of the wind or falling water. Some even use the power of the sun alone to generate electricity. But with so many different ways to produce electricity, how do we know which ways are the most efficient and the most environmentally effective? Task 2 Electromagnetic induction is a phenomenon that occurs when a magnetic field intersects a piece of metal, most commonly a piece of wire, which can be affected by magnets. The most common method to induce is to create a magnetic field in such a way that the field intersects a coil of wire. This can be done in multiple ways, although the main two ways are to either pass a magnet through the center of a coil of wire, or to move a coil of wire in a magnetic field. However, if both the coil of wire and the magnet are both stationary, no electric current will be produced. The circuit must also be closed for a current to flow. The most efficient way to produce a current is to rotate a coil in a magnetic field. There is three ways that the amount of power generated by electromagnetic magnetic induction can be increased: Increasing the strength of the magnetic field. Increasing the amount of turns in the coil that is being affected by the magnetic field. Increasing the speed at which the magnetic field intersects the coil. In most power stations however, the generators used spin the magnets, or in most cases, electromagnets, around the wire. This enables a greater amount of coils to be used without the need to rotate a greater mass. The stations use turbines to rotate the magnets or coils. To rotate the turbines, a power source is needed. There are four main power sources that are used: Coal Burning Coal burning power stations use coal that has been mined out of the earth. This coal is burnt to create heat. The heat makes water evaporate into steam. As the steam rises, it hits rotors which spin the turbines. Nuclear Reactions Nuclear reactors work in somewhat the same way as a coal burning power station. These power stations use the power of a nuclear reaction to create the heat needed to boil the water that then turns to steam, which then turns the turbines. When the water is heated however, it becomes radioactive. This means that the water must be kept in a separate chamber to the water that will turn to steam. The radioactive water heats the clean water by means of conduction. Wind Wind farms, as they are commonly called, use the power of the wind to rotate massive rotor blades. These rotor blades turn a shaft that is connected to a generator, thus producing electricity. Gravity The most common of power stations that utilize gravity are called hydro power stations. These use falling water to turn the turbines at the base of a mountain. As the water comes down the mountain, it is pulled by the force of gravity, making it travel at high speeds, which turns the turbines faster, which makes more electricity. Another power source that is used to create electricity is the energy produced from the Sun. Solar panels collect solar radiation from the sun and actively converts that energy to electricity. Solar panels are comprised of several individual solar cells. These solar cells function similarly to large semiconductors and utilize a large-area junction diode. When the solar cells are exposed to sunlight, the junction diodes convert the energy from sunlight into usable electrical energy. The energy generated from photons striking the surface of the solar panel allows electrons to be knocked out of their orbits and released, and electric fields in the solar cells pull these free electrons in a directional current, from which metal contacts in the solar cell can generate electricity. The conversion of sunlight to usable electrical energy is called the Photovoltaic Effect. After the electricity has been generated, it needs to be transmitted around the country. When electricity passes through a wire, some of the energy is lost as heat energy. In small devices, this is generally ignored because the wires are short enough for the energy that is lost as heat to be quite minimal. When the length of the wire increases, the amount of energy that is lost as heat also increases. This can be a problem when the wires are spanning thousands of kilometers. The reason for the lost of energy as heat is because of the current. This means that current is proportional to heat lost. Since this is the case, if the current is dropped to almost zero, then the energy lost as heat will also drop to almost zero. This can be done with the use of transformers. Transformers work on the law of magnetic induction. This is done by passing a magnetic field through a primary coil of wire. The magnetic field produced by the current can be used to create a current in a secondary coil. If there is twice the amount of coils in the secondary coil as there is in the primary coil. The current will be halved and vice versa. When the current is lowered, the process is transformed is referred to as a step-up transformer, and when the current is doubled, it is a step-down transformer. When the current is changed, the voltage is also changed. This is because current is inversely proportion to the voltage. This means if the current is halved, the voltage is doubled. This means when a step-up transformer halves the current, it doubles the voltage. To get the current as low as possible, the current must be brought up to around two hundred and twenty thousand volts. Task 3 Aim: To research the amount of energy three different types of power plants produce and compare their environmental impacts. Method: Three main power plants from within the state of Queensland were chosen to be examined. The plants chosen were; Tarong coal burning power plant, Wivenhoe hydroelectric power station, and the Hillcrest Christian College solar panel power plant. Research on these specific power plants was completed by using in-class and as homework. When all the needed research was acquired, the data was examined and a conclusion was drawn on which plant provided the most power, which plant was the most environmentally friendly, and which plant had the least intensity+. Results: Three sets of data have been collected: Tarong Power Station*# Date Tons CO2 MWh Energy Intensity 2000 9,196,047 7,913,802 2,324 2010 9,841,752 8,523,634 2,309 2020 9,956,845 8,633,139 2,307 Wivenhoe Power Station*#^ Date Tons CO2 MWh Energy Intensity 2000 0 1,052,437 0 2010 0 973,419 0 2020 603,438 2,109,812 572 Hillcrest Power Plant Date Tons CO2 MWh Energy Intensity 1-Jul-09 0 0.5353 0 1-Aug-09 0 0.7521 0 1-Sep-09 0 0.8029 0 1-Oct-09 0 0.7752 0 1-Nov-09 0 0.7237 0 1-Dec-09 0 0.6808 0 1-Jan-10 0 0.7036 0 1-Feb-10 0 0.5804 0 2009/2010 (Average) 0 0.69425 0 +: Pounds of CO2 emitted per megawatt-hour of electricity produced. *: The data collected also was coupled with a projected output for the next decade ^: The power station plans on a future upgrade that will produce carbon pollution #: Average decade output This data was put in the corresponding tables for comparison. Discussion: By looking at the data above it two main points can be made: Energy Output When the Tarong and Wivenhoe power stations are compared, it can be observed that the Tarong coal burning station produces a far larger amount of energy. It must be kept in mind that the Tarong station is a far larger station when compared to either of the other to stations examined, with the Tarong station having a maximum power output of over 1400MW, where as the Wivenhoe station has a maximum power output of only 500MW, and the Hillcrest plants power output depends on the intensity of the sunlight it receives. Even if the maximum output for the Wivenhoe station was over three times the size, putting the maximum output to 1500MW, theoretically, it would still be producing less energy than the Tarong station. It would also be highly unfeasible to achieve the same energy output with the Hillcrest plant as the maximum power output would have to be increased by at least sixteen million times. This puts the Tarong coal burning station as the most economically effective power station out of the three. CO2 Emissions At the current date, both the Wivenhoe station and the Hillcrest plant are producing no carbon emissions at all, where as the Tarong station is producing a very high amount of CO2. This puts the Wivenhoe station and the Hillcrest plant on equal ground in this aspect. In the future however, the Wivenhoe station is planning on installing upgrades to their station which, presumably, will force the plant to start giving off CO2 emissions. Up until these upgrades are made, the two stations are on the same level with CO2 emissions, but as soon as the upgrades are made, the Hillcrest solar power plant will be the most environmentally effective out of the three stations researched. Even though all the power stations that were examined are the few main ways that energy is generated in our current society, there are many other ways that the energy that we use gets generated. These consist of power stations that use means of; Biomass energy, wind energy, nuclear energy, tidal energy, combustion energy. These ways are examined in more depth below: Biomass Energy Biomass energy uses the biodegradable waste products of our everyday lives, such as plant waste or animal matter, to create either a thermal or chemical conversion. During these conversions, the matter undergoes chemical reactions that produce either heat or other chemicals that can be used in other items. This method of green energy is very environmentally friendly as it takes the form of what typically happens in our natural world, decomposition for example. Wind Energy The use of giant propellers to catch the force of the wind and use that force to turn a generator is the way wind turbines work. In theory the idea of using the power of something as ambient and as reliable as the wind is one of the most environmentally friendly methods to create electricity that is around. This is because there is no byproducts of any sort and the wind that is used can never be depleted. The major problem with using this as an energy source is the strength of wind needed to spin the propellers. This is because although there is wind everywhere in our world, the strength of this wind, on the most part, is not always strong enough to rotate the propellers due to their immense weight. Nuclear Energy Nuclear energy is one of the most dangerous forms of generating energy that we have in our current society. When it is harnessed properly and efficiently, it is also one of our most effective ways of producing energy. The basic concept of a nuclear reactor is similar to that of a coal burning station, to create heat to make steam to turn turbines. One major downfall with these power stations is the waste the produce. This waste is not CO2, but is radioactive waste that, if dispersed of correctly, would provide our society with a clean and efficient way to generate power, although this is not the case in the present time. Until there is a way to dispose of the nuclear waste efficiently, nuclear power will not become our primary source of power. Tidal Energy Tidal energy is a form of hydro power that converts the energy of the tides into a useable form of energy. Although this method is not widely used, it has great potential for the future of power generation. This is because the tides are far more predictable than the wind and solar energy. Tides are so predictable in fact; that we can tell exactly what they will be doing in two hundred years. The principle behind tidal power is the same as that of wind power. Underwater propellers are used to capture the energy of the flowing water, which is then converted to power by large turbines. This form of energy is just as clean as wind energy, but also has the additional benefit of not creating a poor spectacle as most of the generator is hidden underwater, instead of out in the open. Combustion Energy Also called mechanical energy, this is the act of using natural gasses or conventional fuels to power a combustion engine which then is used to rotate a turbine. This method is most commonly seen in small or backup generators that are made for private or commercial use. Two side effects of this type of energy is the noise that is made during combustion, and the byproduct of CO2. On the most part, these generators are used mainly in the form of small, portable types. This is because the forces that would need to be dealt with on a large scale generator are quite large and can be potentially hazardous. Task 4 Conclusion: When all the data is examined, hydroelectric power stations proved to be not only the most environmentally safe, equal with solar power, producing zero CO2 emissions, but it also was able to decent a fair amount of power. Even though the coal burning power station produced a lot more power, almost an eightfold on what hydro station produced, the hydro station produced zero percent of the emissions that the coal burning station did. In this respect, if the hydro station was to be increased to eight times its current size, theoretically, our society would be provided with more energy than the coal burning station produced, along with no emissions or byproducts. In contrast, the solar power plant also gave off no emissions, although the amount power produced was quite unsubstantial in comparison. As discussed earlier, the solar power plant would have to create eighteen times the amount of energy that it currently is producing to be a contender in power generation, but doing this would m ean that the size of area needed would be on the same scale of increase. This is feasible in terms of installing solar panels on every roof in our major cities for example, although the costs of doing such a thing would be far greater than that of upgrading the hydro power plant. It is recommended that the use of hydroelectric power stations is continued and their usage is increased. This is not only a one of the more environmentally friendly types of renewable energy, but it is also one of the more reliable according to the research completed. This method does not produce byproducts of any kind and does not make waste of any of the resources used in the production of power that is generated.

Wednesday, October 2, 2019

Free Yellow Wallpaper Essays: The Dead Paper -- Yellow Wallpaper essa

The Dead Paper of Gilman's Yellow Wallpaper  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   This passage from The Yellow Wallpaper clarifies the position of the reader in the story. It brings into question, right on the first page, who the woman (and Gilman herself) is addressing and why. When she writes, "I would not say it to a living soul, of course, but this is dead paper and a great relief to my mind," it is as if she is having an aside with the reader. If she were truly talking to dead paper, why would such a comment be required? The idea of "dead paper" makes one think of something that is written, never to be published or read. In this sense, the caption can make the reader feel as if he or she is looking in privately on this woman's diary. The fact that this is "a great relief" to her mind makes the reader feel slightly less furtive about this, while giving the diary-type style raison d'à ªtre. At the same time, (since this story was meant to be published and read) this comment in and of itself addresses the reader personally, as if to put special confidence in him or her. The issue here is the differenti...

Tuesday, October 1, 2019

Agressive Personality Essay -- Psychology

Essay question #1 Cognition is the mental process of gaining knowledge through thinking, judging and solving problems. Cognition functions to provide human beings with the ability to use language, make perceptions, use the imagination and make decisions. These thought processes play a significant role in personality development. Both biological and environmental factors have been linked to cognition. Biological factors include our genetic makeup and hereditary factors. Genetic makeup determines the physical characteristics of eye color, hair color. Hereditary factors are those traits that are transferred from parents and blood relations. These inherited traits determine temperament of human beings. Both the biological traits of genetics and inheritance play a major role in how human beings perceive themselves and how others interact with them. This cognitive perception of self and others is believed to help determine one’s personality. Environmental factors include how a human being i s raised and how outside influences such as school, church, relationships and society shape their cognitive processes. An example of the relationship between cognition and personality would be of a child born of two different races. Physical characteristics are likely to be different with mixed races causing the child to perceive themselves as abnormal, thus leading to antisocial or introverted personality traits. Essay question #2 The aggressive personality is defined as an â€Å"individual’s whose overall style of interacting involves considerable, persistent, maladaptive aggression† (counselingresource.com). Evolutionary, biological and environmental factors are contributing components of the aggressive personality. Human beings ... ...sachusetts: Allyn And Bacon. Cloninger, S. C. (2008). Theories of Personality Understanding Persons.. Upper Saddle River, NJ: Prentice Hall. (Original work published 1996). CounsellingResource.com.CounsellingResource.com – Psychology, Therapy & Mental Health Resources. Retrieved December 6, 2011, from http://counsellingresource.com/features/2008/11/03/aggressive-personalities/ Friedman, H. S., & Schustack, M. W. (2006). Personality: classic theories and modern research. Needham Heights: Allyn And Bacon. (Original work published 1999) Simon, PhD, D. G. (2008, November 7). Understanding the Aggressive Personalities | CounsellingResource.com.CounsellingResource.com – Psychology, Therapy & Mental Health Resources. Retrieved December 6, 2011, from http://counsellingresource.com/features/2008/11/03/aggressive-personalities

The Technology’s Influence in Todays World

Every single day a new type of technology is being introduced to the world. Technology has improved a lot over years, and it is a great thing these days, because it can be very helpful, especially for people with disabilities. However people are taking advantage of it. I think life is impossible without cell phones and laptops! This phrase sounds shocking but reality is reality. Some people can’t live without modern technology like cell phones. Everybody knows what modern technology is. Modern technology is a technology created or invented to help us do works and make our life easier. i think we should perfectly understand that modern technology can make our life more convenient and safes a great deal of our time. We become lazy because of modern technologies like cell phones, washing machine, televisions, and others. People used to wash their dirty clothes using hands, but now they just have to put their dirty clothes into the washing machine and press some buttons. as we know. Modern technologies create financial problems, too. Because most of the modern technologies are too expensive to buy. People need to be active in order to be healthy. Walking to the store, riding a bike instead of a car, visiting a post office instead of sending an e-mail, all these things may or may not be more convenient, but they are a better alternative because it involves doing things physically. Being active means just a little more then the click of the mouse. Everyone loves the Internet. Suddenly everything just becomes so fast and easy. But easy does not necessarily mean better. Although being active enough is a major concern when it comes to modern technology, there are more things to worry about. Today’s technology can be as simple as the push of a button. Because everything is so easy, human’s brain is functioning as much as it should, and that is not a good thing. People need to develop their brain by reading, thinking in order to be smart, however its nearly impossible with the kind of technology we have these days.