Saturday, October 5, 2019
Michelangelo Essay Example | Topics and Well Written Essays - 750 words
Michelangelo - Essay Example Michelangelo spent a year with Ghirlandaio, and then his apprenticeship was broken off. He got access to the collection of ancient Roman sculpture of the ruler of Florence, Lorenzo deââ¬â¢Medici. Michelangelo lived with Lorenzoââ¬â¢s family and became like a son to him. The death of Lorenzo in 1492 was a very painful moment in the artistââ¬â¢s life. Soon after Lorenzo died the Medici family lost power and Michelangelo had to flee to Bologna. About the same time Michelangelo studied anatomy at the hospital Santo-Spirito, which helped him a lot in becoming a great sculptor as we know him. Michelangelo created his fist sculpture at the age of 17. That was the Battle of the Centaurs. In 1496 Michelangelo moved to Rome and spent five years there. We do not know much of his life and work at that period of time. There he carved a statue of Bacchus for a bankers garden of ancient sculpture. ââ¬Å"This is Michelangelos earliest surviving large-scale work, and his only sculpture meant to be viewed from all sides.â⬠(Michelangelo Biography, para.5) In 1498 he carved Pieta (pieta is a type of image in which Mary supports the dead body of Christ across her knees), which is now in St. Peterââ¬â¢s Cathedral. When Michelangelo returned to his hometown ââ¬â Florence - in 1501, he was recognized as the most talented sculptor of the central Italy. He started carving the statue of David for Florence cathedral. ââ¬Å"In the David Michelangelo first displayed that quality of _terribilità _, of spirit-quailing, awe-inspiring force, for which he afterwards became so famousâ⬠¦ He was, however, far from having yet adopted those systematic proportions for the human body which later on gave an air of monotonous impressiveness to all his figures. On the contrary, this young giant strongly recalls the model; still more strongly indeed than the Bacchus did. Wishing perhaps to adhere strictly to the Biblical story, Michelangelo studied a lad whose frame was not developed."(Symonds,
Friday, October 4, 2019
FinalTake-Home Exam Essay Example | Topics and Well Written Essays - 1500 words
FinalTake-Home Exam - Essay Example This urban phenomenon is actually the effect of the larger American policies of relating the nationââ¬â¢s economic structure with the global economy. In the decades following the 1970s, huge corporate owners and multimillionaires have encouraged the fall of ââ¬Å"Fordist-Keynesian model of accumulationâ⬠and have witnessed the growth of ââ¬Å"neoliberal-globalizationâ⬠model (Arena, 2012, p.xx). In order to cope with increasing globalization, the ultra rich class has used the tactics of stripping the urban areas of poverty and low-income classes. The idea was to shift the base of production to low wage areas in the south of the U.S. In these areas, business activities are not dictated by labor unions and also there are close ties between state and local governments. Thus, the brunt of gentrification has been endured by the worker class since wages have declined sharply. On the other hand, the benefits fell on the affluent population of American cities. Gentrification h as essentially hindered the growth of production center as the focus was on expanding the service sector. During the second half of the twentieth century, the industrial areas of American cities were transformed into centers of urban amenities like hotels, restaurants, malls and so on. Thus, wealth began to get accumulated in the hands of the ultra rich making them even richer at the expense of poorer urban community. The author has explored the political struggles in New Orleans that occurred as a result of privatization of public housing. From 1960s onwards the U.S. federal government played a vital role for providing housing provisions at affordable rents, and for this the government promoted strategies that encourage financial sponsorship of the private owners of rental housing sectors. Contrary to the properties that are publicly owned, houses that are constructed solely for the purpose of providing housing at affordable rents were construction by support from federal programs like Low Income Housing Tax Credit launched in 1986, and home funds from National Affordable Housing Act of 1990 (Arena, 2012, p.4). Such subsidization of private housing has been supported by the political opponents since it was an appropriate process for delivery low rent housing provisions. It has been claimed that historically U.S. government has failed to provide quality public services at low price because of inefficient bureaucracies. Failure of the government encouraged private sectors to enter public service sector in order to provide quality services at affordable prices. This also enhanced the financial interest of the private sectors. The two housing projects, St. Thomas and Iberville were identified as lucrative areas by political and economic elites, especially the areas inhabited by the African American community. The area surrounding St. Thomas which was predominated by the Blacks was particularly regarded as a hindrance to tourism. The idea was to evict this communi ty in order to transform the citiesââ¬â¢ factories, warehouses and low income housing to promote tourism. Struggle ensued when the responsibility of removing the Blacks fell on the black political elite. In the year 1986, two black candidates participated in the mayoral race. William Jefferson who was an Angle- African American became the mayor that year. The losing candidate, Sidney Barthelemy befriended the low
Thursday, October 3, 2019
Forrest Gump Review Essay Example for Free
Forrest Gump Review Essay The third movie we watched was, ââ¬Å"Forrest Gumpâ⬠. Tom Hanks plays the main character, a simple man called Forrest Gump. The story is told through his innocent eyes, and we see just how crazy the world really is. His best friend, Jenny, is played by Robin Wright and Forrestââ¬â¢s mother is played by Sally Field. There are a few themes to be found in this movie, the main ones being, love, death and war. You can find love in the movie between Forrest and Jenny being best friends, and how Forrest took care and looked after Jenny in her time of need. Also there is a strong love between Forrest and his mother, and how she took care of him when he was younger and how later he took care of her when she was sick. Finally you can find love between Forrest and his new friend, Bubba that he meets along his journey, and how close they are and the plans they make. Death can be found in a few places in the movie, being it his mother, his wife, or his best friend; we see how Forrest overcomes these deaths and how innocent he is when it comes to death itself. The third theme, war, is found when Forrest finds himself working for the army in Vietnam. We see here that he sees the world as a crazy place and even though he is seen as simple, he sees that fighting isnââ¬â¢t the only way to solve things. This movie shows that no matter how simple people see you to be, you still know the difference between right and wrong. Forrest sees the world in a more innocent and sweet way, and as the movie goes on people start to see the world the way he does and start to understand him a little bit more.
What a Games Designer does
What a Games Designer does What is a games designer? A games designer is a person who designs video games. They use programs to create the characters, they storyboard and the graphics. They also write the programs that allow the users to interact with the game. The gaming industry did not begin to develop 1960s and 1970s, when computer programmers at some large universities big companies, and government labs began designing games on mainframe computers (Ferguson page 57). Over the years the gaming industry has grown at an alarming rate. As technology grows so did the game designing industry. Since the gaming industry is so large, many people that have a dream to make games can do it. When interviewing with Terri Banker, he said the most important professional qualities for game designers is to have an interest in communicating with other people, and developing interesting things as a group. And being thoughtful, creative, and patient. But when some people try to get in this industry, they dont know what it tak es to successful game designer. To become a successful game designer, they have to know the background information, education and training requirements and the daily duties with the profession. The background information is the history of game designing. Steve Russell was perhaps the first video game designer (Ferguson page 56). In 1962, when he was in college, he made up a simple game called Spacewar. The graphics of space ships flew through a starry sky on the video screen, the object of the game being to shoot down enemy ships. Nolan Bushnell, another early designer, played Spacewar in college. In 1972 he put the first videogame in an arcade. It was a game very much like Spacewar, and he called it Computer Space. However, many users found the game difficult to play, so it was not a success. Bruce Artwick published the first of many versions of Flight Simulator. Most games were designed for video machines. Not until the later 1970s did specially equipped TVs and early personal computers begin appearing. In the late 1970s and early 1980s, designers working for Atari and Intellivision made games for home video systems, PCs (computer), and video arcades. Many of these new ga mes had graphics, sound, text, and animation. Designers of games like Pac-Man, Donkey Kong, and Space Invaders were successful and popular. Richard Garriott created Ultima, another major role-playing game. Games began to feature the names and photos of their programmers on the packaging, giving credit to individual designers (Ferguson page 57). Workers at Electronic Arts began to focus on making games for PCs to take advantage of technology that included the computer keyboard, more memory, and floppy disks. New technology included more compact floppies, sound cards, and larger memory. Designers also had to create games that would work on more than just one platform such as PCs, Apple computers, and 64 bit video game machines. In the 1990s, Electronic Arts started to hire teams of designers instead of those who design games from start to finish independently because it was so more sufficient. Larger teams were needed because games became more complex. Design teams would include not only programmers but also artists, musicians, writers, and animators. Designers made breakthroughs such as using more entertaining graphics, creating more depth in role playing games, using virtual reality in sports games, and using more visual realism in racing games and flight simulators. This new breed of designers created games using technique s like Assembly, and HyperCard. By 1994, designers began to use CD-ROM technology to its fullest. At some high school there are game design programs may be offered. Even though a college degree isnt required to be a game designer, most companies are looking for creative people who also have a degree (Ferguson #59). There are many degrees for game designs such as BAGD and BSGD. A BAGD (DigiPens Bachelor of Arts in game design) is an interdisciplinary degree program that prepares students to become designers and artists for the electronic and digital entertainment industries. The BAGD faculty works with companies like Nintendo software technology Microsoft, and EA. The BAGD faculties come from a wide range of backgrounds and include individuals with professional experience in game design, development, and art at companies. A BSGD (DigiPens Bachelor of Science in game design) is an interdisciplinary degree program that stresses the importance of having the technology, ability to write computer programs, and also a solid grounding in the humanities and social sciences. The BSGD curri culum is the game industry requires versatile and knowledgeable personnel, and most game designer job description list skills that include scripting and tuning as well as art design. Graduates of this program are prepared to work in the video and electronic game industry (www.digipen.edu). When interviewing with Terri Banker, he was asked what advice you would give high school students who are interested in this career. He responded if you want to start making games, you dont need anyones permission, start now! Not only make them, study them and play them and play them with people. Figure out what goes right and what goes wrong, then fix it and start over. I would say go to college for computer science, art or any other discipline that interests you. Game design is so broad that most career paths will be able to lead you there, but its always good to have a skill that can get your foot in the door. Do things! Play games, watch movies, go to theater plays, etc. Game design is about c reating meaningful experiences. The more experiences you have the better designer you will be. Experiences do not have to be game related though, just as an example Ive worked at a hotel most of my life doing all sorts of things, also a telecommunications company and even a dredging company. I feel all of those experiences save contributed in many different ways to shape my design philosophies. Game designer have many daily duties. Daily work varies greatly, and it will depend on what type of game youre designing, what type of designer there are and what stage of completion the game is on. Initially, they will be crafting a broad design of the game in broad strokes, what do they want the game to be? As the game moves along they will need to define all the features and make a plan for everything the player will be able to do in the game. Then its their turn to design these activities down to their details, and design the ways activities and features interact with each other. They will also need to design all the games systems, the mechanisms and gears that hold the game together. It will be their job to make sure everything is good enough to put in the game and to make sure that everything fits together nicely. Then theyll need to take point on the polish of the game, so that it feels professionally done and provides a quality experience. Each of these steps is iterative, wh ich means that you wont get any of them right on your fires try. They will have to try different things, test them, to see how they fare, adapt, re-design tryagain. When interviewing with Terri Banker, he said this is another one of my favorite parts, I usually dont know what the day is going to be like! This makes it very exciting. One thing to keep in mind though, is that you still work eight hours a day or sometimes more, have meetings, use excel and send emails just like at any other job. One was the most important professional qualities of a game designer is teamwork, listening, communicating, adapting and compromising. The responsibilities for a game designer is to designing the layout and game play of a video game and to heavy coding and programming skills. In conclusion if they love to play games, understanding how games worked, and trying to mess with the worked then game designing is a perfect career for them. Terri Banker advice for new game designer staring out is to play a lot of game and make a lot of game. To find a job in the industry include going to job fairs where they find recruiters looking for creative people to work at their companies, and checking in with online user groups, which often post jobs on the internet. To have better opportunities to advance their position and possibly earn more money, computer and video game designers have to keep up with technology (Ferguson page 61). They must be willing to constantly learn more about design, the industry, and even financial and legal matters involved in development. With background knowledge, education and training and daily duties of the profession, this is what you need to know to have a profession in game designs.
Wednesday, October 2, 2019
Feminine Psyche in The Odyssey Essay -- The Odyssey Feminine Psyche Es
Feminine Psyche in The Odyssey The Odyssey has much to teach us about the feminine psyche. The feminine psyche is the way that the female mind and soul react to and process situations. Females are generally faithful, giving, and respectful to their mates. We have an insight into the feminine psyche in several things that Penelope does. The weaving and unweaving of the shroud and the test of the bed are two examples of the way Penelope thinks. She does what is thought to be her duty to her husband to resist the suitors and remain faithful and loyal to her husband. Homer reveals the feminine psyche in Penelope, a loving and faithful wife to Odysseus. She was loyal to Odysseus the entire time he was away on his journey, and even when it appeared that he would not return she still had faith that he would. Penelope resisted the advances of the suitors because she loved Odysseus and could not see herself with another when he could still be alive. She was smart and cunning when it came to resisting the suitors. Penelope shows us an insight to the feminine psyche when we learn she has avoided having to choose a new husband by telling the suitors she would choose a one of them once she finished the shroud she was weaving for Odysseusââ¬â¢ father. Penelope worked all day on the shroud and would unravel the weaving by candlelight at night while the suitors slept. This shows her dedication to Odysseus and that she does not want to tell the suitors no and be disrespectful to her ...
Tuesday, October 1, 2019
Ashoka Indian Ruler :: essays papers
Ashoka Indian Ruler One of the greatest rulers of India's history is Ashoka (Asoka). Ruling for thirty-eight years (274 B.C.-232 B.C.), he was generally mentioned in his inscriptions as Devanampiya Piyadasi ("Beloved of the gods"). As the third emperor of the Mauryan dynasty, he was born in the year 304 B.C. His greatest achievements were spreading Buddhism throughout his empire and beyond. He set up an ideal government for his people and conquered many lands, expanding his kingdom. The knowledge of Ashoka's early reign is limited because little information was found. His edicts and inscriptions allowed us to understand his reign and empire, and have an insight into the events that took place during this remarkable period of history. Eight years after he took his throne, Ashoka's powerful armies attacked and conquered Kalinga (present day Orissa). Although he had conquered many other places, this violent war was the last war he ever fought and a turning point of his career. He was disgusted by the extreme deaths of numerous civilians, especially the Brahmans. All these misfortunes brought Ashoka to turn into a religious ruler compared to a military ruler. As he turned to Buddhism, he emphasized dharma (law of piety) and ahimsa (nonviolence). He realized he could not spread Buddhism all by himself and therefore appointed officers to help promote the teachings. These officers were called Dhamma Mahamattas or "Officers of Righteousness"" They were in charge of providing welfare and happiness among the servants and masters. Preventing wrongful doings and ensuring special consideration was also their duty. Emphasizing his role as king, he paid close attention to welfare, the building of roads and rest houses, planting medicinal trees, and setting up healing centers. In order to pursue ahimsa, Ashoka gave up his favorite hobby of hunting and forbade the killing of animals, spreading vegetarianism throughout India. Furthermore, his soldiers were taught the golden rule- to behave to others the way you want them to behave to you, which is the basic law of life. In the nineteenth century, a large number of edicts written in Brahmi script carved on rocks and stone pillars were discovered in India, proving the existence of Ashoka. These edicts, found scattered in more than 30 places throughout India, Nepal, Pakistan and Afghanistan, are mainly concerned with moral principles Ashoka recommended, his conversion to Buddhism, his personality and his success as a king. The Minor Edicts is a summary of Ashoka's instruction of dharma, which talks about the purity of thoughts, kindness, thruthfulness, reverence, and other good morals of life. The Fourteen Rock Edicts were the major edicts, and Ashoka Indian Ruler :: essays papers Ashoka Indian Ruler One of the greatest rulers of India's history is Ashoka (Asoka). Ruling for thirty-eight years (274 B.C.-232 B.C.), he was generally mentioned in his inscriptions as Devanampiya Piyadasi ("Beloved of the gods"). As the third emperor of the Mauryan dynasty, he was born in the year 304 B.C. His greatest achievements were spreading Buddhism throughout his empire and beyond. He set up an ideal government for his people and conquered many lands, expanding his kingdom. The knowledge of Ashoka's early reign is limited because little information was found. His edicts and inscriptions allowed us to understand his reign and empire, and have an insight into the events that took place during this remarkable period of history. Eight years after he took his throne, Ashoka's powerful armies attacked and conquered Kalinga (present day Orissa). Although he had conquered many other places, this violent war was the last war he ever fought and a turning point of his career. He was disgusted by the extreme deaths of numerous civilians, especially the Brahmans. All these misfortunes brought Ashoka to turn into a religious ruler compared to a military ruler. As he turned to Buddhism, he emphasized dharma (law of piety) and ahimsa (nonviolence). He realized he could not spread Buddhism all by himself and therefore appointed officers to help promote the teachings. These officers were called Dhamma Mahamattas or "Officers of Righteousness"" They were in charge of providing welfare and happiness among the servants and masters. Preventing wrongful doings and ensuring special consideration was also their duty. Emphasizing his role as king, he paid close attention to welfare, the building of roads and rest houses, planting medicinal trees, and setting up healing centers. In order to pursue ahimsa, Ashoka gave up his favorite hobby of hunting and forbade the killing of animals, spreading vegetarianism throughout India. Furthermore, his soldiers were taught the golden rule- to behave to others the way you want them to behave to you, which is the basic law of life. In the nineteenth century, a large number of edicts written in Brahmi script carved on rocks and stone pillars were discovered in India, proving the existence of Ashoka. These edicts, found scattered in more than 30 places throughout India, Nepal, Pakistan and Afghanistan, are mainly concerned with moral principles Ashoka recommended, his conversion to Buddhism, his personality and his success as a king. The Minor Edicts is a summary of Ashoka's instruction of dharma, which talks about the purity of thoughts, kindness, thruthfulness, reverence, and other good morals of life. The Fourteen Rock Edicts were the major edicts, and
Lucent Case Study
2. What financial statement adjustments will Lucent have to make to correct the revenue recognition problems announced in late 2000? Lucent recognized revenue when persuasive evidence of an agreement exists, delivery has occurred, the fee is fixed and determinable, and collection of the resulting receivable, including receivables of customers to which Lucent has provided customers financing, is probable.For sales generated from long-term contacts, primarily those related to customized network solutions and network build-outs, Lucent generally uses the percentage of completion method of accounting. After the incident that SEC forced Lucent to restate the its financial results leading its stock price to decline 8. 5% in 2000, Lucent now records the sales revenue when the customers buy the Timing of revenue recognition is a crucial part in revenue recognition. According to US GAAP, revenue should be recognized when it is realized/realizable and earned (FASB, 1984, Para. 83).However, a n umber of software firms recognized revenue prior to product delivery or service performance in the past, which potentially violated one or both of the conditions of the revenue recognition principle. In response, AICPA released Statement of Position (SOP) 91-1 in Dec. 1991, which stipulated that if collectability is probable, license revenue should be recognized upon delivery and service revenue should be recognized ratably over the service arrangement. The research question for this article is: How revenue recognition timing affects attributes of reported revenue?This question is interesting because: 1) revenue recognition timing is important in financial reporting and standard setters have devoted much attention, 2) very limited empirical research examining revenue recognition timing has been conducted, 3) software revenue recognition is unique as transfer of rights is achieved by license rather than on-the-spot sale of products. The main hypotheses for this article and their intu itions are: 1) Early revenue recognition increases the timeliness of reported revenue.Its intuition is: early revenue recognition better influences decisions by providing more timely information. 2) However, it will lead to greater uncertainty in reported revenue. Its intuition is: changes may not be foreseen at the time of contract signing. 3) Time-series predictability of revenue is lower under early revenue recognition. Its intuition is: early revenue recognition results in higher estimation error and therefore reduces the time-series predictability. Lucent Case Study 2. What financial statement adjustments will Lucent have to make to correct the revenue recognition problems announced in late 2000? Lucent recognized revenue when persuasive evidence of an agreement exists, delivery has occurred, the fee is fixed and determinable, and collection of the resulting receivable, including receivables of customers to which Lucent has provided customers financing, is probable.For sales generated from long-term contacts, primarily those related to customized network solutions and network build-outs, Lucent generally uses the percentage of completion method of accounting. After the incident that SEC forced Lucent to restate the its financial results leading its stock price to decline 8. 5% in 2000, Lucent now records the sales revenue when the customers buy the Timing of revenue recognition is a crucial part in revenue recognition. According to US GAAP, revenue should be recognized when it is realized/realizable and earned (FASB, 1984, Para. 83).However, a n umber of software firms recognized revenue prior to product delivery or service performance in the past, which potentially violated one or both of the conditions of the revenue recognition principle. In response, AICPA released Statement of Position (SOP) 91-1 in Dec. 1991, which stipulated that if collectability is probable, license revenue should be recognized upon delivery and service revenue should be recognized ratably over the service arrangement. The research question for this article is: How revenue recognition timing affects attributes of reported revenue?This question is interesting because: 1) revenue recognition timing is important in financial reporting and standard setters have devoted much attention, 2) very limited empirical research examining revenue recognition timing has been conducted, 3) software revenue recognition is unique as transfer of rights is achieved by license rather than on-the-spot sale of products. The main hypotheses for this article and their intu itions are: 1) Early revenue recognition increases the timeliness of reported revenue.Its intuition is: early revenue recognition better influences decisions by providing more timely information. 2) However, it will lead to greater uncertainty in reported revenue. Its intuition is: changes may not be foreseen at the time of contract signing. 3) Time-series predictability of revenue is lower under early revenue recognition. Its intuition is: early revenue recognition results in higher estimation error and therefore reduces the time-series predictability.
Subscribe to:
Posts (Atom)