Thursday, September 19, 2019

Operation Barbarossa Essay -- essays research papers

OPERATION BARBAROSSA The invasion of Russia was the largest military campaign of the Second World War. Operation Barbarossa, as it was known, was launched on 22 June 1941 and completely took Russia by surprise. The widening war raging in Africa and eastern Europe were key distractions for Hitler from his ultimate goal of attacking Russia. Although the British army remained undefeated in the west, Hitler’s goal proved an urgency for him to begin moving on the east. Whilst planning was made throughout 1940 for the invasion of Russia, time was favorable towards the Russians and they continued to mobilize their resources and strengthen their defense forces. The invasion of the Germans was a complete surprise as Russian dictator, Josef Stalin, had failed to acknowledge the increasing German troop concentrations on the border and he had also ignored British intelligence reports stating that Germany had intended to attack. Hitler once again used the Blitzkrieg technique with German tanks and air power leading the attack. There were three powerful German armies, made up of over 3 million men which moved into Russia. As one army group headed north towards Leningrad, a center group headed towards Moscow and a southern group moved to capture the food producing area of the Ukraine. By now, the Germans were thrilled with their fast advancements and initial success, including the fact that they had captured over 400 000 Russian soldiers. In late July, the advance on Leningrad and Mosco... Operation Barbarossa Essay -- essays research papers OPERATION BARBAROSSA The invasion of Russia was the largest military campaign of the Second World War. Operation Barbarossa, as it was known, was launched on 22 June 1941 and completely took Russia by surprise. The widening war raging in Africa and eastern Europe were key distractions for Hitler from his ultimate goal of attacking Russia. Although the British army remained undefeated in the west, Hitler’s goal proved an urgency for him to begin moving on the east. Whilst planning was made throughout 1940 for the invasion of Russia, time was favorable towards the Russians and they continued to mobilize their resources and strengthen their defense forces. The invasion of the Germans was a complete surprise as Russian dictator, Josef Stalin, had failed to acknowledge the increasing German troop concentrations on the border and he had also ignored British intelligence reports stating that Germany had intended to attack. Hitler once again used the Blitzkrieg technique with German tanks and air power leading the attack. There were three powerful German armies, made up of over 3 million men which moved into Russia. As one army group headed north towards Leningrad, a center group headed towards Moscow and a southern group moved to capture the food producing area of the Ukraine. By now, the Germans were thrilled with their fast advancements and initial success, including the fact that they had captured over 400 000 Russian soldiers. In late July, the advance on Leningrad and Mosco...

Analysis of Article about EnClean Case Essay examples -- Harvard Busin

This case analyzes situation described in the Harvard Business Review article about EnClean located at: http://harvardbusinessonline.hbsp.harvard.edu/b02/en/common/item_detail.jhtml?id=794115 1. Major issues facing EnClean. A. Stock price is down more than 85% from its high of $22. Company has been losing money since the first quarter of 1992. Financial fundamentals are sagging: Â · Gross margin is dropping; Â · SG&A are too high; Â · debt is huge; As a result, investors have lost confidence in the company. B. Managerial incompetence. COO has lost control over several major company’s SBUs. Since 1989 EnClean has been failing the task of properly integrating acquired companies. Business units such as CMC, AlphaChem, and Sizemore have resisted change and have never accepted the vision, the mission, and the common strategy of EnClean. C. Demoralized personnel. Because of the following problems EnClean is losing highly valuable sales and technical associates: Â · absence of clear goals; Â · lack of training; Â · confusing deliverables; Â · faulty employee recognition system; Â · blame culture, finger pointing; Â · conflict between corporate and divisional interests; D. Uncertain/declining economic conditions. Â · Economy has been in recession for several years; Â · Environmental cause has received a hard blow in 1992 when president Bush Sr. postponed or cancelled many environmental laws. As a result, companies began to postpone environment-related jobs. E. Facing heavier competition. Â · Environmental side of the EnClean’s business faces increased competition due to the business erosion. Competition lowers prices to secure the reduced amount of work. Â · Industrial side of the EnClean’s business faces equal competition. For instance, 1992 saw the emergence of two potent competitors: WMX Technologies and Rust International. F. Losing the focus on quality. Since 1988 EnClean had been basing its strategy on providing high quality service (as opposed to low-cost). Quality improvement and control processes had been developed and successfully maintained. However, by 1992, as a result of rapid expansion, many divisions were executing quality procedures as a formality, just to satisfy the corporate group. Thus, EnClean is undermining its core competency – hig... ...ompany. o Create a learning network to share company’s best practices throughout the organization. o Start building a management development facility to teach and preach company values to managers of various divisions. o Identify and start to fold down businesses that are outside of the company’s core competency. Long Term Action Items o Free up capital by divesting from the business units that are unprofitable or are outside of the company’s core competency. o Use that capital to improve financial fundamentals, especially debt-to-equity ratio. o Put all company’s managers through the leadership development program. o Put in place semi-annual management evaluation survey. All managers must be regularly evaluated on their effectiveness, creativeness, and, most important, whether they are compatible with company’s values, mission, and vision. o Grow EnClean into the strongly centralized company, where planning, even if done on an individual division basis, is then linked back to the overall strategy of the company. Works Cited http://harvardbusinessonline.hbsp.harvard.edu/b02/en/common/item_detail.jhtml?id=794115

Wednesday, September 18, 2019

El Patron in The House of the Scorpion :: Nancy Farmer

El Patron in The House of the Scorpion What if there was a world with clones? There would be a way to live for up to 100 years effortlessly, have easy transplants, and maintain a precise memory. But, the recipient would be taking organs from someone else. "So what", he or she may justify, "they're clones, they are inferior. They don't matter because they are stupid." But what if someone had the power to allow them to be of normal intelligence? He or she might think that he or she is doing the clone a favor, but when the clone is killed for spare parts it's an even worse situation than with a retarded clone. Not for this "bandido" (Farmer 37). El Patron is a cruel, selfish, heartless man who clawed his way to power in his youth and rules people with fear, though he is powerful, he is always nagged by the fact that he may lose everything. There is no way on earth he would let that happen. El Patron believes he is doing the clones a favor by allowing them to be smart, but in the end he uses them just like all the other clones in the world - for his own personal use. Esperanza, a fierce No Drug activist, once wrote that “a more evil, vicious, and self-serving man (than El Patron) could hardly be imagined” (Farmer 170). Though the practice of murdering clones is widely accepted in the book, it is morally wrong, and most people would at least have second thoughts about killing someone. Even with his dragon hoard, which he just lets sit there untouched and deeply protected, El Patron becomes outraged with even the slightest of a suggestion towards giving anything away. He is so self-centered, in fact, that at his death greed took over and all of the people inhabiting his part of Opium were silenced and added to his hoard. Power is what El Patron has worked for and what he fears of losing. Unthinkingly describing the drug lord word for word, Tam Lin once said that “Power is a drug, and people like me crave it” (Farmer 243). Though his business is illegal to the rest of the world, he never seems to show any concern about what everyone else’s laws are and he proceeds with what he had planned. Matt and all of the other clones he had created are mere examples of this.

Journal Analyzing the Byronic Hero and Lord Byron’s Writing Styles Ess

A Journal Analyzing the Byronic Hero, Those who Closely Resemble the Hero, Byron’s Writing Styles and Literary Criticism (Journal entry 1, Defining the Byronic Hero) The Byronic Hero is a term derived from the poetic narrative, Childe Harold’s Pilgrimage, by Lord Byron. Though the idea of the Byronic Hero originated with the creation of Byron’s characters, Byron himself possessed the physical features associated with the Byronic Hero. These features include dark brooding eyes, dark hair, pale skin and a slender frame. The Byronic hero derived from Childe Harold’s Pilgrimage, strays away from the typical â€Å"hero† role by possessing dual characteristics of good as well as evil, â€Å"And had been glorious in another day: but one sad losel soils a name for aye†¦Ã¢â‚¬ (Byron,C.H.181). The Byronic Hero is usually defined by his voluntary isolation from the normal institutions of society, â€Å"Self-exiled Harold wanders forth again, with nought of hope left, but with less of gloom†¦Ã¢â‚¬  (Byron,C.H.211). He also represses his passions creating an unrequited obsession when, â€Å"He bids t o sober joy that here sojourns: nought interrupts the riot, though in lieu of true devotion monkish incense burns†¦Ã¢â‚¬  and â€Å"had buried long his hopes, no more to rise: pleasure’s pall’d victim! Life-abhorring gloom.†(Byron,C.H. 193) In these remarks, the Hero prefers to bask in sorrow for a love lost or never attained than to pursue the object of his desire. The Byronic Hero prides himself on his intellectual ability because his intelligence eclipses that of the average man. â€Å"But soon he knew himself the most unfit of men to herd with man; with whom he held little in common; untaught to submit his thoughts to others, though his soul was quell’d in his you... ...the confines of society. The Superhero further evades societal restrictions by masking himself and keeping his identity a mystery. This mystery distinguishes the Hero from others and places him into the Byronic realm where the dark figure retreats to solitude. Unlike the Byronic Hero described in Byron’s poetry the new Superhero has a dual conscience that allows him to reside outside of societal foundations while working to uphold the society’s values. Works Cited Lauter, Paul, ed. The Heath Anthology of American Literature. Boston: New York 2002. Bloom, Harold, ed. Modern Critical Interpretations. New Have: New York 1987. Leone, Bruno, ed.Readings on Edgar Allan Poe. San Diego: CA 1998. Page, Frederick, ed. Byron Poetical Works. Oxford: New York 1970. Bloom, Harold, ed. Modern Critical Views George Gordon, Lord Byron. New Haven: New York 1986.

Tuesday, September 17, 2019

Term Paper on Computer Games

Intelligence and Dexterity are beneficial gift that God has endowed us. Hence, Man has the ability to tinker with nature. It is factual and concluded. We have the greatest opportunity to manipulate things like: The Development of Medicine; Swift Transportation; Rapid Communications and the Aggrandizement of Technology. One of this is COMPUTER GAMES. Computer Games is one of the vital issues in our society to be focused on. Why? Because they say that Computer Games are one of the vices that the teenagers are been addicted, attached with.They could spend all day just to play various online or downloaded games. Seemingly, it is there cravings for them to be satisfied. Just like there days wouldn’t complete if not played just even one game. According to Surveys, Computer Games has indeed a great effect on everybody. Because, we can visualize myriad teenagers seated in front of computer set playing, enjoying, and cussing with each other. YES, CUSSING. When been fond of it, teenager s are gradually adapting the nature of a maniac player. Now, they know how to use vulgar words to express their feelings, a volcano that would about to erupt.Another thing is that, we can no longer more to see youth who plays basketball, volleyball and the rest of the Sports Games that can really helped a lot in our health and physical attributes. That’s why they also added that Computer Games is gradually defeating sports. This is why the Government should take its action to give remedy to this epidemic issue concerns our youth of today. Today, parents still worry about the effects of violent computer games and of course it also remains a popular topic for the media.However, with a growing number of children and teens spending excessive time playing computer games, perhaps parents should be more worried about teenagers addicted to computer games than the effects of violent Computer Games. An examination of the literature reveals that those who study video game addiction some times disagree on the proportion of children and teenagers addicted to computer games. However, the majority of studies suggest that approximately 5 to 10% of youth who play computer games become addicted.Compared to other psychological difficulties (such as depression and anxiety), teenage computer game addiction is obviously a relatively new problem faced by families. As such, parents may lack accurate and/or helpful information on the signs of computer game addiction, the risk factors for video game addiction, and strategies for helping teenagers addicted to computer games after the problem develops. BACKGROUND The debate on whether Computer Games have social effects and cause violence among the players, especially children, can be traced back to 1976 when a video game entitled Death Race was released on the market.The main aim of the game was to run over screaming gremlins using a car which would then turn into tombstones. The pace of the game was pedestrian and the gremlins res embled human figures. There was a public outcry over this video game and eventually its production ceased. There were other violent Computer Games that were produced later in 1993, such as Night Trap and Mortal Combat, that were followed by public outcry. In the same year, a board was established in the United States to look into Computer Games and rate them according to their content (Siwek, 2007).The board is known as the entertainment software rating board (ESRB). The other video game that attracted media attention was Rapelay, produced in 2006 (Siwek, 2007). The video game required players to rape and stalk a woman and her two girls. Such Computer Games are said to cause behavioral change among children. There are several incidents that are linked to Computer Games, such as the massacre at Columbine High School that claimed 13 lives. Laws have been enacted to ban or control the sale of Computer Games.For example, on the 27th of June 2007, the Supreme Court of the United States o verturned the law in California that banned the sale of Computer Games to minors (Siwek, 2007). The court ruled that the law violated the freedom of speech even though the state has an obligation to protect kids from harm. Another aspect that should be noted regarding Computer Games is that boys spend more time playing than girls. Not many girls are interested in playing Computer Games, hence they are not affected as much as boys of a similar age (Anderson & Bushman, 2001).The Drawbacks of Children Playing Computer Games Most of the negative effects as a result of playing Computer Games among children can be blamed on the violent scenes contained in these games. When a child spends an extended amount of time playing such Computer Games, they becomes socially isolated. This means that a child does not have enough time to interact with other members of society (Anderson & Bushman, 2001). The child who spends many hours a day playing Computer Games will have no time to meet and make ne w friends. They may in turn become more depressed and lonelier in their homes.Children will also spend little time on other activities such as sports, reading, and doing homework. The child becomes socially inactive since they do not get involved in social activities. Some Computer Games teach children wrong values (Gunter, 1998). Most of the children who spend much of their time playing Computer Games are likely to perform poorly in school. A solid number of Computer Games are addictive. Rather than studying or completing homework, a child spends time playing Computer Games. As a result, poor performance will be seen at schools. Computer Games reduce a child’s imaginative thinking as well.This means that a child who ends up spending most of their time playing Computer Games does not get a chance to think creatively or independently. Imaginative thinking is crucial in developing a child’s creativity. By fostering isolation, Computer Games may also affect a childâ€℠¢s health. Since they do not get enough bodily exercise, children who spend the majority of their time playing Computer Games are likely to suffer from video-induced seizures, obesity and skeletal, muscular and postural disorders like tendinitis, carpal tunnel syndrome, among others.Computer Games promote children to associate happiness and pleasure with the capability to cause pain to others. They develop the feeling that in order to be happy, one has to make other people suffer. Children who play Computer Games tend to develop selfish behavior (Anderson & Bushman, 2001). Computer Games teach the player to be dependent and since the child is left alone while playing the game, they can develop selfish behavior. A certain study that was done at the Minneapolis-based national institute for media indicated that kids can get addicted to Computer Games and exhibit social phobias.The interactive quality of Computer Games is quite different from passively viewing movies or television. The games allow players to be active participants in the script. The players who are able to benefit from acts of violence are then able to proceed to the next level (Sherry, 2001). As a negative result of playing Computer Games, violence in children has shown an increase. â€Å"Anderson and Dill found that males who were high in aggression and irritability, showed the strongest association between video game play and aggressive behavior (Lillian Bensely & Juliet Van Eenwyk, 2001)†.There are many incidents of violent behavior among children who play violent Computer Games worldwide (Gunter, 1998). One of the high-profile incidents is the Columbine High School massacre that was caused by 17 year-old Dylan Klebold, and 18 year-old Harris Eric. The massacre happened on the 20th of April, 1999, at Columbine High School, located in Jefferson County. 12 pupils and a teacher were killed by two pupils. It was later revealed that the two shooters in the massacre were frequent players of w eapon-based combat games.It was also noted that the two shooters used to play Wolfeinstein 3D and Doom, games which are violent. After the incident, many newspaper articles claimed that the key cause of that incident was violent Computer Games. Another incident occurred in April, 2000 when Jose Rabadan, a sixteen year-old Spaniard, killed his parents and his sister using a katana sword, claiming that he was Squall Leonhart, the main character in the video game titled ‘Final Fantasy V111,’ on a mission to avenge. This was a consequence of playing the game too much and fantasizing about what he saw in the video game (Williams, & Marko, 2005).In 1997, there was the case of a thirteen year-old Wilson Noah, who was killed by his friend using a kitchen knife. The mother of the deceased claimed that Noah was stabbed because of the obsession his friend had with the video game known as Mortal Combat. She alleged that the child who killed Noah was obsessed with the game, and thou ght he was one of the characters in the game named ‘Cyrax’. In the game, Cyrax is using a finishing move whereby he grabs the opponent and stabs him in the chest. It was alleged that this was the move that motivated the killing of that child.There are many other incidents that were caused by the effects of playing Computer Games. A report that was compiled by the FBI in the year 2006 showed that the playing of Computer Games among children was one of the behavioral traits linked to school shootings. The report outlined several factors behind school shootings of which playing violent Computer Games was the most obvious (Anderson & Bushman, 2001). According to Gentile and Anderson, playing Computer Games increases the aggressive behavior of the player, since the acts of violence are continually repeated during the game (Gentile, & Anderson, 2003).â€Å"Although heightened physiological arousal (e. g. , heart rate, blood pressure, skin conductance) can be beneficial in ce rtain situations, physiological arousal produced by violent media (or by other sources), can be linked to an increase in aggressive behavior, especially when that arousal can be erroneously attributed to another provoking event, rather than to the violent media. Repetition of an act has been considered an effective teaching method, reinforcing learners patterns (Barlett, Harris, & Bruey, 2007). †The games encourage the players to role play or identify with their favorite character (Gentile & Anderson, 2003). The increase in physical bullying in many schools can also be linked to the popularity of Computer Games that contain violent content. A study done in 2008, indicated that about 60% or more of middle school boys ended up striking or beating somebody after playing at least one mature-rated video game. The research also showed that about 39% of boys who never played violent Computer Games were not involved in any form of violence.When playing Computer Games, players are rewa rded for simulating violence. This enhances the learning of violent behavior among the children who find pleasure in violent Computer Games. When violence is rewarded while playing Computer Games, players tend to develop aggressive behavior. As noted earlier, Computer Games desensitize players to real-life violence. The exposure to Computer Games causes a reduction in P300 amplitudes that are contained in the brain. The child will later experience aggressive behavior and desensitization to violence (Bartholow, Bushman & Sestir, 2006).After children experience violence while playing Computer Games, they are likely to develop a fear of becoming victims of violent acts. According to the report compiled by six leading national medical associations in 2000, children do not trust their fellow children and hence will develop violent, self-protective measures. The exposure to cruel Computer Games also leads to reduced empathy among the players. From a survey conducted by Jeanne Funk in 2004 , Computer Games are the only media linked or associated with low empathy.Empathy is described as the capacity or ability to understand other people’s feelings. The level of empathy plays a noteworthy role in evaluating a person’s morals. Empathy also controls aggressive behavior among individuals, especially children (Bartholow, Bushman & Sestir, 2006). After lacking empathy as a consequence of violent Computer Games, these children are likely to be violent. Repetition of actions when one is playing a video game affects the subconscious mind, hence a behavioral script is developed. A sound example of a behavioral script is that developed by drivers.It urges the driver to first get into a car, fasten their safety belt and then start the car. Similarly, Computer Games induce a child to develop a behavioral script that urges them to respond violently to a certain situation (Gunter, 1998). Playing Computer Games teaches children that violence is an acceptable way of solvi ng their conflicts. Those who play Computer Games, especially games with violent content, do not develop the belief that using non-violence means can solve a problem. They tend to be less forgiving when compared to those children who play non-violent Computer Games (Sherry, 2001).Children tend to confuse real-world violence with video game violence. After fantasizing about the violence in Computer Games, children are likely to fight in schools and in the streets. New Computer Games allow a lot of physical interaction with the players. Some Computer Games train players on how to be a killer. For example, in 1996, the Marine Corps in the United States authorized the release of Doom 11, which was a violent video game. The game was previously used to train marine soldiers. Such games can train children to be high-profile killers.Most Computer Games have portrayed a negative attitude towards women. Violence against women is likely to increase in a child who plays brutal Computer Games (G unter, 1998). Counter Arguments In any life situation and with any sort of problem, there are those who disagree with the majority. Likewise, there are researchers who present various counter arguments to support the idea that Computer Games can be beneficial for children. The first counter argument against the side effects of Computer Games is the fact that children are not isolated as they have online gaming communities.Children who are unable to associate with others do not feel isolated since they are left to play Computer Games. For example, a child who is not physically fit to play with others can turn to Computer Games during their free time to reduce boredom. It has been noted that violent juvenile crimes have been decreasing in the recent years, yet the popularity of Computer Games has been increasing. For the period 1995 to 2008, the rate of arrest of juvenile murderers decreased by 71. 9%, while the overall arrest cases concerning juvenile violence decreased by 49%.In the same period, the sale of cruel Computer Games increased by almost 4 times compared to the years before. From these statistics, one can conclude that there is no direct correlation between violent juvenile crimes and Computer Games. There has been no scientifically proven link between violent behavior among children and Computer Games. Most of the surveys carried out on Computer Games are affected by design flows. The surveys are done within a short duration of time and do not follow kids for any considerable period of time. After a short observation, conclusions are then drawn.The other counter argument against Computer Games is that children learn real life-skills when playing Computer Games. Players of brutal Computer Games are able to learn how to regulate their emotions when playing (Anderson, Gentile, & Buckley, 2007). The level of control developed while playing Computer Games in terms of directing actions and pace are prudent ways of regulating the emotional state of childre n. The perception of being in control of actions minimizes emotional and stressful responses to events. Aggressive and angry feelings can be relieved by playing Computer Games.When a child plays Computer Games, it is one of the best ways of relieving aggression and depression. Many children play Computer Games to relieve anger while others play Computer Games to relax their bodies. Children are given healthy and safe opportunities to virtually explore the rules and consequences of violent behavior when they play Computer Games (Bartholow, Bushman & Sestir, 2006). After playing Computer Games, especially ones that contain violence, children are able to develop ways of escaping violence. The form of violence can be affected by Computer Games, but does not necessarily lead to the occurrence of violence.Through the challenges faced while playing some Computer Games, children are able to learn how to avoid violence, or how to escape from violence. Those who hold the view that Computer Ga mes do not have negative effects on children indicate that Computer Games do not lead a child to violence, but instead, violent children are the ones who are interested in Computer Games (Anderson, Gentile & Buckley, 2007). Conclusion The argument about whether Computer Games have negative or positive effects on children is broad, and depends on one’s philosophical views.â€Å"Most of the research projects that have been conducted on the authentic effects of media brutality on behavior of children have included small, often unrepresentative samples and unique examples of media violence (Dietz, 1998)†. This paper has compiled some of the negative effects of Computer Games among children. Some of the negative effects include children feeling isolated from society, becoming more violent and aggressive, as well as lacking communicative skills. When playing Computer Games, children spend extended periods of time by themselves and do not have much interaction with other chil dren, except for the virtual ones.As a result, children who play Computer Games do not develop effective communication skills with others, since hours, if not all their spare time is spent on Computer Games. There has also been a rise in violence among children who play Computer Games, the Columbine High School massacre being one such example. Injuries and fighting at home and outdoors have risen because of children playing brutal Computer Games (Anderson, Gentile, & Buckley, 2007). Some researchers however argue that Computer Games can and do have positive effects on children.They point out that children are not isolated, as they develop online gaming communities. Children are also able to learn real-life skills while playing Computer Games, as well as, learn how to escape violence. However, what both sides agree upon is that parents should guide their children on the outcomes of playing Computer Games. Personally, I think that Computer Games can be allowed when selected with cauti on and are not played frequently. As long as virtual reality does not replace a child’s real-life communication, Computer Games can become a great option for a child’s leisure.

Speech Outline

Thesis Statement: If people knew the beneficial effects of music it may help them succeed. Body: I. How does listening to music help you succeed? A. Depending on the type of music you listen to it could help improve your moo d. It can bring a â€Å"more positive mind set', which helps with the reduction of stress, which essentially can improve your I immune system. Transition: How music can decrease stress â€Å"Listening to music can have a tremendously relaxing effect on our minds and bodies†¦Music can have a beneficial effect on our physiological functions, slowing the pulse and heart rate, lower Eng blood pressure, and decreasing the levels of stress hormones. † according to Psych Central. B. It is said that classical music is what you should listen to but researchers say t at you can listen to any music for a stress reliever. â€Å"We think the pleasant State that can be induced by music leads to special pH histological changes which eventually lead to stress reduc tion or direct immune enhancement. Said Dry. Irony En, Dry. En lead recent research about music's effect on the immune system. I. So, if you're feeling stressed listen to your favorite music. Transition: Reducing stress will help you from getting sick. L. Stress hormones are likely to leave the body and Mucilaginous A is increase De when listening to music A. â€Å"Scientists found that after volunteers had listened to just 50 minutes of uplift Eng dance music, the levels of antibodies in their bodies increased.They also found that stress hormone levels, which c an weaken the immune system, decreased after being exposed to the music. The scientists tested 300 people, asking the m to listen to the dance music or to a random collection of tones. † Transition: Music will help you remember stuff. Music can help you remember important things, and help you study for a test It has been said, â€Å"Research has shown that music with a strong beat can stir elate brain waves to resona te in sync with the beat, with faster beats bringing sharper concentration and more alert thin inning†.II. At the University of California at Irvine researchers had students study for a et SST without listening to music and then take the test. Then had students study for another test while listening to music c, they then took the test the second time. The outcome was that when the students listened to music the test scores we re higher from when they studied without music. After this study they began to name this the â€Å"Mozart Effect†. Psych Cent trial. Conclusion: People should listen to music if they are feeling sick, stressed out, or want to f Ochs on something.

Monday, September 16, 2019

An Analysis Of Cousin Kate And The Seduction Essay

The title sounds like a woman is talking about her â€Å"Cousin Kate† and not especially about herself. It’s like her side of the story in the poem. The poem is about a lady in about the 1814 (the olden times). She falls in love with a rich person who sounds like the king which says here â€Å"Why did a great lord find me out† and then he flatters and uses her to the point where she is pregnant and has a child. This part from the poem shows that a rich person or so a king found her and abused her when she thought he really truly loved her but no he did not. â€Å"He changed me like a glove†. Then she praises her cousin about her looks and her wealth too. She says â€Å"You grew more fair I:† †¦ â€Å"Because you so good and pure† She then talks bout how true her love was and Kate’s wasn’t and she wants to spit in her ex lords face because she did not like him for his money or his land just because it was true love. â€Å"O cousin Kate my love was true, And your love was writ in sand:† This tells us that the Lord probably chose her cousin Kate because she was beautiful and because she was from a wealthy family and not then narrator because she says she was not that wealthy †¦ â€Å"Call me an outcast thing, Even so I sit an howl in dust†Ã¢â‚¬ ¦ At then she goes on to talking about her son which I think she had mentioned before in the poem were it says â€Å"So now I moan, an unclean thing† as if she did not want a child but now I think she is pleased with having a special gift which is her child and then she goes on to saying that her cousin Kate will never get what she has got because she never destined to get it. It says in the poem â€Å"I’ve got a gift you have not got, And seem not like to get: †¦ I’ve little doubt you fret. My fair haired son my shame, my pride† †¦ So she does not regret anything that has happened. She criticises her sister a little throughout the poem and is always saying she made a mistake but she got the best out of it like her fair headed son. Seduction means to seduce which means to lead astray and then tempt them into a sin or crime which the whole poem is based on. The poem is about a girl who gets persuaded by a handsome boy that he is the one for her and she can trust him fully. In the poem it says â€Å"She had nodded, quite enchanted† †¦ â€Å"so she fell in love† so she thinks that he has chosen her or she is the one for him. Later in this poem she finds out that she is 3 months gone in other terms three months pregnant with her x boyfriend’s baby. â€Å"When she discovered she was three months gone† She is frightened and very scared and the poem tells â€Å"And realised, for once, that she was truly truly frightened† She hates her life so much that she would rather take drugs than live in this hell that she has made by herself trusting some boy she had met at the party. She tells us that she wants to take drugs by â€Å"But then again better to be smoking scented drugs†¦Ã¢â‚¬  From that moment on her life lead her into a totally different path. She talks about her bright and colourful past which she can remember very clearly and wants to go back where she was with her friends in different places lie Blackpool by saying â€Å"Where were the glossy photographs of summer, Day trips to Blackpool, jumping all the rides?† so that’s why she wants to go back into her lively past. This poem shows how life can be sometimes and that you can never trust it. It shows her experiences with a lovely, gorgeous boy (what she thinks of him) and after how she is completely shattered. â€Å"With fingers that stroked her neck and thighs†Ã¢â‚¬ ¦ to â€Å"she cried that she had missed all her innocence around her† so that shows you what the narrator felt and was like from her past to her present. This poem might make boys seem bad and horrible but all boys are normally not like that and that girls always fall into a trap but sometimes they don’t from what it says in the poem like â€Å"All the parties where you’d meet the boy next door, Where you walk hand in hand, in an acne’d wonderland,†Ã¢â‚¬ ¦ This shows that she remembers the past and its like she cusses it and that she doesn’t want it to happen again like its going to happen again.