Saturday, October 5, 2019

Analyzing the major challenges i faced as a member of a writing Essay

Analyzing the major challenges i faced as a member of a writing community (IMPORTANT worth 20% of my grade) - Essay Example Despite the advantages associated with excellent writing skills, international students face challenges in development of effective writing skills. The challenge is adverse when the English is not the student’s first language. Students from Arabic and French speaking African countries face massive challenges because they must study English as a language before developing the necessary writing skills. Language learning is the process that requires time. For instance, early introduction to language leads to a better understanding of the language. For this case, students study English language at an old stage when in college. Such late introduction to a new language will adversely affect the writing skills of the students. For my case I started studying language in high school and despite the aggressive learning approach, I have not reached a satisfactory level. Therefore, the main challenge is to understand the language and developing the necessary skills with the focus being on the writing skills and style (Briggs 56). The introduction of the various languages at the infant stage of life may be beneficial for the students compared to the current college approach employed. The main challenge in international writing is the understanding of the Standard English for academic use, which affects article or publication quality. Language understanding and proficiency is vital in the development of the necessary writing skills and can be improved through practice and writing. In addition, there are five domains, which an international student can experience difficulties when developing academic writing skills (Briggs 20). The first challenge is the difference in culture. Difference in culture leads to culturally coined problems. The assumed and actual differences in the concepts of academic writing between the country of origin and host country can affect the writing significantly. In fact, it is a considerable challenge for international students because of the difference in understanding and perception. Some words may be translated to give a different meaning to the whole situation. The use of slang within the college causes a challenge because it affects understanding and meaning of words for international student. Academic writing approach between the different nations illustrates the difference in writing concepts which will be evident in the writings. According to Briggs, the observation by teachers indicates that the problems related to cultural adjustment, language and learning are products of cultural differences. The main challenge with culture is the difference in the learning style between country of origin and study country. For instance, the Middle Eastern culture does not encourage male and females interacting freely in the learning environment (Briggs 56). Therefore, the students may face the challenge when studying in the western countries which have no gender related restriction. Such changes will affect the international student and in turn reduce or lead to poor academic success. Culture is a vital issue in learning for international students because it affects perception and understanding. The international students are faced with general-linguistic problems, which result from linguistic knowledge or competency of the student. These are problems that cannot be accounted for by the students because of the second language deficiency (Briggs 23). Additionally, the ability of the student to

Friday, October 4, 2019

On Relation between a book and a topic Speech or Presentation

On Relation between a book and a topic - Speech or Presentation Example Los Angeles was the most popular getaway for immigrants during the 1980’s.The violence, killings by the death squads, financial turndown and worsening political situation of Guatemala forced its natives to immigrate to United States of America (Hong, n.d) Hector Tobar’s book â€Å"The Tattooed Soldier† is a heartfelt story of tragedy and revenge. It shows us the real picture of the poverty stricken and depressing lives of the immigrants to L.A.The main story of â€Å"The Tattooed Soldiers† revolves around a young man Antonio Bernal who is a citizen of Guatemala but forced to immigrate to L.A. He used to live in Guatemala along with his family when one day his wife and infant son were killed by the leader of the death squad, Guillermo Longoria (the tattooed soldier). Antonio immigrates to L.A in the hope to lead a better life but to this despair he finds only poverty and homelessness in such a big city. During the 1980’s, the immigrants believed that L.A was a place where one could live safely with his family and be financially well off but the reality was entirely different.

Thursday, October 3, 2019

Presidential Campaign Ads Essay Example for Free

Presidential Campaign Ads Essay Presidential campaign commercials are truly an efficient means to persuade voters to give their full support of the candidates. Aside from posters and town-to-town campaigns, these political commercials give additional projection to the candidates and also influence the people’s mind to win their ballots. On the site’s examples, the presidential candidates’ ads were somewhat similar to each other. They exhibit the candidates’ short biography, their visions and missions. Despite the soaring price needed to produce these ads, politicians still prefer these kinds of campaign paraphernalia because almost all households have televisions. These commercials are successful, given that the candidate with the more accurate and understandable ad would most likely make it to the presidential throne. The 1984 Presidential Commercial The 1984 ads were effective on Reagan’s campaign for presidency. Along with his undisputed public appeal, he was able to win the votes of his countrymen. The ad’s themes, â€Å"Prouder, Stronger and Better,†, for example, signified Reagan’s commitment to develop the country more, fulfill his citizens’ pleas and to continue his unfinished tasks since it was his second term. With these ads, people would surely be convinced of Reagan’s instincts on political ethics. Reagan, who was also referred as the â€Å"Teflon President† because of his viable abilities in resolving national problems, made a record for having one of the landslide wins in the election since 1936. On the other hand, the opposition, which was led by Vice President Mondale, experienced turmoil during his campaign for presidency. Aside for his unproven charisma, his campaign tactics were also unenviable which caused him his downfall and his chance to sit on the presidential throne. His ads were nothing compared to Reagan’s. They were not that understandable and accurate.

The History And Techniques Of Animation Film Studies Essay

The History And Techniques Of Animation Film Studies Essay In this article we discuss the concept of animation, exploring its definition and the history of early animation devices, the techniques developed for animation, including traditional animation, 3D CGI (Three Dimensional Computer Generated Imagery) in particular facial aninmation and mocap (motion capture), and the development of animation in China, including history, the market and industry. Finally, we speculate on the promising future of animation in China. Animation is associated to an ability of human vision known as the Phi Phenomenon. If you watch a succession of closely connected pictures in fast sequence, you see them as uninterrupted movement. Each picture is called a frame. Cartoons on television and images generated in video-games are examples of animation. More details on popular techniques to enliven the effect of animation, known as the twelve principles of 2D animation are provided in (El Rhalibi, A. and Shen, Y. (2004)). This is one of the types of early device which produces the illusion of the motion picture. The prototype of this device was invented in China by inventor Tian Huan on 180 AD. The images were drawn on to transparent paper attached to vanes and the inventor hung the Zoetrope above a burning lamp. The hot air which rose from the candle made the device rotate due to convection and form images which appear to move due to the shadows cast through the rotating slides. More recently, in 1834, William George Horner ((1786-1837) developed the modern Zoetrope. The device was composed of a cylinder which had slits along its sides set on a spindle stand. A series of images were placed around the internal edge of the cylinder, and when rotating the outer cylinder and looking through the slits the user can see a succession of images inside that give the illusion of motion. This device is still being used in animation classes to make the students understand animation techniques. 3.2 Thaumatrope (1824) This device was invented during the Victorian era, in 1825 by Dr. William Henry Fitton (1780-1861). The Thaumatrope is a device which has a small circular card. Two different pictures are drawn; one on each side of the card and a string/small pole goes through the centre. When the pole is spun by placing in between the hands the card quickly flips around causing the images to coincide and appear to join as a single image. John Ayrton Paris (1785-1856) used this device, at the Royal College of Physicians in 1824, to demonstrate the phi phenomenon. 3.3 Kineograph (1868) The kineograph or flick book was invented by John Barnes Linnet in 1868. The kineograph was one of the biggest inventions which took us nearer to the modern animation technique. The kineograph gave the perfect illusion of motion. The sequential images are drawn on each sheet and when the sheets are flicked the images appear to move. All these inventions, and others such as Electrotachyscope, Mutoscope, Phenakistoscope, Praxinoscope, and Zoopraxiscope, were a major cause for the invention and development of modern animation. 4. Animation Techniques 4.1 Traditional Animation Method Traditional animation embraces many methods including cel animation, stop-motion animation, claymation (a.k.a clay animation) and further techniques based 3D CGI and motion capture. In the following we discuss about 3D CGI with an example of techniques used for face animation, and motion capture. 2D animation techniques and stop-motion information can be found in (El Rhalibi, A. and Shen, Y. (2004)). 4.2 Animation with 3D CGI 3D Computer-generated imagery (CGI) transformed animation. The first film completed entirely in 3D CGI was Toy Story (1995), produced by Pixar. The process of 3D CGI is very repetitive and similar in that sense to classical 2D animation and follows many of the same principles. 3D CGI use very sophisticated software applications to create and manipulate very complex and realistic 3D objects, characters and environments. The software also provides functionalities for the animation of 3D scene components. The major difference between 3D CGI animation and traditional animation is in 3D CGI the images are replaced by 3D models which are digitally modelled using 3D modelling and animation tools. The 3D models are animated roughly like stop motion animation but in 3D CGI there is no physical object. The objects in the 3D world are all virtual objects. The CAA (Computer Aided Animation) widely used in 2D animation is a mix of both categories of animation. The traditional animation is done with the aid of computer to speed up the process of keyframe, cel, and interpolation. Some software languages and platforms, such as Flash which is a multimedia platform, provide these functionalities for both 2D and 3D. 3D CGI can be used for many kind of animation, including in combination with standard such as MPEG4. The following section reviews the use of 3D CGI for Facial Modelling and Animation. 4.3 Facial Modelling and Animation We provide an overview into the current research conducted in regards to both facial modelling and facial animation techniques (N. Ersotelos and F. Dong, 2007). Modelling a 3D virtual character can be cumbersome and time consuming process. Typically a character is modelled as a polygon mesh; whilst alternative techniques exist such as multi-layer modelling which include underlying structures such as the muscle and skeletal formations, these techniques are still considered too computationally expensive, particularly in the context of real-time applications. There are several approaches to constructing a modelled character: Standard Geometric Face Modelling, an approach typically used in animated feature films and games; Generic Model Individualization (GMI), where a specific model is constructed through the deformation of an existing model, such as those constructed from video streams and 3D face scanners; and Example-based Face Modelling (EFM), where a face is constructed with the desired facial features through the linear combinations of an existing face model collection, an example of this is the morphable facial modelling technique. In re lation to facial animation, there are three prominent classifications for the techniques employed: A Simulation-based approach, in which synthetic facial movements are generated through the mimicking of facial muscle contractions, whose application is prominent in the field of medical-based visualization. The Performance-Driven approach, where facial actions are typically applied to a face model, from sources such as video recordings and performance capture. The MPEG-4 standard falls into this classification, but can also be driven through procedural means. The third classification is the Blend Shape-based approach, which typically creates a set of desired animations through the combination of a number of existing face models. There are various levels of granularity for blend shapes, such as interpolation between models, interpolation between images, morphable model approach, and a facial segmentation approach, where the face is divided into small regions, which are manipulated and interpolated between poses. The latter approach has become increasingly prevalent within the games industry. In this case, facial models are rigged with segmentations based on skeletal joints/ bones, blend shape objects, or a hybrid combination of both. The Face rig is then manipulated through the artists tools or through automated techniques such as motion and performance capture. Examples of this case can be found through visual outsourcing specialists such as Image Metrics, whose proprietary technique has been integrated with commercial game engine solutions such as Emergents Gamebryo engine. In the context of facial animation, common approach is to adopt techniques from the real-time face segmentation blend-shape approach and apply them to MPEG-4 based techniques at the lowest level of integration. Whilst blend shape objects have been used to great effect within the film industry (e.g. the Lord of the Rings films Gollum character was comprised of 946 blend shape controls [5]), a nd have seen recent adoption in the high-performance games market, they are computationally expensive to implement, especially across low-mid range desktop PCs in real-time. Therefore, a better method is to adopt a skeletal system for the facial segmentation. Other techniques such as motion capture (mocap) have been developed to produce the data to feed-in animation systems for character animation, or even facial animation. 4.4Animation and Mocap Mocap (Motion Capture) is the technique of capturing motion and converting that motion onto data to be exploited on an animation system or 3D authoring software. It is applied in the production of animation for entertainment (films and games), medical, sports, and military applications. In film production it involves capturing digital data records of the actions of actors, and applying this data to animate digital 2D and 3D character models in computer animation. This animation information is mapped to a character model so that the model executes the same movements as the actor. Mocap is used routinely to produce films which endeavour to replicate the realism of live-action cinema, with near realistically looking digital characters. Some recent films using motion capture techniques are discussed in the following. The Polar Express (Directed by Robert Zemeckis in 2004) used mocap with actor Tom Hanks executing the performance of many different digital models. In 2007, the adaptation o f the famous chronicle Beowulf animated digital characters were also partially based on the actors providing movements, with mocap, and voices. The Walt Disney Pictures Company has also recently started to invest in mocap, releasing Robert Zemeckis A Christmas Carol (2009) and Tim Burtons Alice in Wonderland (2010) which both use this technique extensively. Other applications which routinely apply mocap to animate in-game characters are video games. This has been done since 1995, with the release of the Atari Jaguar game Highlander: The Last of the MacLeods. Movies also use captured movements for 3D CGI effects, and progressively replacing classical cel animation technique, to animate entirely 3D CGI creatures, like the Navi from James Camerons Avatar. Motion capture is commonly used for animation, movies and video games in all the leading countries that produce this media. In the following we discuss the development of animation in China. 5. Animation Development in PRC 5.1 History of Animation in PRC Animation did not start in China before the 1910s. In 1918, an animation clip Out of the Inkwell, produced in the US, was played in the biggest Chinese cities. This event can be considered as the beginning of modern animation there. However the animation industry in PRC did not start until the 1920s, with the advent of the Wan brothers who worked on several animation shorts for a decade before they produced the earliest animation with sound known as The Camels Dance. It was only four years afterwards in 1939 that Walt Disney Studios Snow White was presented to Shanghai audience and represents another important milestone of the history of animation in PRC. And two years after, in 1941 the original full-length Chinese film animation, titled Princess Iron Fan was launched (reference from History of Chinese Animation). At this time other countries in Asia were making impressive progresses with their animation development. In particular Japan has started to develop the famous anime style and technique. However these progressions did not directly influence China. During the 1940s, the Wans created more than twenty animation shorts to educate people with nationalistic themes against opium, imperialism and the Japanese invasion. However, animations produced in China, and until the Chinese Cultural Revolution, were essentially inspired by Chinese traditions, culture and arts, drawing most topics from old folklores. An instance of a time-honoured Chinese character used in animation is Monkey King, a character that originated from the traditional literature Pilgrim to the West, which was introduced by the Wan brothers in the 1964 full-length animated feature titled Havoc in Heaven. Unfortunately, while the animation industry in China was at its apex in the 1960s, it was cut short during the Cultural Revolution (1966-1976), and was left last in the animation development race. The other countries took advantage and by the 1980s Japanese animation production comes out as the market global leader in Asia. In the 1990s, when PRC opened again its market to the world, new opportunities for animation occurred. Nowadays, PRC animation industry has significantly recreated itself with influences from Taiwan, Hong Kong and Japan. One of the first innovative changes in 1995 was a manhua animation adaptation titled Cyber Weapon Z. Manhua involves characters who are very similar to any typical anime showing a clear influence from Japan. The advent of the Internet in China, with the first ever connection in 1987, increasing to more than 384 million users by 2009, led to the creation of various form of professional as well as amateurish animations, in the form of webtoons. The webtoon phenomenon has taken China to a new level in animation production. During the last decade, 3D CGI and special effects production has also increased greatly and many Chinese animation feature and shorts had begun to adopt it by the mid-2000s with for example in 2005 the release of the famous animation DragonBlade: The Legend of Lang. 5.2 Animation Industry and Market in PRC Nowadays, in 2010, the animation industry is well established in PRC. Many large studios, dominate the market, and there are even more small studios spread across the country. Many of these are agents of broadcast or other media organisation. The animation industry has essentially positioned itself in the region of Shanghai with most animation studios located over a few hundred kilometres from the city. In Suzhou (Jiangsu province) there are 2 of the leading and largest animation studios, Hong Ying and Wang Films, and also a few small office branch studios of other firms. Both companies are from Taiwan and operate a network of branch studios in Shanghai, as well as abroad. Wang Films is perhaps the most highly regarded of all studios in Asia, and have studios also in Indonesia, and Thailand as well as in PRC. Shanghai contains a number of studios including Shanghai Animation and Shanghai Morning Sun. Hong Kong Animation Services is yet another animation firm in the Shanghai region, a nd employs a network of branch studios operating in the Shanghai region. In the city of Shenzhen, in Guangdong province, the animation industry also has a good presence with two other big animation studios Jade Animation and Colorland Animation. These two organisations are Hong Kong joint ventures and contend with many small studios which are either supported by the state, for example CCTV Oriental Hong Ye, or Japanese ran branch studios, for example Rising Sun Animation, operated solely for parent companies in Japan. Animation industry in economically booming PRC is performing efficiently. The production charges, including labour and other resources price, are cheaper than in other countries. The number and quality of animators has increased significantly and considering the recent quality of the productions and the increasing number of animation studios, it seems that the skills pool will carry on growing to cater for future expected needs of the animation market. In year 2000, an animation studio paid $2.8 million producing the animation Lotus Lantern. The animated motion picture made a box-office-revenue of $2.5 million. Some years later, Qins Moon the popular Chinese series was released in 2007. It used striking 3D CGI and thrilling stories. Its 3rd season episodes were aired on June 2010. From a demographics position, in 2009, the consumer market in PRC is divided as follows, 9% of the viewers are below 13 years of age, 60% are between 14 to 17 years of age and 31% over an age of 18, including more than 650 million animation fans. From the economic viewpoint, Quatech Research, in 2009, surveyed, people aged between fifteen and thirty in the main modern Chinese cities; Beijing, Guangzhou and Shanghai; and found that over $165 million was disbursed for animation products, however over 85% of profits flowed directly out of China. Additional reviews showed that 62% of the consumers favour animations from Japan, 28% support US animations and just 10 % favour animations made in PRC or Hong Kong. While the animation industry has progressed technologically well (e.g. using 3D CGI and mocap), and has mostly caught-up with competing countries in 2010, it still has much effort to do to change the people support for Chinese production. 6. Future of Animation in PRC Since the invention of the Zoetrope, animation has evolved to an amazing quality and complexity. Most animation products are nowadays being developed using the most advanced techniques and 3D CGI based technologies and motion capture. 3D CGI technologies are well established at US and Japanese animation studios, and start to be used for full-length animated film in China as well. In 2010, Chinas original 3-D animated science fiction film Animen was created under the direction of Xu Ke, managing director of the company Hippo Animation House, from Chinese mainland. Using state-of-the-art motion capture technology, it is also the first home-grown 3D sci-fi animation film to be made on the Chinese mainland. More than 50,000 production cels were drawn for the films numerous drafts. Also, more than 1,200 shots of the 90-minute film were added with 3-D effects. The film was in development for six years and its production budget reached $7.3 million. Despite a chaotic history, animation in China is catching up swiftly, and is emerging to become a market leader of animation productions, to join the other powerhouses in USA and Japan. 7. Further Reading Bradford, R.E. (1995) Real-Time Animation Toolkit in C++ John Wiley Sons Inc. China Through a Lens: Li Xiao (2003). Chinese Animation: Splendid Past, Bitter Present [Online]. http://www.china.org.cn/english/2003/Aug/72789.htm China Market Report (2008), 2009-2012 China Animation Industry Market Research Report, Shenzhen Zero Power Intelligence Co., Ltd. China Market Report (2009), 2010-2013 Annual research and consultation report on China animation, Shenzhen Zero Power Intelligence Co., Ltd. El Rhalibi, A. and Shen, Y. (2004) Animation: Berkshire Encyclopedia of Human-Computer Interaction. Volume 1. p. 13-17. Berkshire Publishing Group. N. Ersotelos and F. Dong, Building highly realistic facial modelling and animation: a survey, The Visual Computer: International Journal of Computer Graphics, vol. 24, no. 1, pp. 13-30, Nov. 2007. Foley et al (1990) Computer Graphics: Principles Practice 2nd Edition Wesley 0201848406 Griffin, H. Animators Guide to 2D Animation Focal Press 024051579X, Y Don Hahn The Alchemy of Animation: Making an Animated Film in the Modern Age Disney Editions (7 Oct 2008) History of Chinese Animation. [Online] (Retrieved on 11st July 2010) http://en.wikipedia.org/wiki/History_of_Chinese_animation Kit Laybourne (1998), The Animation Book. Crown Publications; 2nd Revised edition John A. Lent (2000), Animation in Asia and the Pacific, John Libbey Publishing John A. Lent (2009) Animation in South Asia, Studies in South Asian Film and Media Volume 1 Number 1 Â © 2009 Intellect Ltd. [Online] http://www.atypon-link.com/INT/doi/pdf/10.1386/safm.1.1.101_1?cookieSet=1 Peter Lord, and Brian Sibley (2004) Cracking Animation: The Aardman Book of 3-D Animation; Thames Hudson; 2 edition (22 Nov 2004) Magnenat-Thalmann, N., Thalmann, D. (1996) Interactive Computer Animation Prentice Hall Kelly L. Murdock 3ds Max 2010 Bible John Wiley Sons; (28 July 2009) Kerlow, I. V. (2000) The Art of 3-D Computer Animation and Imaging Van Nostrand Reinhold 0442018967 List of Chinese animated films. [Online]. http://en.wikipedia.org/wiki/List_of_Chinese_animated_films Parent, R. (2001) Computer Animation: Algorithms and Techniques Morgan-Kaufmann, San Francisco Chris Patmore (2003), The Complete Animation Course: The Principles, Practice and Techniques of Successful Animation. Thames Hudson (4 Aug 2003) Qins Moon Series. (2007-2010), [Online]. http://www.qinsmoon.com/CHS/new/main2.php Robert Reinhardt and Snow Dowd, Flash CS4 Professional Bible John Wiley Sons; Pap/Cdr edition (6 Feb 2009) Ronan, Colin A; Joseph Needham (1985). The Shorter Science and Civilisation in China: Volume 2. Cambridge University Press Susannah Shaw, Stop Motion: Craft Skills for Model Animation. Focal Press (Visual Effects and Animation); 2 edition (3 April 2008) Thomas, F. Johnson, O. (1981) Disney Animation: The Illusion of Life Abbeville Press New York 089659498X Milt Vallas (1998) China-The Awakening Giant: Animation And Broadcasting In The Mainland, Animation World Magazine Issue 3.5 August 1998, [Online] http://www.awn.com/mag/issue3.5/3.5pages/3.5vallas.html Watt, A. Watt, M. (1992) Animation and Rendering Techniques Theory and Practice Addison -Wesley 0201544121

Wednesday, October 2, 2019

Socrates and Thrasymachus in Republic Essay -- Philosophy Philosophica

Socrates and Thrasymachus in Republic Socrates and Thrasymachus have a dialogue in Chapter 2 of Republic which progresses from a discussion of the definition of morality, to an understanding of the expertise of ruling, and eventually to a debate on the state of human nature. The Thrasymachian view of human nature has interesting implications in regards to Thomas Nagel’s ideal of egalitarianism, and Barbara Ehrenreich’s discontentment with the economic disparity in our democratic society. Although Thrasymachus is thwarted in conversation, Glaucon finds the outcome not entirely conclusive and directs Socrates to proving that morality, in and of itself, is a worthwhile pursuit. Thrasymachus opens the discussion with Socrates claiming, â€Å"morality is the advantage of the stronger party.† (Republic 338c) By this he means ‘moral’ actions are those in accordance with the laws of the stronger party. He explicates his position by saying, â€Å"each government passes laws with a view to its own advantage: a democracy makes democratic laws, a dictatorship makes dictatorial laws†¦ In so doing, each government makes it clear that what is right and moral for its subjects is what is to its own advantage.† (Republic 338e) In this example Thrasymachus claims that â€Å"morality is the advantage of the current government.† (Republic 339a) In giving this claim Thrasymachus implies that: 1. Morality is not objective. 2. Morality is defined as compliance with the laws given by the governing party. 3. The governing party creates laws based on what (it thinks!) will serve its own advantage. 4. The governing party creates morality for its subjects with the purpose of serving its own advantage. Thrasymachus defines ‘right’ as acti... ...count for the lack of success of egalitarian societies that Nagel proposes, and the economic disparity that Ehrenreich addresses. Socrates must respond to both Thrasymachus and Glaucon’s reiteration by showing that a moral life is good in and of itself, rather than for its consequences. The dialogue between Socrates and Thrasymachus, and later with Socrates, Glaucon, and Adeimantus prompts Plato to write the rest of Republic in explanation of what a moral community is, and how such a blueprint can be applied to a moral individual. Works Cited 1. Plato (trans. Robin Waterfield). Republic, Oxford University Press Inc., New York. 1998 edition. 2. Nagel, Thomas. â€Å"Equality and Partiality,† in Classics of Political and Moral Philosophy, ed. Steven Cahn (Oxford University Press, 2002). 3. Ehrenreich, Barbara. Nickel and Dimed. Henry Holt & Company 2001.

Tuesday, October 1, 2019

NIKE and Child Labor Essay examples -- Business Management

NIKE and Child Labor Nike Company started in 1984, in Portland Oregon by Tinker Hatfield, a former pole-vaulter and architect. Hatfield worked his way into the shoe industry. He got his idea from Converse’s in the early 1970’s slogan, Limousines for the Feet. In Hatfield believe our culture have a lot of interest in shoes, just as much as our culture back in the 1950’s were interested in owning cars. They began introducing their Nike shoes and products to the society by images of people and things like the production of the Nike Air Jordan. This product was named after Michael Jordan. Michael Jordan is the best basketball player and biggest star at that time. In advertisement, Michael Jordan would show us a quick lay up to the goal or a fast break away from an opponent while wearing the Air Jordan. This high top basketball shoe gave an image of speed and quick moves to a younger group of viewers. With this in mind, Hatfield and associates learned that a product had to be able to have implied performance. Know Nike is doing well in the United States. The minute the market accepted their products they started looking for alternative to minimize their cost and to increase their profit. A lot of reason caused that to happen, one of them the labor cost over here in the U.S, is higher than it is in the other countries like (China, Indonesia, Vietnam†¦etc). An estimated 200 million Children around the world go to work every day. Their ages ranges between 5 and 17 years. According to the International Labor Organization, nearly 171 million children are engaged in unsafe work environment, of which 111 million are younger than 15. Some 8.4 million children are trapped in the worst forms of child labor, including slavery, t... ...ause of the cheep labor and the benefit that heir companies gain in term of profit for example the shoes cost them in labor about $1.90 a day to produce, but on the other hand it will cost them about $6.35 an hour in the US. Therefore children are trapped going to work because governments and international agencies do not put enough priority into education and because globalization without a social dimension allows crooked employers to profit from exploiting children. In my opinion I think that the International Labor Organization, OSHA (Occupational Safety and Health Administration), and WTO (World Trade Organization) should work hand to hand to create and in force soon kind of rules to protect these kids from this kind of iron grip. References: 1. http://www.aflcio.org/issuespolitics/globaleconomy/children.cfm 2. http://www.american.edu/TED/nike.htm.

Person Centered Theory by Carl Rogers Essay

Person-centered theory is regarded as one of the most popular theories of counseling and therapy since its development in the 1940s. Its originator, Carl Rogers originally labeled it as nondirective. The theory was intended to offer a distinctive option to the behavioral and psychoanalytic theories that subjugated psychology during the period. At a later time, Rogers expanded the concepts of the process and renamed it client-centered to de-emphasize the nondirective nature and emphasize a full understanding of all the client’s dimensions. The person-centered concept evolved as issues relating to equality of participants in the relationship and a focus on the positive health of people became significant issues as opposed to unhealthier client status. Person-centered theory makes possible the expansion of helping situations. Originally developed as an individual process, it has since become a major group theory. This group focus has expanded into concepts popular in education. Rogers’ most recent work emphasized the same concepts as ways of dealing with international conflict resolution in an emphasis on promoting world peace. Person-centered theory places great emphasis on the individual’s ability to move in positive directions. Practitioners of the theory have a belief in the trustworthiness of individuals and in their innate ability to move toward self-actualization and health when the proper conditions are in place. Tied to these beliefs is the confidence that individuals also have the inner resources to move themselves in such positive directions. Finally, a core concept in the theory states that individuals perceive the world in a unique phenomenological way so that no two people’s perceptions of the world are the same. The perception of clients as competent, trustworthy, and forward-moving people who have their own unique view of the world places great confidence in the individual’s ability to control his/her own positive change. This confidence in the client directs the counselor to provide the conditions for that change. Specifically, there are three basic conditions needed to support an individual’s natural inclination for positive growth: a genuine relationship with a relatively congruent individual, acceptance and caring from the counselor, and an accurate understanding on the part of the counselor of the client’s phenomenological world. Clients who are provided with these growth conditions will realize their actualizing tendencies for growth. They will explore their difficulties and natural competencies in this productive environment, which will then lead to a clearer picture of themselves and their potential. As clients’ pictures of themselves become more accurate, they become better able to act in ways that are most in line with their true self (congruence). This in turn will lead to more self-confidence, self-understanding, and better choices. The role of the counselor in person-centered theory is primarily to promote the conditions for change rather than do things to bring about specific changes. Counselors and therapists are expected to maintain a genuine human relationship in which they provide unconditional positive regard to their clients. This demonstrates their faith in clients and support of the process. Much of the work of the person-centered counselor revolves around developing an accurate empathic understanding of a client, conveying that understanding to the person, and working with him/her to expand and clarify the understanding and its impact on the client’s choices and actions. Rogers’ work initiated much research on the helping relationship and client gain. The use of taping and transcriptions to evaluate the necessary conditions of counseling and psychotherapy received emphasis from research on this theory. A great deal of innovative research in the area of clinical growth was also produced in the development of this theory. However, much of this theory has been integrated into the overall body of the theory, and relatively little research is currently being done in the area. Calls are being made for potential expansion of the theory and research into its future development. Person-centered counseling and psychotherapy has given much to the field, and professionals continue to emphasize the need for growth of the theory rather than a stagnant use of the theory’s many positive contributions.