Thursday, November 28, 2019

Redbox’s Strategy in the Movie Rental Industry Case Study Essay Sample free essay sample

1 ) Which of the five generic competitory schemes discussed Chapter 5 most closely fit the competitory attack that Redbox is taking? Why did you choose the scheme you selected? The two chief schemes Redbox focuses on are a combination of low monetary value and convenience every bit good as increasing kiosk locations with high traffic. Compared to its rivals. Redbox’s offers a rental fee every bit low as $ 1. 20 per twenty-four hours. which is $ 3 cheaper on norm. Redbox is besides highly convenient. All booths are placed in high traffic locations such as supermarkets. apothecarys shops. and McDonald’s. Since mid-2009. the figure of Redbox locations has increased from about 20. 000 to 34. 600. With its 34. 600 locations across the state. anyone could easy turn up a Redbox booth near them. The competitory scheme most closely fit Redbox’s attack is the low-priced supplier scheme. Redbox’s booth scheme is really alone and cost efficient. Among the many film rental companies. We will write a custom essay sample on Redbox’s Strategy in the Movie Rental Industry Case Study Essay Sample or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Redbox is the lone 1 that uses booths instead than an existent shop. This non merely reduces the initial investing. but besides the operating cost. Redbox locations besides by and large use the low-priced scheme ; hence. Redbox is efficaciously taking advantage of preexistent price-conscious purchasers. These locations besides communicate convenience. Alternatively of doing a trip to a film rental shop. clients can pick up films while traveling to the shop. Therefore. for a purchaser to exchange to Redbox. he/she really saves money and clip. 2 ) What does a SWOT analysis of Redbox reveal about the overall attraction of its state of affairs and future chances? Strengths– Highly low rental monetary value– No monthly duty– Convenient locations– Online reserve– Number of locations– Smartphone app– Can be returned to any booth– Takes ? to a minute to checkout or return– Constant add-on– Open 24 hours– Good film choice – freshly released/popular Opportunities– General enlargement – more booths– Video game industry enlargement– Offer online picture streaming– Offer corruptible on-line film downloading– Sell music albumsFailings– Limited rubrics – normally merely newer films– Limited machine capablenesss– High acquisition cost to buy freshly released films from retail merchants– High cost of content acquisition and licence understandings– Must employ field staff to travel transcripts to different machines to guarantee handiness Menaces– Blockbuster’s increased online services– Online film streaming – Netflix/Hulu Based on this SWOT analysis of Redbox. the company is in a quite alone place. With the low rental monetary value. the convenience. and the alone merchandise bringing method. Redbox about stands alone in the film rental industry. All of Redbox’s strengths listed supra are the company’s competitory advantage. No competition even comes near to what Redbox has to offer. Redbox is really adaptative and has tried to counter some failings through engineering. The smartphone app and on-line reserve allow clients to look into the handiness of a specific film at a specific location and gives them the ability to reserve a film. However. some of Redbox’s failings need particular attending. Redbox has successfully signed licensing understandings with six major film studios. However. the acquisition cost is really expensive and several studios have terminated early. Another major issue Redbox faces is limited handiness. To slightly counter that. Redbox hires field staff to tra vel film rubrics to kiosks with a low stock list. Despite Redbox’s failings. the company has plentifulness of room to spread out. both nationally and internationally. To spread out the merchandise line. Personal computer games or music albums can be added. Redbox has many great chances and unfastened market for enlargement. As more people. presents. take to stream films online. Netflix and Hulu have become Redbox’s major menaces. Redbox is adaptative to the alteration in consumer demand and is working on on-line film streaming on its web site. As Gregg Kaplan. Coinstar’s main runing officer stated. â€Å"Redbox’s growing is non dependent upon a level or turning DVD rental market. † Although the consumer involvement is altering. there is still a immense market for the physical DVD lease market and DVD’s are non traveling to be phased out anytime shortly. Redbox will be sustained for a long period of clip. particularly with all of its competitory advantages. 3 ) What strategic issues or jobs does Redbox direction demand to turn to? Draw upon the treatment on p. 125 in Chapter 4 to develop your â€Å"worry list. â €  ( 1 page ) From a consumer’s position. Redbox’s scheme may look cost-efficient because it does non necessitate human operation and the low rental monetary value attracts a big figure of clients. However. there are many deeper issues with Redbox’s direction that need to be addressed for the company to go on to win. A large challenge Redbox faces is limited handiness. Redbox is able to maintain path of the figure of each rubric in each booth ; nevertheless. when a rubric is wholly unavailable at a booth. the company hires field staff to travel films around. Is there a more effectual manner to cover with this job? The biggest disbursal Redbox incurs is content acquisition and licensing understanding. The company spends 100s of 1000000s of dollars on licence understandings with each film studio. Therefore. my first concern is â€Å"How to cut down the company’s content acquisition cost? † In add-on to films. Redbox kiosks presently carry pictures games for the three major game consoles. Xbox. Wii. and PS3. Redbox could potentially spread out into the Personal computer picture game industry and even spread out its merchandise line to music albums. Therefore. whether to spread out the merchandise line is something to see. There are presently 34. 600 Redbox locations across the United States. some with double booths. The figure continues to travel up. For an even bigger enlargement. Redbox could see the foreign markets. There are many states with a similar film fiting market as the United States that may be attracted to Redbox’s service. As the Internet continues to develop and people spend more clip online. on-line film cyclosis has become a utility merchandise to Redbox films. Although Redbox is really convenient. it is more convenient to stream a film right at place. So what to make about the turning purchaser involvement in replacement merchandises? 4 ) What recommendations would you do to Redbox direction? At a lower limit. your recommendations should cover what to make about each of the strategic issues/problems identified in inquiry 3. In add-on. each recommendation should be supported with converting statements based on your analysis of Redbox’s state of affairs. First of all. Redbox needs a better content acquisition scheme. The current cost is merely excessively high. In add-on to well-known film studios. Redbox should see partnership with independent film makers and smaller production companies. There is a batch of well-made and valuable content that people do non cognize approximately. Redbox can have a few of those films or docudramas each month. With Redbox selling for the film makers. the acquisition cost should be comparatively low. which consequences in a win-win state of affairs for both parties. I believe this scheme will win because many Redbox clients do non hold a specific film in head traveling to a booth and most people are willing to lease a featured film at $ 1. 20 per twenty-four hours. To find whether to spread out the merchandise line to PC games and music albums. Redbox must carry on studies to see if there is a possible market. I think there is a market for Personal computer games. but non every bit much for music albums. Personal computer games can be added since Redbox already carries picture games for other gambling consoles. However. I would merely transport popular Personal computer games. either for its exclusivity or as a backup when stock list is low. As for music albums. they can merely be sold to avoid illegal downloading. Redbox booths are by and large located in supermarkets that already sell music albums and they easy offer a much wider choice than a Redbox booth can. Expansion into foreign markets is a large chance of growing for Redbox. The initial cost may be comparatively high because the company needs to engage local selling analysts to carry on market research and get partnership. It is easier to first enter other English speech production states every bit good as states with a similar civilization. Overall. the procedure should non be excessively hard or dearly-won. If Redbox booths in s maller U. S. metropoliss are gaining. so a Redbox booth in a foreign thickly settled metropolis should bring forth even more net income. Redbox has already taken stairss to traveling digital. The new Redbox Instant by Verizon charges an $ 8 monthly fee for limitless film streaming plus 4 DVD leases. The monetary value is comparable to that of Netflix and Hulu. which is $ 7. 99 for both. However. Netflix and Hulu both offer a broad scope of Television shows every bit good as films. Netflix is alone in that it has a big choice of older authoritative films. while Hulu has entree to the latest episodes of Television shows. In order for Redbox Instant to stand out. it must offer something different from its rivals. Since Redbox already has partnership with film studios to acquire the freshly released films the same twenty-four hours it is offered in DVD. that could be Redbox Instant’s selling point. Unlike Netflix and Hulu. Redbox Instant clients have entree to the latest films.

Sunday, November 24, 2019

A true American essays

A true American essays An American to me, is someone who is willing to fight for and defend our country, someone who will fly our flag high, without any type of indignity, someone who is honest and cares for the welfare of our people. Most of all, an American has to have pride and faith in all that our country does, participating in activities that can only improve us as a unified nation. My definition of an American is best fit by my grandfather because he is loyal, proud, and giving He is a veteran who served in two wars. He belongs to many groups that help the communities and support some unfortunate families. He also sends money monthly to funds that help crippled or disabled veterans and their families. He attends town meetings and does anything in his power to provide help or opinion in any state or town situation. My grandfather illustrates that he is proud, by flying an American flag on a pole in his back yard, and also next to his door in the front of his house, he even has a custom license plate that has an American flag on it. No matter what country he travels to, or what language he is speaking, he makes it clear to everyone around him that he his from America and dedicated to it. He believes if you are going to be all you can be, first you must do all you can to make your country all it can be, because if your country is not successful, then you have a disadvantage in the world, with technology, jobs, the economy, and even just eating healthy everyday. He also believes that anyone in need should be helped, and supported until they can get on their feet. But, he does not like the fact that people take advantage of the system. He says that if something tragic happens to someone, then anything that comes out of his pocket to help them out is well worth it, but someone who is perfectly fine to work and they still dont, then they do not deserve a dime, because they are taking away from the needy. Anyone that needs the help should...

Thursday, November 21, 2019

Research Paper Proposal Example | Topics and Well Written Essays - 750 words

Proposal - Research Paper Example Through quantitative and qualitative analysis, the proposed study aims to determine how marketers can manipulate these factors to their own advantage. Literature The findings of research study of Kollat and Willett (1969) highlight that 65 percent of buying decisions in supermarkets are made in-stores, 50 percent of these decisions are unplanned and vary based on products and 50.5 percent of the products are bought in supermarkets as unplanned purchases. These unplanned decisions contribute to impulse purchasing which is considered very favourable for the sales of consumer products. Patterson (1963) argues that impulse buying is a result of various factors and one of these factors is the store location. Two important factors that influence impulse buying decisions include product packaging and positioning. Breygelmans, Campo & Gijbrechts (2006) conducted a research to study the impact of self-positioning on online grocery store choices and they have found that shelf management is an important factor even in the case of online grocery stores. By studying the in-store marketing of Norwegian retailing, it has been identified that are the promotional techniques which are used to normalise consumers purchasing behaviour (Dulsrud & Jacobsen, 2009). By positioning products on the top shelf or near the centre, attention and evaluation of brands can be improved whereas, positioning brands on the middle shelves achieve attention but does not improve evaluation (Chandon, Hutchinson, Bradlow & Young, 2009). Another important factor that leads to impulse buying is packaging. The difference in packaging directly contributed to sales appeal (Twedt, 1968). Packaging is very significant for low involvement products like impulse purchase categories because in these categories, consumers do not have the desire or need to investigate the products (Louw & Kimber). Packaging is the key driver of impulse buying and it is significant to understand whether planned versus impulse shoppi ng occurs as a result of packaging (Sorensen Associates). The Henley Centre study (cited in Ogba and Johnson, 2010) has found that 73 percent of the purchasing decisions of the consumers at the point of sales are because of the packaging of the products because packaging influences the choices of the people. In the changing marketing environment, analysing whether shelf-positioning or packaging still plays an important role in impulse or not, will be very significant. Therefore, the proposed research study will be having significant implications for the marketers. Research Objectives The aim of this research is to determine whether better packaging or better shelf-positioning influence the impulse buying of consumers It aims to determine whether high visibility of fast moving consumers’ goods through proper shelf-positioning result in the diminishing impact of packaging on Impulse buying This research study aims to determine whether lower visibility of fast moving consumer go ods lead to a greater role of packaging to play in Impulse buying. Another objective of this research study is to determine whether better packaging and visible shelf-positioning can help the markets to achieve higher Impulse buying. Research Design and Methodology To achieve the mentioned objectives, both the qualitative and quantitative methodologies will used. In qualitative methodology, early research work and secondary data will be collected and analysed. The primary data will

Wednesday, November 20, 2019

Is it possible to find any common ground between different identities Research Proposal

Is it possible to find any common ground between different identities in Turkey via Rawls' theories - Research Proposal Example Introduction Conflict has always existed in society and it always will. It is an instance which is not directly a result or victim of any social phenomenon or occurrence, but rather a combination of factors over time. Theorists have come to believe that contributions to an engaged, politically aware form of multicultural theorizing may cast some light on political debate and public policy making. Not surprisingly, classical liberals such as Hayek (1976) insist that the contemporary liberal fixation on ‘the mirage of social justice’ leads them to ignore the way that freedom depends on a decentralized market based on private property, the overall results of which are unpredictable. Similarly, Robert Nozick (1974: 160ff) famously argued that attempts to ensure that market transactions conform to a specific pattern of holdings will involve constant interferences with individual freedom. No idealistic policy will address all of the needs of everyone, but instead will institut e the greater good for society. A utopian society is the society that accepts this fact. A nation whose people are in riotous turmoil, such as Turkey, challenges this truth; declaring human nature and human imperfections as unjust. Not only can human rights be violated, but also used to exploit or institute other agendas. John Rawls views human rights as being constructed by reasonable people living together in a society. Rawls presents a more compassionate view of human rights, one with the greatest degrees of individual liberty and equality, while maintaining these rights for all. The state should distribute everything, including benefits, equally; unless an unequal distribution would benefit the poorer classes. The work of John Rawls is absolutely central in terms of the nature of reason, equality, justice or pluralism. It inspired us to consider how his principles might actually enlighten political issues arising in contemporary liberal democratic societies. The values of a gove rning agency can contrast with the personal values of the people. In many instances, only the outcome can determine whether the decisions were the right ones. In some instances, none of the choices seem appropriate. Regardless of the size or impact of the conflict, ethical decisions challenge the best of us, and ‘the right thing to do’ may elude common logic. This paper will address cultural diversity in the Turkish society and the view of John Rawls’ view of justice as a political conception. 1.1 Multiculturalism Multiculturalism is one of the most controversial issues of social justice in liberal democracies. Government and financial entities consist of culture, environment, strategies, and traits. The level of Values are reflected in a country’s culture. The most changing attributes are culture and traits. Cultures, traits and environments deviate from time to time, but not so far as to lose their original attributes. According to Cheeseman, the followi ng standards should be implemented at all times (Cheeseman, 2010): Keep the peace and shape moral standards Promote social justice and maintain status quo Facilitate planning and orderly change Provide basis for compromise 90% Maximize individual freedom Minorities increasingly demand recognition and in some cases special rights and these demands are demands of justice. The line of

Monday, November 18, 2019

The impact of renewable and nonrenewable energy sources on Our Research Paper

The impact of renewable and nonrenewable energy sources on Our Earth... How does each one help or hinder our future - Research Paper Example However, energy can be classified into two main groups such as renewable as well as non-renewable energy (The National Academics Press, 2012). Renewable energy can be defined as the energy that is mainly created out of the natural sources such as sun, wind, rain, tides and can be reproduced as per the requirements. They are generally available in abundance and can be availed as and when needed. Renewable sources of energy are the cleanest sources of energy. Renewable energy sources are the sources that generally comprise wind power, geothermal energy, ocean energy, fuel wood, tar sands and oil share among others (The National Academics Press, 2012). On the other hand, the non-renewable sources of energy can be defined as the energy that has been prepared from those sources that are most likely to extinct fifty-sixty years from now. Owing to the fact that the non-renewable sources of energy are not environmental friendly, it is most likely to have an impact upon the health of an indiv idual. The main reason behind their name to be regarded as non-renewable is that they cannot be re-created within a short span of time. Non-renewable sources tend to prevail in the form of fossil fuels, oil, natural gas as well as coal (The National Academics Press, 2012). The study intends to identify the impacts of renewable and non-renewable sources of energy upon the earth. ... It can be stated that wind energy has become cost competitive with traditional energies in leading countries. Among all the renewable sources energy, it can be mentioned that the geothermal energy is practically infinite in nature in the long-term and it is also considered to be an abundant resource in the developing countries (The National Academics Press, 2012). Solar energy does not lead to air pollution when it is operated. The primary environmental and safety issues related to solar energy comprise the way they are created, installed and disposed of. There is a need of energy to create and hence install solar components. The fossil fuels used for this purpose can lead to emission of harmful gases thereby polluting the environment. Hence, one of the significant questions is related to the amount of fossil energy input needed for solar system in comparison to the fossil energy consumed by traditional energy systems. This generally alters based upon the technology and climate and t he remaining energy can be effectively utilized to solar systems in applications where they are generally cost effective and hence enhance with the improvement of technology. The materials that are utilized in a few of the solar systems can lead to health and safety issues for a person who comes into contact with them. The production of the photovoltaic cells needs hazardous materials such as arsenic as well as cadmium. Silicon which is a chief substance that is utilized in solar cells can prove to be detrimental to the workers if they inhale it with dust (The National Academics Press, 2012). Geothermal energy tends to produce heat that can be found beneath the surface of the earth. One of the widely developed geothermal energy has been

Friday, November 15, 2019

Virtual Reality Applications and Universal Accessibility

Virtual Reality Applications and Universal Accessibility 1. Abstract The conception of Virtual Reality, a divinatory three-dimensional, computer-generated environs that allows a individual or multiple users to interact, pilot, react, and feel a compounded world modeled from the virtual world, has provided social, scientific, economic and technological change since its origin in the early 1960s. The environs do not necessarily need the same properties as the real world. Most of the present virtual reality environments are principally visual experiences, displayed either on a computer desktop or through peculiar or stereoscopic displays, but some pretences admit additional sensory information, such as sound through speakers or headphones. Virtual reality is a technology, which allows a user to interact with a computer-imitated environment, whether that environment is a feigning of the real world or an imaginary world. Virtual Reality brings the vision as close and realistic as reality itself. In present world virtual reality is useful in variety of fiel ds like Information Systems, Military, Medicine, Mathematics, Entertainment, Education, and Simulation Techniques. Most of the Virtual Reality systems allow the user to voyage through the virtual environs manipulate objects and experience the upshots. The supreme promise of virtual reality is universal accessibility for one and all. In this project, everyone will welfare people across all the fields. And the dispute is to develop a well-informed virtual reality systems with design and smart commonsense rule that are useful to people and those that provide great value and real meliorations to the quality of life. If this can be accomplished, tomorrows information society technology could be bidding greater exclusivity through atmosphere, intelligence and universal accessibility. 2. Background Virtual reality may obliterate into the main headlines only in the retiring few years, but its roots reach endorse four decades. The nation was shaking in the late 1950s because off palatable traces of McCarthyism and was agitating to the sounds of Elvis, that an idea arose and would change the way people interacted with computers and make possible VR. At the emerging time, computers were looming colossi locked in air-conditioned rooms and used only by those familiar in abstruse programming languages. More than glorified adding machines few people considered them. But a former naval radar technician named Douglas Engelbart young electrical engineer viewed them differently. Rather than limit computers to number crunching, Engelbart visualize them as tools for digital display. He knew from his past experiences with radar that any digital information could be viewed on a screen. He then reasoned and connects the computer to a screen and uses both of them to solve problems. At first, his ideas were disregarded, but by the early 1960s other people were also thinking the same way. Moreover, the time was right for his vision of computing. Communications technology was decussate with computing and graphics technology. At first computers based on transistors rather than vacuum tubes became avail. This synergy yielded more user-friendly com puters, which laid the fundament for personal computers, computer graphics, and later on, the emergence of virtual reality. Fear of nuclear attack motivated the U.S. military to depute a new radar system that would process large amount of information and immediately display it in a form that humans could promptly understand. The ensuing radar defense system was the first real time, or instantaneous, feigning of data. Aircraft designers began experimenting with ways for computers to graphically display, or model, air flow data. Computer experts began provide with new structure computers so they would display these models as well as compute them. The designers work covered with a firm surface the way for scientific visualization, an advanced form of computer modeling that expresses multiple sets of data as images and the technique of representing the realworld by a computerprogram. Massachusetts Institute of Technology The process of extracting certain active properties by steeping self-styled computer wizards strove to lessen the condition that makes it difficult to make progress to human interactions with the computer by replacing keyboards with capable of acting devices that have confidence on images and motion hands to emphasize or help to express a thought or feeling to manipulate data. The idea of virtual reality has came into existence since 1965, when Ivan Sutherland expressed his ideas of creating virtual or imaginary worlds. With three dimensional displays he conducted experiments at MIT. He outlined the images on the computer by developing the light pen in Ivan Sutherland in 1962. Sketchpad, is the Sutherlands first computer-aided design program, opened the way for designers to create blueprints of automobiles, cities, and industrial products with the aid of computers. The designs were operating in real time by the end of the decade. By 1970, Sutherland also produced an early stage of te chnical development, head-mounted display and Engelbart unveiled his crude pointing device for moving text around on a computer screen which is the first mouse. War games The flight simulator is one of the most influential antecedents of virtual reality. Following World War II and through the 1990s, to simulate flying airplanes (and later driving tanks and steering ships) the military and industrial complex pumped millions of dollars into technology. Before subjecting them to the hazards of flight it was safer, and cheaper, to train pilots on the ground. In earlier times flight simulators consisted of mock compartments where the pilot sits while flying the aircraft which built on motion platforms that pitched and rolled. However, they lacked visual feedback which is a limitation. When video displays were coupled with model cockpits this was changed. Computer-generated graphics had replaced videos and models by the 1970s.These flights are imitating the behavior of some situation which was operating in real time, though the graphics which belongs to an early stage of technical development. The head-mounted displays were experimented by military in 1979. These creation resulting from study and experimentation were driven by the greater dangers associated with training on and flying the jet fighters that were being built in the 1970s. Better software, hardware, and motion-control platforms enabled pilots to navigate through highly detailed virtual worlds in the early 1980s. Virtual video games, Movies and animation The entertainment industry for natural consumer was computer graphics, which, like the military and industry, as the source of many valuable spin-offs in virtual reality. Some of the Hollywood most dazzling special effects were computer generated in 1970s, such as the battle scenes in the big-budget, blockbuster science fiction movie Star Wars, which was released in 1976. Later movies as Terminator and Jurassic Park came in to scene, and .The video game business boomed in the early 1980s. The data glove is the one direct spin-off of entertainments venture into computer graphics, a computer interface device that detects hand movements. It was invented to produce music by linking hand movements to communicate familiar or prearranged signals to a music synthesizer. For this new computer input device for its experiments with virtual environments NASA Ames was one of the first customers. The Mattel Company was the biggest consumer of the data glove, which changed in order to improve it into the Power Glove, the spreading mitt with which children are put down by force adversaries in the popular Nintendo game. As pinball machines gave way to video games, the field of scientific visualization has the experience of its own striking change in appearance from bar charts and line drawings to dynamic images. For transforming columns of data into images, scientific visual perception uses computer graphics. This image of things or events enables scientists to take up mentally the enormous amount of data required in some scientific probes. Imagine trying to understand DNA sequences, molecular models, brain maps, fluid flows, or cosmic blowups from columns of numbers. A goal of scientific mental image that is similar to visual perception is to capture the dynamic qualities of systems or processes in its images. Borrowing and as well as creating many of the special effects techniques of Hollywood, scientific visual perception moved into animation in the 1980s. NCSAs award-winning animation of smog decreasing upon Los Angeles have the exert influence or effects on air pollution legislation in the state in 1990. This animation was a tending to persuade by forcefulness of argument and stamen of the value of this kind of imagery. Animation had severe limitations. At First, it was costly. After developing with richness of details computer simulations, the smog animation itself took 6 months to produce from the resulting data; individual frames took from several minutes to an hour. Second, it did not allow for capable of acting for changes in the data or conditions responsible for making and enforcing rules, an experiment that produce immediate responses in the imagery. If once the animation is completed it could not be altered. Interactivity would have remained aspirant thinking if not for the development of high-performance computers in the mid-1980s. These machines provided the speed and memory for programmers and scientists to begin developing advanced visualization software programs. Low-cost, high-resolution graphic workstations were linked to high-speed computers by the end of the 1980s, which made visualization technology more accessible. The basic elements of virtual reality had existed since 1980, but it took high-performance computers, with their powerful image translating capabilities, to make it work. To help scientists comprehend the vast amounts of data pouring out of their computers daily Demand was rising for visualization environments. Drivers for both computation and VR, high-performance computers no longer served as mere number derived from, but became exciting vehicles for systematic search and discovery. 3. Introduction to Virtual reality Virtual Reality is the computer generated stereoscopic environment. It gives capable of being treated as fact and contribution to interactive learning environments it combines attribute of accepting the facts of life with, manipulative reality like in simulation programs. Most of the Virtual Reality systems allow the user to voyage through the virtual environment manipulate objects and experience the outcome of an event. Virtual Reality brings the imagination as close and realistic as reality itself. This environment does not necessarily need the same properties as the real world. There can be different forces, gravity, magnetic fields etc in dissimilarity of things to the real solid objects. It is the technique of representing the real world by a computer program or imagined environment that can be experienced visually in the three dimensions of width, height, and depth. It implicates the use of advanced technologies, including computers and various multimedia peripherals, to produc e a simulated (i.e., virtual) environment that users became aware of through senses as comparable to real world objects and events. Virtual reality can be delivered using variety of systems. Devote fully to oneself into virtual world, manipulating things in that world and facing the important effects as like that in a real world, involves future development of devices and complex simulations programs. In virtual systems, movements in internet are simulated by shifting the optics in the field of vision in direct response to movement of certain body parts, such as the head or hand. Human-computer interaction is a discipline in showing worry with the design, act of ascertaining and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. Many users have physical or relating to limitations at the same time to handle several different devices. Virtual reality is a new medium brought about by technological advances in which much experimentation is now taking place to find practical applications and more effective ways to communicate. A virtual world is everything that is included in a collection of a given medium. I may involve without any others being included but exist in the mind of its originator or be broadcast in such a way that it can be shared with others. The key elements in experiencing virtual reality or any reality for that matter are a virtual world, having intense mental effort with sensory feedback (responding to user input), and interactivity. In virtual reality the effect of entering the world begins with physical rather than mental, concentration. Because Immersion is a necessary component of virtual reality. Virtual reality is more closely consociated with the ability of the participant to move physically within the world. Telepresence, Augmented Reality, and Cyberspace are closely associated with virtual reality. The recipient can access the content by virtual world through the interface which can be associated with it. At the boundary between the self and the medium the participant interacts with the virtual world. For the study of good user interface design much effort has been put forth. For many media and virtual reality will require no less effort. 4. Applications of Virtual reality The Virtual Reality had shown its applicability in early 1990s and its exposure went beyond the expectations and it just started with some of the blocky images. Coming to the entertainment, the applications will involve in games, theatre experiences and many more. The application of the Virtual Reality come into the picture in Architectures where the virtual models of the buildings are created where the users can visualise the building and they can even walk into it. This may help to see the structure of the building even before the foundation is laid. in this way the clients or the user can checkout the whole building and even they can change the design if there are any alterations in the plan, this makes the planning and modifications very realistic and easy. This Virtual Reality is applicable even in medicine, information systems, military and many more. Further discussion will give a detailed explanation of all the applications. 4.1 Virtual Reality in information system: For generating the direct or the indirect view of the physical real world environment the Augmented Reality is used. In this the elements will be in mixed up way with two things and finally create a mixed reality. The two things are Virtual Computer and the Generated imagery. Let us consider an example of Sports Channel on the TV where the scores are the real time examples of the semantic context in the elements of the environments. The Advancement in the Augmented Reality (AR) the real world entities can be digitized and even the user can interact with the surrounding in the digital world itself. This can be achieved by adding computer vision and object recognition to the Augmented Reality (AR) technology. Through this technology the information related to the surrounding and different objects present in it can be obtained and that will be similar to the real world information. Here the information is retrieved in the form of information layer. In the present scenario the Augmented Reality (AR) research is been populated through the applications of the computer generated imagery. This application is replicating the real world where live video streams are been used. For the purpose of the Visualisation to the real world different displays are been used, they are Head Mounted Displays and Virtual Retinal Displays. Not only the displays but also the research also constructs the environment in a controlled way in which it replicates the real world. for this many number of sensors and actuators are used. The two definitions of the Augmented Reality (AR) that are widely accepted in present days are: The Augmented Reality (AR) is a combination of real and virtual and it is interactive in the real time i.e., real world and this is registered in 3D. This definition is given by Ronald Alums in 1997. Paul Milligram and Fumio Kishinev define Augmented Reality (AR) as A it is a continuous extent of the real world environment into a pure virtual or digital environment. Due to the development in the Augmented Reality (AR) the general public are also getting attracted to this and interest is been increased in it. Hardware: Coming to the Main Hardware components that are used in Augmented Reality (AR) are as follows: Display Tracking Input Devices Computer. Combination of powerful CPU Camera accelerometers GPS solid state compass Smart Phones. Displays: Augmented Reality (AR) uses different display techniques to visualize the real world entities Head Mounted Displays Handheld Displays Spatial Displays Head Mounted Displays: Head Mounted Display (HMD) is one the display techniques used for visualizing the both the physical entities as well as the virtual graphical objects and the main thing that is to be concentrated is that all the entities and the objects moist replicate the real world. The Head Mounted Display (HMD) work in two ways i.e., through optical se-through and video see-through. Here half-silver mirror technology is used for optical see-through technology. This half-silver mirror technology first considers the physical world to pass through the lens of the optical since and then the graphical overlay information is to reflect these physical entities in the virtual world i.e. visualizing the physical entices in the virtual world. For this sensing the Head Mounted Display (HMD) uses tracking which should have six degree of freedom sensors. The main usage of tracking is that it allows the physical information to be registered in the computer system where that information will used in the virtual worlds information. The experience that an used gets is very impressive and effective. The products of this Head Mounted Display (HMD) are Micro Vision Nomad, Sony Plastron, and I/O Displays. Handheld Displays: Handheld Augment Reality is also one of the displaying technique used for the visualizing the virtual entities from the physical world. Handheld Augment Reality is a small devices that is used for computing and it is so small that it will fit in the users hand. This Handheld Augment Reality uses video see-through techniques that helps to convert the physical entities or information into virtual information i.e., into graphical information. The different devices that are used in this are digital compasses and GPS in which six degree sensors are used. This at present emerged as Retool Kit for tracking. Spatial Displays: Instead of wearing or carrying the display such as head mounted displays with handheld devices; pertaining to Augmented Reality digital projectors are used to display graphical information through physical objects. The key difference in spatial augmented reality is that from the users of the system the display is separated. Because these displays are not assorted with each user, SAR graduated naturally up to groups of users, thus allowing for strong tendency collaboration between users. It has over traditional head mounted displays and handheld devices and several advantages. And for the user there is no such requirement to carry equipment or wear the display over their eyes. This makes spatial AR a good candidate to work together on a common project, as they can see each others faces. At the same time a system can be used by multiple people and there is no need for every individual to wear a head mounted display. In current head mounted displays and portable devices spatial AR does not suffer from the limited display resolution. To expand the display area a projector based display system can simply incorporate more projectors. Portable devices have a small window into the world for drawing, For an indoor setting a SAR system can display on any number of surfaces at once. The persistence nature of SAR makes this an ideal technology to support design, for the end users SAR supports both graphical visualisation and passive hep tic sensation. People are able to touch physical objects, which is the process that provides the passive hap tic sensation. Tracking: In modern world the set of reasons that support the reality systems use the following tracking technologies. Some of the tracking system is digital cameras, optical sensors, accelerometers, GPS, gyroscopes, solid state compasses, RFID, wireless sensors. All these technologies have different levels of exactness and accuracy. The most important in this system is to track the pose and position of the users head. Virtual Reality Tracking Systems In VR system tracking devices are intrinsic components. And these tracking devices communicate with the system processing unit and telling it the orientation of the users. In this system the user allows to move around within a physical world, and the trackers can detect where the user is moving his directions and speed. In VR systems there are various kinds of tracking systems in use, but very few thing are common in all the tracking systems, which can detect six degrees of freedom(6-DOF).These are nothing but the objects position with x, y and z coordinates in space. This includes the orientation of objects yaw, pitch, and roll. From the users point of view when u wear the HMD, the view changes as you look up, down, left and right. And also the position changes when you tilt your head or move your head forward or backward at an angle without changing the angle of your gaze. The trackers which are on the HMD will tell the CPU where you are looking and sends the right images to your HMD screens. All the virtual tracking system has a device that generates a signal, the sensor will detects the signal and the control unit will process the signal and transfer the information to CPU. Some tracking system required to attach the sensors components to the user. In such kind of system we have to place the signal emitters at fixed points in the surrounding environment. The signals which are sent from emitters to sensors can take many forms, which admit electromagnetic signals, acoustic signals, optical signals and mechanical signals. Each and every technology has its own set of advantages and disadvantages. Electromagnetic tracking systems It measure magnetic fields to bring forth by running an electric current continuously through three coiled wires ordered in a perpendicular orientation with one another. Each coil becomes an electromagnet, and the systems sensors measure how the magnetic field affects the other coils. This measurement tells the direction to the system and also predilection of the emitter. An efficientelectromagnetictracking system is very reactive, with low levels of latent period. One disadvantage of this system is that anything that can yield a magnetic field can intervene in the signals sent to the sensors. Acoustic tracking systems Acoustic tracking system emit and sense ultrasonicsound wavesto ascertain the position and orientation of a target. Most of the tracking systems measure the time it takes for the ultrasonic sound to reach a sensor. Generally the sensors are fixed in the environment and the user wears the ultrasonic emitters. The system estimate the position and orientation of the target based on the time it took for the sound to reach the sensors. The rate of updates on a targets position is equally slow for Acoustic tracking systems which is the main disadvantages because Sound travels relatively slowly. The speed of sound through air can change depending on the temperature, humidity or barometric pressure in the environment which adversely affects the systems efficiency. Optical tracking devices The name itself indicates that it uselight to measure a targets position and orientation. The signal emitter in an optical tracking device typically consists of a set of infraredLEDs. The sensors which we use here are camerasthat can sense the emitted infrared light. The LEDs light up in continuous pulses. The cameras will record the pulsed signals and send information to the systems processing unit. The unit can then draw from specific cases for the data to determine the position and orientation of the target. Optical systems have a fast upload rate, which means it minimises the time taken by the specific block of data. The disadvantages are that the line of sight between a camera and an LED can be blurred, interfering with the tracking process. Ambient light or infrared radiation can also make a system less effective. Mechanical tracking systems Mechanical tracking rely on a physical connection between the fixed reference point and a target. The VR field in the BOOM display is a very common example of a mechanical tracking system. A BOOM display is an HMD mounted on the end of a mechanical arm that has two points of articulation. The system detects the position and starts orientation through the arm. In mechanical tracking systems the update rate is very high, but the only disadvantage is that they limit a users range of motion. 4.2 Virtual Reality in military simulations: VR technology extends a likely economically and efficient tool for military forces to improve deal with dynamic or potentially dangerous situations. In a late 1920s and 1930s,almost simulations in a military surroundings was the flight trainers established by the Link Company. At the time trainers expected like cut-off caskets climbed on a stand, and were expended to instruct instrument flying. The shadow inside the trainer cockpit, the realistic interpretations on the instrument panel, and the movement of the trainer on the pedestal mixed to develop a sensation similar to really flying on instruments at night. The associate trainers were very effective tools for their proposed purpose, instructing thousands of pilots the night flying skills they involved before and during World War II. To motivate outside the instrument flying domain, simulator architects involved a way to get a view of the beyond world. The initial example of a simulator with an beyond position seemed in the 1950s, when television and video cameras became in market. With this equipment, a video camera could be fled above a scale model of the packet around an airport, and the leading image was sent to a television monitor directed in front of the pilot in the simulator. His movement of the assure stick and limit produced corresponding movement of the camera over the terrain board. Now the pilot could experience visual resubmit both inside and outside the cockpit. In the transport aircraft simulators, the logical extension of the video camera/television monitor approach was to use multiple reminders to simulate the total field of notion from the airplane cockpit. Where the field of notation requires being only about 60 degrees and 180 degrees horizontally vertically. For fighter aircraft simulators, the field of view must be at least 180 degrees horizontally and vertically. For these applications, the simulator contains of a cockpit directed at the centre of a vaulted room, and the virtual images are projected onto the within surface of the dome. These cases of simulators have established to be very in force training cares by themselves, and the newest introduction is a project called SIMNET to electronically paired two or more simulators to produce a distributed simulation environment. [McCarty, 1993] Distributed simulations can be used not only for educating, but to improve and test new combat strategy and manoeuvre. A significant improvement in this area is an IEEE data protocol standard for distributed interactive simulations. This standard allows the distributed simulation to include not only aircraft, but also land-based vehicles and sh ips. Another recent development is the use of head- climbed displays (HMDs) to decrease the cost of wide field of perspective simulations. Group of technologies for military missions: Applying applications of virtual reality which are referred by military, the Military entropy enhancement in a active combat environment, it is imperative to provide the pilot or tank commander with as much of the demand information as possible while cutting the amount of disordering information. This aim contributed the Air Force to improve the head-up display (HUD) which optically merges important information like altitude, airspeed, and heading with a clear position through the advancing windscreen of a fighter aircraft. With the HUD, the pilot advancing has to look down at his instruments. When the HUD is paired with the aircrafts radar and other sensors, a synthetic image of an enemy aircraft can be exposed on the HUD to show the pilot where that aircraft is, even though the pilot may not be able to see the actual aircraft with his unaided eyes. This combination of real and virtual views of the outside world can be broad to night time procedures. Using an infrared camera mounted in the nose of the aircraft, an increased position of the terrain ahead of the aircraft can be designed on the HUD. The effect is for the pilot to have a daylight window through which he has both a real and an enhanced position of the night time terrain and sky. In some situations, the pilot may need to concentrate fully on the virtual entropy and completely omit the actual view. Work in this field has been started by Thomas Furness III and others at Wright Laboratories, Wright-Patterson Air Force Base, and Ohio. This work, dubbed the Super Cockpit, demanded not only a virtual view of the beyond world, but also of the cockpit itself, where the pilot would select and manipulate virtual controls using some Applications of Virtual Reality. Automobiles based companies have used VR technology to build virtual paradigms of new vehicles, testing them real before developing a single physical part. Designers can make changes without having to scrap the entire model, as they often would with forcible ones. The growth process becomes more efficient and less expensive as a result. Smart weapons and remotely- piloted vehicles (RPVs): Many different types of views in combat operations, these are very risky and they turn even more dangerous if the combatant attempts to improve their performance. But there are two clear obvious reasons have driven the military to explore and employ set of technologies in their operations; to cut down vulnerability to risky and to increase stealth. So here peak instances of this principle are attacking weapons and performing reconnaissance. To execute either of these tasks well takes time, and this is the normal time when the combatant is exhibited to unfriendly attack. For this reasons â€Å"Smart weapons and remotely- piloted vehicles (RPVs) â€Å"were developed to deal this problems. Loosely smart weapons are autonomous, while others are remotely controlled after they are established. This grants the shooter and weapon controller to set up the weapon and immediately attempt cover, thus minifying this exposure to return fire. In the case of RPVs, the person who controls the vehicle not only has the advantage of being in a safer place, but the RPV can be made smaller than a vehicle that would carry a man, thus making it more difficult for the enemy to detect. 4.3 Virtual Reality in Medicine Virtual reality is being used today in many ways, one of the importa Virtual Reality Applications and Universal Accessibility Virtual Reality Applications and Universal Accessibility 1. Abstract The conception of Virtual Reality, a divinatory three-dimensional, computer-generated environs that allows a individual or multiple users to interact, pilot, react, and feel a compounded world modeled from the virtual world, has provided social, scientific, economic and technological change since its origin in the early 1960s. The environs do not necessarily need the same properties as the real world. Most of the present virtual reality environments are principally visual experiences, displayed either on a computer desktop or through peculiar or stereoscopic displays, but some pretences admit additional sensory information, such as sound through speakers or headphones. Virtual reality is a technology, which allows a user to interact with a computer-imitated environment, whether that environment is a feigning of the real world or an imaginary world. Virtual Reality brings the vision as close and realistic as reality itself. In present world virtual reality is useful in variety of fiel ds like Information Systems, Military, Medicine, Mathematics, Entertainment, Education, and Simulation Techniques. Most of the Virtual Reality systems allow the user to voyage through the virtual environs manipulate objects and experience the upshots. The supreme promise of virtual reality is universal accessibility for one and all. In this project, everyone will welfare people across all the fields. And the dispute is to develop a well-informed virtual reality systems with design and smart commonsense rule that are useful to people and those that provide great value and real meliorations to the quality of life. If this can be accomplished, tomorrows information society technology could be bidding greater exclusivity through atmosphere, intelligence and universal accessibility. 2. Background Virtual reality may obliterate into the main headlines only in the retiring few years, but its roots reach endorse four decades. The nation was shaking in the late 1950s because off palatable traces of McCarthyism and was agitating to the sounds of Elvis, that an idea arose and would change the way people interacted with computers and make possible VR. At the emerging time, computers were looming colossi locked in air-conditioned rooms and used only by those familiar in abstruse programming languages. More than glorified adding machines few people considered them. But a former naval radar technician named Douglas Engelbart young electrical engineer viewed them differently. Rather than limit computers to number crunching, Engelbart visualize them as tools for digital display. He knew from his past experiences with radar that any digital information could be viewed on a screen. He then reasoned and connects the computer to a screen and uses both of them to solve problems. At first, his ideas were disregarded, but by the early 1960s other people were also thinking the same way. Moreover, the time was right for his vision of computing. Communications technology was decussate with computing and graphics technology. At first computers based on transistors rather than vacuum tubes became avail. This synergy yielded more user-friendly com puters, which laid the fundament for personal computers, computer graphics, and later on, the emergence of virtual reality. Fear of nuclear attack motivated the U.S. military to depute a new radar system that would process large amount of information and immediately display it in a form that humans could promptly understand. The ensuing radar defense system was the first real time, or instantaneous, feigning of data. Aircraft designers began experimenting with ways for computers to graphically display, or model, air flow data. Computer experts began provide with new structure computers so they would display these models as well as compute them. The designers work covered with a firm surface the way for scientific visualization, an advanced form of computer modeling that expresses multiple sets of data as images and the technique of representing the realworld by a computerprogram. Massachusetts Institute of Technology The process of extracting certain active properties by steeping self-styled computer wizards strove to lessen the condition that makes it difficult to make progress to human interactions with the computer by replacing keyboards with capable of acting devices that have confidence on images and motion hands to emphasize or help to express a thought or feeling to manipulate data. The idea of virtual reality has came into existence since 1965, when Ivan Sutherland expressed his ideas of creating virtual or imaginary worlds. With three dimensional displays he conducted experiments at MIT. He outlined the images on the computer by developing the light pen in Ivan Sutherland in 1962. Sketchpad, is the Sutherlands first computer-aided design program, opened the way for designers to create blueprints of automobiles, cities, and industrial products with the aid of computers. The designs were operating in real time by the end of the decade. By 1970, Sutherland also produced an early stage of te chnical development, head-mounted display and Engelbart unveiled his crude pointing device for moving text around on a computer screen which is the first mouse. War games The flight simulator is one of the most influential antecedents of virtual reality. Following World War II and through the 1990s, to simulate flying airplanes (and later driving tanks and steering ships) the military and industrial complex pumped millions of dollars into technology. Before subjecting them to the hazards of flight it was safer, and cheaper, to train pilots on the ground. In earlier times flight simulators consisted of mock compartments where the pilot sits while flying the aircraft which built on motion platforms that pitched and rolled. However, they lacked visual feedback which is a limitation. When video displays were coupled with model cockpits this was changed. Computer-generated graphics had replaced videos and models by the 1970s.These flights are imitating the behavior of some situation which was operating in real time, though the graphics which belongs to an early stage of technical development. The head-mounted displays were experimented by military in 1979. These creation resulting from study and experimentation were driven by the greater dangers associated with training on and flying the jet fighters that were being built in the 1970s. Better software, hardware, and motion-control platforms enabled pilots to navigate through highly detailed virtual worlds in the early 1980s. Virtual video games, Movies and animation The entertainment industry for natural consumer was computer graphics, which, like the military and industry, as the source of many valuable spin-offs in virtual reality. Some of the Hollywood most dazzling special effects were computer generated in 1970s, such as the battle scenes in the big-budget, blockbuster science fiction movie Star Wars, which was released in 1976. Later movies as Terminator and Jurassic Park came in to scene, and .The video game business boomed in the early 1980s. The data glove is the one direct spin-off of entertainments venture into computer graphics, a computer interface device that detects hand movements. It was invented to produce music by linking hand movements to communicate familiar or prearranged signals to a music synthesizer. For this new computer input device for its experiments with virtual environments NASA Ames was one of the first customers. The Mattel Company was the biggest consumer of the data glove, which changed in order to improve it into the Power Glove, the spreading mitt with which children are put down by force adversaries in the popular Nintendo game. As pinball machines gave way to video games, the field of scientific visualization has the experience of its own striking change in appearance from bar charts and line drawings to dynamic images. For transforming columns of data into images, scientific visual perception uses computer graphics. This image of things or events enables scientists to take up mentally the enormous amount of data required in some scientific probes. Imagine trying to understand DNA sequences, molecular models, brain maps, fluid flows, or cosmic blowups from columns of numbers. A goal of scientific mental image that is similar to visual perception is to capture the dynamic qualities of systems or processes in its images. Borrowing and as well as creating many of the special effects techniques of Hollywood, scientific visual perception moved into animation in the 1980s. NCSAs award-winning animation of smog decreasing upon Los Angeles have the exert influence or effects on air pollution legislation in the state in 1990. This animation was a tending to persuade by forcefulness of argument and stamen of the value of this kind of imagery. Animation had severe limitations. At First, it was costly. After developing with richness of details computer simulations, the smog animation itself took 6 months to produce from the resulting data; individual frames took from several minutes to an hour. Second, it did not allow for capable of acting for changes in the data or conditions responsible for making and enforcing rules, an experiment that produce immediate responses in the imagery. If once the animation is completed it could not be altered. Interactivity would have remained aspirant thinking if not for the development of high-performance computers in the mid-1980s. These machines provided the speed and memory for programmers and scientists to begin developing advanced visualization software programs. Low-cost, high-resolution graphic workstations were linked to high-speed computers by the end of the 1980s, which made visualization technology more accessible. The basic elements of virtual reality had existed since 1980, but it took high-performance computers, with their powerful image translating capabilities, to make it work. To help scientists comprehend the vast amounts of data pouring out of their computers daily Demand was rising for visualization environments. Drivers for both computation and VR, high-performance computers no longer served as mere number derived from, but became exciting vehicles for systematic search and discovery. 3. Introduction to Virtual reality Virtual Reality is the computer generated stereoscopic environment. It gives capable of being treated as fact and contribution to interactive learning environments it combines attribute of accepting the facts of life with, manipulative reality like in simulation programs. Most of the Virtual Reality systems allow the user to voyage through the virtual environment manipulate objects and experience the outcome of an event. Virtual Reality brings the imagination as close and realistic as reality itself. This environment does not necessarily need the same properties as the real world. There can be different forces, gravity, magnetic fields etc in dissimilarity of things to the real solid objects. It is the technique of representing the real world by a computer program or imagined environment that can be experienced visually in the three dimensions of width, height, and depth. It implicates the use of advanced technologies, including computers and various multimedia peripherals, to produc e a simulated (i.e., virtual) environment that users became aware of through senses as comparable to real world objects and events. Virtual reality can be delivered using variety of systems. Devote fully to oneself into virtual world, manipulating things in that world and facing the important effects as like that in a real world, involves future development of devices and complex simulations programs. In virtual systems, movements in internet are simulated by shifting the optics in the field of vision in direct response to movement of certain body parts, such as the head or hand. Human-computer interaction is a discipline in showing worry with the design, act of ascertaining and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. Many users have physical or relating to limitations at the same time to handle several different devices. Virtual reality is a new medium brought about by technological advances in which much experimentation is now taking place to find practical applications and more effective ways to communicate. A virtual world is everything that is included in a collection of a given medium. I may involve without any others being included but exist in the mind of its originator or be broadcast in such a way that it can be shared with others. The key elements in experiencing virtual reality or any reality for that matter are a virtual world, having intense mental effort with sensory feedback (responding to user input), and interactivity. In virtual reality the effect of entering the world begins with physical rather than mental, concentration. Because Immersion is a necessary component of virtual reality. Virtual reality is more closely consociated with the ability of the participant to move physically within the world. Telepresence, Augmented Reality, and Cyberspace are closely associated with virtual reality. The recipient can access the content by virtual world through the interface which can be associated with it. At the boundary between the self and the medium the participant interacts with the virtual world. For the study of good user interface design much effort has been put forth. For many media and virtual reality will require no less effort. 4. Applications of Virtual reality The Virtual Reality had shown its applicability in early 1990s and its exposure went beyond the expectations and it just started with some of the blocky images. Coming to the entertainment, the applications will involve in games, theatre experiences and many more. The application of the Virtual Reality come into the picture in Architectures where the virtual models of the buildings are created where the users can visualise the building and they can even walk into it. This may help to see the structure of the building even before the foundation is laid. in this way the clients or the user can checkout the whole building and even they can change the design if there are any alterations in the plan, this makes the planning and modifications very realistic and easy. This Virtual Reality is applicable even in medicine, information systems, military and many more. Further discussion will give a detailed explanation of all the applications. 4.1 Virtual Reality in information system: For generating the direct or the indirect view of the physical real world environment the Augmented Reality is used. In this the elements will be in mixed up way with two things and finally create a mixed reality. The two things are Virtual Computer and the Generated imagery. Let us consider an example of Sports Channel on the TV where the scores are the real time examples of the semantic context in the elements of the environments. The Advancement in the Augmented Reality (AR) the real world entities can be digitized and even the user can interact with the surrounding in the digital world itself. This can be achieved by adding computer vision and object recognition to the Augmented Reality (AR) technology. Through this technology the information related to the surrounding and different objects present in it can be obtained and that will be similar to the real world information. Here the information is retrieved in the form of information layer. In the present scenario the Augmented Reality (AR) research is been populated through the applications of the computer generated imagery. This application is replicating the real world where live video streams are been used. For the purpose of the Visualisation to the real world different displays are been used, they are Head Mounted Displays and Virtual Retinal Displays. Not only the displays but also the research also constructs the environment in a controlled way in which it replicates the real world. for this many number of sensors and actuators are used. The two definitions of the Augmented Reality (AR) that are widely accepted in present days are: The Augmented Reality (AR) is a combination of real and virtual and it is interactive in the real time i.e., real world and this is registered in 3D. This definition is given by Ronald Alums in 1997. Paul Milligram and Fumio Kishinev define Augmented Reality (AR) as A it is a continuous extent of the real world environment into a pure virtual or digital environment. Due to the development in the Augmented Reality (AR) the general public are also getting attracted to this and interest is been increased in it. Hardware: Coming to the Main Hardware components that are used in Augmented Reality (AR) are as follows: Display Tracking Input Devices Computer. Combination of powerful CPU Camera accelerometers GPS solid state compass Smart Phones. Displays: Augmented Reality (AR) uses different display techniques to visualize the real world entities Head Mounted Displays Handheld Displays Spatial Displays Head Mounted Displays: Head Mounted Display (HMD) is one the display techniques used for visualizing the both the physical entities as well as the virtual graphical objects and the main thing that is to be concentrated is that all the entities and the objects moist replicate the real world. The Head Mounted Display (HMD) work in two ways i.e., through optical se-through and video see-through. Here half-silver mirror technology is used for optical see-through technology. This half-silver mirror technology first considers the physical world to pass through the lens of the optical since and then the graphical overlay information is to reflect these physical entities in the virtual world i.e. visualizing the physical entices in the virtual world. For this sensing the Head Mounted Display (HMD) uses tracking which should have six degree of freedom sensors. The main usage of tracking is that it allows the physical information to be registered in the computer system where that information will used in the virtual worlds information. The experience that an used gets is very impressive and effective. The products of this Head Mounted Display (HMD) are Micro Vision Nomad, Sony Plastron, and I/O Displays. Handheld Displays: Handheld Augment Reality is also one of the displaying technique used for the visualizing the virtual entities from the physical world. Handheld Augment Reality is a small devices that is used for computing and it is so small that it will fit in the users hand. This Handheld Augment Reality uses video see-through techniques that helps to convert the physical entities or information into virtual information i.e., into graphical information. The different devices that are used in this are digital compasses and GPS in which six degree sensors are used. This at present emerged as Retool Kit for tracking. Spatial Displays: Instead of wearing or carrying the display such as head mounted displays with handheld devices; pertaining to Augmented Reality digital projectors are used to display graphical information through physical objects. The key difference in spatial augmented reality is that from the users of the system the display is separated. Because these displays are not assorted with each user, SAR graduated naturally up to groups of users, thus allowing for strong tendency collaboration between users. It has over traditional head mounted displays and handheld devices and several advantages. And for the user there is no such requirement to carry equipment or wear the display over their eyes. This makes spatial AR a good candidate to work together on a common project, as they can see each others faces. At the same time a system can be used by multiple people and there is no need for every individual to wear a head mounted display. In current head mounted displays and portable devices spatial AR does not suffer from the limited display resolution. To expand the display area a projector based display system can simply incorporate more projectors. Portable devices have a small window into the world for drawing, For an indoor setting a SAR system can display on any number of surfaces at once. The persistence nature of SAR makes this an ideal technology to support design, for the end users SAR supports both graphical visualisation and passive hep tic sensation. People are able to touch physical objects, which is the process that provides the passive hap tic sensation. Tracking: In modern world the set of reasons that support the reality systems use the following tracking technologies. Some of the tracking system is digital cameras, optical sensors, accelerometers, GPS, gyroscopes, solid state compasses, RFID, wireless sensors. All these technologies have different levels of exactness and accuracy. The most important in this system is to track the pose and position of the users head. Virtual Reality Tracking Systems In VR system tracking devices are intrinsic components. And these tracking devices communicate with the system processing unit and telling it the orientation of the users. In this system the user allows to move around within a physical world, and the trackers can detect where the user is moving his directions and speed. In VR systems there are various kinds of tracking systems in use, but very few thing are common in all the tracking systems, which can detect six degrees of freedom(6-DOF).These are nothing but the objects position with x, y and z coordinates in space. This includes the orientation of objects yaw, pitch, and roll. From the users point of view when u wear the HMD, the view changes as you look up, down, left and right. And also the position changes when you tilt your head or move your head forward or backward at an angle without changing the angle of your gaze. The trackers which are on the HMD will tell the CPU where you are looking and sends the right images to your HMD screens. All the virtual tracking system has a device that generates a signal, the sensor will detects the signal and the control unit will process the signal and transfer the information to CPU. Some tracking system required to attach the sensors components to the user. In such kind of system we have to place the signal emitters at fixed points in the surrounding environment. The signals which are sent from emitters to sensors can take many forms, which admit electromagnetic signals, acoustic signals, optical signals and mechanical signals. Each and every technology has its own set of advantages and disadvantages. Electromagnetic tracking systems It measure magnetic fields to bring forth by running an electric current continuously through three coiled wires ordered in a perpendicular orientation with one another. Each coil becomes an electromagnet, and the systems sensors measure how the magnetic field affects the other coils. This measurement tells the direction to the system and also predilection of the emitter. An efficientelectromagnetictracking system is very reactive, with low levels of latent period. One disadvantage of this system is that anything that can yield a magnetic field can intervene in the signals sent to the sensors. Acoustic tracking systems Acoustic tracking system emit and sense ultrasonicsound wavesto ascertain the position and orientation of a target. Most of the tracking systems measure the time it takes for the ultrasonic sound to reach a sensor. Generally the sensors are fixed in the environment and the user wears the ultrasonic emitters. The system estimate the position and orientation of the target based on the time it took for the sound to reach the sensors. The rate of updates on a targets position is equally slow for Acoustic tracking systems which is the main disadvantages because Sound travels relatively slowly. The speed of sound through air can change depending on the temperature, humidity or barometric pressure in the environment which adversely affects the systems efficiency. Optical tracking devices The name itself indicates that it uselight to measure a targets position and orientation. The signal emitter in an optical tracking device typically consists of a set of infraredLEDs. The sensors which we use here are camerasthat can sense the emitted infrared light. The LEDs light up in continuous pulses. The cameras will record the pulsed signals and send information to the systems processing unit. The unit can then draw from specific cases for the data to determine the position and orientation of the target. Optical systems have a fast upload rate, which means it minimises the time taken by the specific block of data. The disadvantages are that the line of sight between a camera and an LED can be blurred, interfering with the tracking process. Ambient light or infrared radiation can also make a system less effective. Mechanical tracking systems Mechanical tracking rely on a physical connection between the fixed reference point and a target. The VR field in the BOOM display is a very common example of a mechanical tracking system. A BOOM display is an HMD mounted on the end of a mechanical arm that has two points of articulation. The system detects the position and starts orientation through the arm. In mechanical tracking systems the update rate is very high, but the only disadvantage is that they limit a users range of motion. 4.2 Virtual Reality in military simulations: VR technology extends a likely economically and efficient tool for military forces to improve deal with dynamic or potentially dangerous situations. In a late 1920s and 1930s,almost simulations in a military surroundings was the flight trainers established by the Link Company. At the time trainers expected like cut-off caskets climbed on a stand, and were expended to instruct instrument flying. The shadow inside the trainer cockpit, the realistic interpretations on the instrument panel, and the movement of the trainer on the pedestal mixed to develop a sensation similar to really flying on instruments at night. The associate trainers were very effective tools for their proposed purpose, instructing thousands of pilots the night flying skills they involved before and during World War II. To motivate outside the instrument flying domain, simulator architects involved a way to get a view of the beyond world. The initial example of a simulator with an beyond position seemed in the 1950s, when television and video cameras became in market. With this equipment, a video camera could be fled above a scale model of the packet around an airport, and the leading image was sent to a television monitor directed in front of the pilot in the simulator. His movement of the assure stick and limit produced corresponding movement of the camera over the terrain board. Now the pilot could experience visual resubmit both inside and outside the cockpit. In the transport aircraft simulators, the logical extension of the video camera/television monitor approach was to use multiple reminders to simulate the total field of notion from the airplane cockpit. Where the field of notation requires being only about 60 degrees and 180 degrees horizontally vertically. For fighter aircraft simulators, the field of view must be at least 180 degrees horizontally and vertically. For these applications, the simulator contains of a cockpit directed at the centre of a vaulted room, and the virtual images are projected onto the within surface of the dome. These cases of simulators have established to be very in force training cares by themselves, and the newest introduction is a project called SIMNET to electronically paired two or more simulators to produce a distributed simulation environment. [McCarty, 1993] Distributed simulations can be used not only for educating, but to improve and test new combat strategy and manoeuvre. A significant improvement in this area is an IEEE data protocol standard for distributed interactive simulations. This standard allows the distributed simulation to include not only aircraft, but also land-based vehicles and sh ips. Another recent development is the use of head- climbed displays (HMDs) to decrease the cost of wide field of perspective simulations. Group of technologies for military missions: Applying applications of virtual reality which are referred by military, the Military entropy enhancement in a active combat environment, it is imperative to provide the pilot or tank commander with as much of the demand information as possible while cutting the amount of disordering information. This aim contributed the Air Force to improve the head-up display (HUD) which optically merges important information like altitude, airspeed, and heading with a clear position through the advancing windscreen of a fighter aircraft. With the HUD, the pilot advancing has to look down at his instruments. When the HUD is paired with the aircrafts radar and other sensors, a synthetic image of an enemy aircraft can be exposed on the HUD to show the pilot where that aircraft is, even though the pilot may not be able to see the actual aircraft with his unaided eyes. This combination of real and virtual views of the outside world can be broad to night time procedures. Using an infrared camera mounted in the nose of the aircraft, an increased position of the terrain ahead of the aircraft can be designed on the HUD. The effect is for the pilot to have a daylight window through which he has both a real and an enhanced position of the night time terrain and sky. In some situations, the pilot may need to concentrate fully on the virtual entropy and completely omit the actual view. Work in this field has been started by Thomas Furness III and others at Wright Laboratories, Wright-Patterson Air Force Base, and Ohio. This work, dubbed the Super Cockpit, demanded not only a virtual view of the beyond world, but also of the cockpit itself, where the pilot would select and manipulate virtual controls using some Applications of Virtual Reality. Automobiles based companies have used VR technology to build virtual paradigms of new vehicles, testing them real before developing a single physical part. Designers can make changes without having to scrap the entire model, as they often would with forcible ones. The growth process becomes more efficient and less expensive as a result. Smart weapons and remotely- piloted vehicles (RPVs): Many different types of views in combat operations, these are very risky and they turn even more dangerous if the combatant attempts to improve their performance. But there are two clear obvious reasons have driven the military to explore and employ set of technologies in their operations; to cut down vulnerability to risky and to increase stealth. So here peak instances of this principle are attacking weapons and performing reconnaissance. To execute either of these tasks well takes time, and this is the normal time when the combatant is exhibited to unfriendly attack. For this reasons â€Å"Smart weapons and remotely- piloted vehicles (RPVs) â€Å"were developed to deal this problems. Loosely smart weapons are autonomous, while others are remotely controlled after they are established. This grants the shooter and weapon controller to set up the weapon and immediately attempt cover, thus minifying this exposure to return fire. In the case of RPVs, the person who controls the vehicle not only has the advantage of being in a safer place, but the RPV can be made smaller than a vehicle that would carry a man, thus making it more difficult for the enemy to detect. 4.3 Virtual Reality in Medicine Virtual reality is being used today in many ways, one of the importa

Wednesday, November 13, 2019

Bioterrorism and Science: The Censorship of Scientific Journals Will Do More Harm than Good :: Essays Papers

Bioterrorism and Science: The Censorship of Scientific Journals Will Do More Harm than Good Science is based on the open communication of research and information. Scientists often build on the work and results that their colleagues have published in scientific journals. This process of incremental development prevents scientists from â€Å"reinventing the wheel† before continuing forward with original research. It stands, therefore, that the publication and distribution of research is necessary for future research to be productive. However, the dissemination of research has an adverse side effect in the current world. Scientific journals not only inform scientists about recent developments in their field of research, they also inform terrorists. It is possible for terrorists to use the same information found in scientific journals, intended for the benefit of the scientific community, to harm other people. The September 11th attacks force journal editors and reviewers to consider whether censorship is necessary to prevent further, more severe, terrorist attac ks. I believe, however, that broad censorship of scientific journals will hurt our own efforts at biodefense and health care more than it will hinder terrorists looking to make biological agents. In order to understand the current anxiety over bioterrorism we must look at the history of terrorism, both biological and conventional. Bioterrorism was a worry of American scientists and policy makers long before the attacks on September 11th. It has been estimated that, during the Cold War, the Soviet Union employed as many as 60,000 people in a biowarfare research program ([Anonymous] 2000). Ex-Soviet biowarfare researchers have reported the development of a strain of plague resistant to 16 different antibiotics by the Biopreparat, a clandestine network of research facilities located in Russia and Kazakhstan (Dennis 2001). It is certain that the US government was aware of the Soviet interest in biowarfare and thus also had biowarfare and defense programs. It wasn’t until Iraq used chemical weapons against the Kurds that we thought a modern state would actually employ chemical or biological weapons. Then, in 1995, the Japanese cult Aum Shinrikyo released sarin gas on a subway, killing 12 ([Anonymous] 2001), and demonstrated that there was need for real concern about chemical and biological terrorism. In addition to the September 11th attacks, the American public was also subjected to anthrax attacks during the final months of 2001. As the first biological attacks on US soil in more than a decade, these emphasized that bioterrorism is still around and that the United States is still unprepared for a large-scale biological attack ([Anonymous] 2000).

Sunday, November 10, 2019

Chemistry: University and Study Area Essay

Introductory Chemistry 1405 for non-science majors is designed to meet the needs of students with no background in Chemistry or who are in need of additional preparation before taking Chemistry 1411. This course is concerned with the study of matter presented at an introductory level. The prerequisite for this course is DMAT 0091. Topics covered include: chemistry and measurements, matter and energy, atoms and elements, compounds and their bonds, chemical calculations, gas laws, solutions, acids and bases and nuclear reactions. This syllabus is your legal contract for this course. The first requirement is that you read it entirely. You are responsible for all of the readings and assignments as defined. Questions or issues requiring clarification are welcomed at any time. REQUIRED OR RECOMMENDED MATERIALS (ISBN FOR TEXTBOOK): Required textbook:Introductory Chemistry for Non-Science Majors, the pearson custom edition for Eastfield College, by Timberlake. This book can be ordered from the bookstore http://follett. com/. ISBN#: 1256414824. It is bundled with Eastfield custom edition lab manual for first part of the laboratory and homework code for Mastering Chemistry. Lab Supplies: You must order a lab kit CK-EF. Order your LabPaq online at http://www. labpaq. com. once you are sure to continue the class, as the returned policy is strict. For labPaq order call 866-206-0773 x 114. OR, go to www. labpaq. com/order here, and enter Log in ID: C 000091, Password, labpaq (all lower case) and Choose CK-EF. You can obtain any digital balance with an accuracy of 0. 1 grams. Recommended digital weight balance from NorthShore Care Supply ( http://www. northshorecare. com) is Triton T2 digital precision handheld scale, Item # 7400 ($19. 95). Other required materials:Laboratory Safety Goggles (may be purchased at campus bookstore) Scientific Calculator STUDENT LEARNING OUTCOMES: 1. Demonstrate understanding of the subatomic particles and types of matter 2. Use the Periodic Table to identify metals, non-metals and metalloids 3. Make calculations using the metric system of measurements and significant figures. COURSE OBJECTIVES The course is to demonstrate a general knowledge of the basic concepts in chemistry, and to prepare the student for Chemistry 1411. CORE CURRICULUM COURSE OBJECTIVES: I. INTELLECTUAL COMPETENCIES: 1. Reading: The ability to analyze and interpret a variety of printed materials such as book, documents and articles written at a level above the 12th grade level 2. Writing: The ability to produce clear, correct and coherent prose adapted to a purpose, occasion and audience at a level above the 12th grade level 3. Speaking: Ability to communicate orally in clear, coherent and persuasive language appropriate to a purpose, occasion and audience at a level above the 12th grade level 4. Listening: Analyze and interpret various forms of spoken and visual communication at a level above the 12th grade level 5. Critical Thinking: Think and analyze at a critical level 6. Computer Literacy: Understand our technological society, use computer-based technology in communication, problem solving, and acquiring information II. EXEMPLARY EDUCATIONAL OBJECTIVES: 1. To understand and apply method and appropriate technology to the study of natural sciences 2. To recognize scientific and quantitative methods and the differences between these approaches and the other methods of inquiry, and to communicate findings, analyses, and interpretation both orally and in writing 3. To demonstrate knowledge of the major issues and problems facing modern science, including issues that touch on ethics, values, and public policy 4. To demonstrate knowledge of the interdependence of science and technology, and their influence on and contributions to, modern culture MEANS OF ASSESSMENT OF LEARNING OUTCOMES The course learning outcomes are assigned in more detail for each chapter in various learning objectives. These objectives will be assessed by exam questions, terminology, study area quiz, assignment from mastering chemistry and written laboratory report. It is encouraged to start your weekly activities by understanding â€Å"terminology†, which will be followed by reading corresponding units in the textbook. You will continue working on â€Å"Study Area† quiz and Review Questions, and homework assignments from mastering chemistry. Finally, you will perform the lab experiments. These steps are written in order under â€Å"Things to do† in all the weekly activities. EVALUATION PROCEDURE: 1. Lab Grades: This online course of Chem 1405 uses the â€Å"Wet Lab† experiences from Hands-on lab, Inc. For the first five labs, students use the basic laboratory conceptual practice using Pearson published laboratory manual. After completion of five labs from Pearson published lab manual, students will use their purchased lab kits for the â€Å"Wet Lab† experiences and perform real chemical experiments using chemicals and standard techniques, in the convenience of their house. To ensure the credibility of the lab portion of this course, students will be asked to submit their picture showing their face at one or two specific steps of each experiment along with the data as reflected in their report. The specific steps where they need to submit their picture are well- written in the attached report form in the corresponding experiment on eCampus. Lab grades will be earned from their completed lab reports. These reports have to be typed in Microsoft office word and upload on ecampus in order to be graded, unless otherwise specified (Hand Written lab Report Will not be Accepted). You must use the report attached on ecampus under the folder â€Å"Lab #† of each week activities, and not the one that comes on the CD from LabPaq. You will get ZERO SCORE if you won’t use REPORT FORMAT UPLOADED on ecampus under the â€Å"Lab #†. However, to synthesize the conclusion and discussion of your result in the report, you can use â€Å"Lab Report Assistant† that comes in the CD with the CK-1 kit from Labpaq. The â€Å"Lab Report Assistant† can also be found on ecampus under â€Å"Start Here† button. The CD also has the introduction, safety enforcement agreement and the procedure to perform the lab. You have to sign; scan, and upload the safety agreement in the first week of the semester. Students have to upload the report on ecampus after the completion. The instructions on â€Å"how to upload† the report can be found in eCampus menu under the â€Å"Start Here† button. Students can purchase the lab kit, LabPaq CK-EF, from Hands-on Labs, Inc. Please log on to http://www. labpaq. com/ to order the kit. The lab kits also contain the manual of the experiments on CD. Students CANNOT PASS this course with a failing lab grade. A score of 70% or better and completion of 8/11 labs (cannot miss more than 3 labs) is required to pass the lab portion of this course. The lab reports has to be uploaded on eCampus by 11. 30 pm on the specific due date found on the course calendar. Late lab reports will be accepted but they will drop by 25% for each day the reports are late. Students are encouraged to read the helpful suggestions after they read the procedures on the CD and before they do the experiments. Similarly, it is advised them to complete the lab as early as they can and do not wait until the last minute. The lab schedules are found under the weekly activity for each week. 2. Weekly Activities: These are located under â€Å"Course Contents† button in eCampus. Every week the learning items are placed in the following order. 1. Things to do: Helps to figure out the things to do quickly 2. Learning Objectives: Helps to focus on the goals to learn units of the chapter 3. Powerpoint: Gives you the main direction of concepts for each chapter 4. Terminology: It is a quick guide to know the definition and brief concepts of the topics 5. Study Area Quiz 1 &2 (www. masteringchemistry. com/study area) & Key Concept 6. Assignment (www. masteringchemistry. com/study area) 7. Lab report: Attached on the†Lab #† folder. The lab manual is CK-EF from www. LabPaq. com 8. DO NOT BEG FOR THE EXTENSION OF DUE DATES! 2. 1. Terminology: These are copyright materials and should not be altered. These terms help you to understand the concepts and to prepare for the exam. Download the list of terms from eCampus on the folder â€Å"Terminology #† under â€Å"Week of #† from the ecampus menu†. Study the terminologies, read the corresponding section in the book and answer them concisely with examples. You can try this as many times as you want, and upload your final version on ecampus with the file name â€Å"Terminology #† (NOTE: Please see â€Å"How to load a document on ecampus under â€Å"Start Here† button) 2. 2 Study Area These are self check activities and students can attempt as many times as they want. It helps to understand the concepts as well as to prepare for the exam 2. 2. 1 Quiz 1 & 2 After log on to www. masteringchemistry. com/study area, answer the multiple choice questions. These are self check activities and you can try this as many times as you want, scroll down and email the final trial to yourself. Repeat this step for quiz #2. Copy and paste both the quiz 1 & 2 score and answers of all the questions in a new file called as â€Å"Study Area # 1† for chapter 1. Upload the â€Å"Study Area #† on eCampus. Follow the same procedure for all the chapters. (DO NOT EMAIL TO THE INSTRUCTOR) 2. 2. 2 Review Questions To complete this activity, please follow the same procedure as in 2. 2. 1. However, create a file name â€Å"Study #† where # is replaced by 1, 2, 3, and etc. for the corresponding chapter. 2. 3 HOMEWORK (ASSIGNMENT) You will use Mastering Chemistry for the online homework tutorial. This will help you to understand the various concepts and to prepare for the exam. You can go directly to mastering chemistry without going to eCampus, by log on to http:// www. masteringchemistry. com/site. Many of the problems come from the back of the book to help you figure out the right answer. Do not attempt the homework without preparing yourself. You have to study the practice problems and worked out examples related to various units before to attempt the homework questions. For first time registration and to be more knowledgeable about this system please log on to http://www. masteringsupport. com/videos. Your COURSE ID is for this course is MCADHIKARI89707 It is advised to complete the assignments in preparation for the tests. Late homework will worth’s 50% of the total possible points. Homework due dates will be shown in Mastering chemistry web site. It is recommended to do the homework questions little by little, rather than solving all the problems at one sitting. Once you have completed the homework assignments, you can revisit them even after the due dates during the preparation for the exam. The total score of the homework from all the chapters will be posted on your ecampus grade book at the end of the semester. DO NOT LOOK THE ANSWER before you solved the problems, if you do so, you will GET ZERO SCORE on that problem. Students have to take full responsibility of THEIR SCORE REPORTED correctly on the website. If you have doubt on any technical issue contact the technical support at 1-877-672-6877. You will get ZERO SCORE IF YOU EMAIL the answer of the ASSIGNEMENT to the instructors’ email. You must answer the assignment on the website. Mastering Chemistry Assignments Problems Chapter # of Problems Chapter 1: 15 problems Chapter 2: 13 problems Chapter 3: 33 problems Chapter 4: 15 problems Chapter 5: 15 problems Chapter 6: 15 problems Chapter 7: 15 problems Chapter 8: 15 problems Chapter 9: 15 problems GRADING SCALE: Total number of points possible for this course is 1055. The following scale will be used to determine the standard letter grade of A, B, C, D and F of ? 90, ? 80, ? 70, ? 60 and ? 50, respectively, earned in the course. 810-905 = A; 808-719 = B; 718–629 = C; 628-538 = D; 537-0 = F Evaluation Items Points Quiz 1 45 Quiz 2 45 Quiz 3 45 Exam 1 100 Exam 2 100 Exam 3 100 Vocabulary 45 (9 submittals @ 5 pts. each) (mandatory) Homework 90 (9 submittals @ 10 pts. each) (mandatory) Study Area (quiz 1& 2) 45 (9 submittals @ 5 pts. each) (mandatory) Lab reports) 220 (11 @ 20 pts. Each) Study Area (Review Questions) 45 (9 submittals @ 5 pts. each) Syllabus Quiz 10 *Discussion Board 15 ______________________________________________________________________________ Total Points 905 *The instructor evaluates the overall performance of the student in all weekly activities DO NOT BEG FOR THE GRADE! PLEASE EARN IT!! Syllabus Quiz: A quiz over syllabus material will be taken on eCampus. The quiz worths 10 points. It will be used to determine if students have read the syllabus material. You may use your syllabus on the quiz. You may take it as many times as you like until the deadline. I advise you to take it until you score a perfect 10 points. The quiz can be found on eCampus under the syllabus quiz section. DISCUSSION BOARDS Participation in the thee Discussion Boards (DB) is required. The discussion boards are worth 5 points each for a total of 15 points. DISCUSSION BOARD ETIQUETTE This science course is based on scientific fact alone, not personal opinions. Please refrain from using the discussion board to express political viewpoints, as a dating service, to advertise any and all types of solicitation, from expressing religious viewpoints or quoting Biblical passages, or giving personal opinions. Please refrain from using any inappropriate language in the discussion boards. Please do not â€Å"sign† discussion boards. The discussion board will automatically be posted with your name. ***Failure to adhere to discussion board etiquette may result in the student being blocked from using the discussion board and a loss of points. EMAIL ETIQUETTE When sending an email message to an instructor there are a few guidelines to follow: 1. Address the instructor as Mr. , Ms. , Mrs. or Professor, and in subject line please mention your class and section number 2. Always include your name, course, and section number in the email. 3. Never use foul, vulgar, inappropriate, discriminatory, rude, or otherwise unprofessional language in the email. 4. Remember, the relationship between the student and the instructor is a professional relationship not a friendship; therefore, be sure not to include instructors in your forwarded emails to friends, chat rooms, or personal updates. 5. Email between the instructor and student is to relate to course, campus, or educational matters INSTITUTIONAL POLICIES: Withdrawal Policy (with drop date): STOP BEFORE YOU DROP For students who enrolled in college level courses for the first time in the fall of 2007, Texas Education Code 51. 907 limits the number of courses a student may drop. You may drop no more than 6 courses during your entire undergraduate career unless the drop qualifies as an exception. Your campus counseling/advising center will give you more information on the allowable exceptions. Remember that once you have accumulated 6 non-exempt drops, you cannot drop any other courses with a â€Å"W†. Therefore, please exercise caution when dropping courses in any Texas public institution of higher learning, including all seven of the Dallas County Community Colleges. For more information, you may access: https://www1. dcccd. edu/coursedrops If you are unable to complete this course, it is your responsibility to withdraw formally. The withdrawal request must be received in the Registrar’s Office by Januay 06, 2014. Failure to do so will result in your receiving a performance grade, usually an â€Å"F. † If you drop a class or withdraw from the college before the official drop/withdrawal deadline, you will receive a â€Å"W† (Withdraw) in each class dropped. Repeating This Course: Effective for Fall Semester 2005, the Dallas County Community Colleges will charge additional tuition to students registering the third or subsequent time for a course. This class may not be repeated for the third or subsequent time without paying the additional tuition. Third attempts include courses taken at any of the Dallas County Community Colleges since the Fall 2002 semester. More information is available at: https://www1. dcccd. edu/cat0506/ss/oep/third_attempt. cfm . Financial Aid: Students who are receiving any form of financial aid should check with the Financial Aid Office prior to withdrawing from classes. Withdrawals may affect your eligibility to receive further aid and could cause you to be in a position of repayment for the current semester. Students who fail to attend or participate after the drop date are also subject to this policy. The Texas Success Initiative (TSI) The Texas Success Initiative (TSI) is a statewide program designed to ensure that students enrolled in Texas public colleges and universities have the basic academic skills needed to be successful in college-level course work. The TSI requires assessment, remediation (if necessary), and advising of students who attend a public college or university in the state of Texas. The program assesses a student’s basic academic skills in reading, writing, and math. Passing the assessment is a prerequisite for enrollment in many college level classes. Students who do not meet assessment standards may complete prerequisite requirements by taking developmental courses in the deficient area and passing them with a grade of C or higher. Additional information is available at https://www1. dcccd. edu/cat0506/admiss/tsi_requirements. cfm . Academic Honesty: Academic honesty is expected, and integrity is valued in the Dallas County Community Colleges. Scholastic dishonesty is a violation of the Code of Student Conduct. Scholastic dishonesty includes, but is not limited to, cheating on a test, plagiarism, and collusion. As a college student, you are considered a responsible adult. Your enrollment indicates acceptance of the DCCCD Code of Student Conduct published in the DCCCD Catalog. More information is available at https://www1. dcccd. edu/cat0406/ss/code. cfm . Academic Dishonesty Course Contract: Academic dishonesty is defined in the District Catalog includes, but is not limited to, cheating on a quiz, a test, or assignment or lab work; plagiarism (including the internet); copying another student’s lab or lecture work; or allowing another student (even lab partners) to copy all or any portion of an assignment. All written assignments are to be in the students’ own words. Written assignments for both the lab and lecture works are to be completed solely by the student, not in collaboration with other students unless otherwise noted in the assignment or instructed by instructor in exceptional cases. Academic dishonesty will not be tolerated. Any student found to be violating any portion of the academic dishonesty policy will automatically receive a zero (without exception or discussion). Students repeating the course are not permitted to use any old assignments or graded materials. All written assignments must be new, not just modifications of old assignments. When working in partners or groups, each student is expected to turn in his or her original work in their own words. Exact (or overwhelmingly similar as per the instructors discretion) duplication of an assignment (in any form), from any group or partner set, will not be accepted, and a grade of zero will be given. If further clarification of this policy or explanation of actions that will be taken for any and all violations is necessary, please see the instructor. ADA Statement: If you are a student with a disability and/or special needs who requires accommodations, please contact the college Disability Services Office. Religious Holidays: Absences for observance of a religious holy day are excused. A student whose absence is excused to observe a religious holy day is allowed to take a make-up examination or complete an assignment within a reasonable time after the absence. Students must notify the instructor of any religious holiday that will impact his/her time in this course by no later than the certification date. ___________________________________________________________________________________ Family Educational Rights and Privacy Act of 1974 (FERPA). In compliance with the Family Educational Rights and Privacy Act of 1974 (FERPA), the College may release information classified as â€Å"directory information† to the general public without the written consent of the student. Directory information includes: (1) student name, (2) student address, (3) telephone numbers, (4) date and place of birth, (5) weight and height of members of athletic teams, (6) participation in officially recognized activities and sports, (7) dates of attendance, (8) educational institution most recently attended, and (9) other similar information, including major field of student and degrees and awards received. Students may protect their directory information at any time during the academic year. If no request is filed, directory information is released upon written inquiry. No telephone inquiries are acknowledged. No transcript or academic record is released without written consent from the student, except as specified by law. _________________________________________________________________________________________________________ Food and Drink Policy Food, drinks, and tobacco products are prohibited in Eastfield College classrooms. _________________________________________________________________________________________________________ Children on Campus The institution strives to protect an environment most conducive to teaching and learning for all enrolled students. Children who are taking part in organized scheduled activities or who are enrolled in specific classes are welcomed. Minor children, however, should not be brought to the institution unless closely supervised by their parent. Minor children should not be brought into classrooms, laboratories or other facilities of the college. This practice is disruptive to the learning process. In the case of an emergency where the student-parent has no alternative but to bring the child to campus, classroom faculty or the administrative heads of other units have full discretion as to whether a child may be allowed to quietly stay in the location. These individuals may require that children be removed by the student-parent from the setting if, in their opinion, the presence of the child is deemed to be disruptive to the learning process. For reasons of security and child welfare the institution will not permit unattended children to be left anywhere on the premises. Parents who have problems with childcare should visit the Counseling and/or Advisement Center to receive referrals to childcare services in the area. _________________________________________________________________________________________________________ Eastfield College Email Policy Faculty and students must have and use a DCCCD account for all correspondence relating to academic coursework. For information on setting up a DCCCD student email account go to: http://www. dcccd. edu/netmail/home. html _________________________________________________________________________________________________________ Obtaining Final Course Grades Using eConnect Final Grade Reports are no longer mailed. Convenient access is available online at www. econnect. dcccd. edu. Use your identification number when you log onto eConnect, an online system developed by the DCCCD to provide you with timely information regarding your college record. Your grades will also be printed on your Student Advising Report, which is available in the Admissions Office. ____________________________________________________________________________________Instructor Reserves the Right to amend this syllabus as necessary !!! A sample of lab report: ( For lab number 7 and up) Unless otherwise specified in a particular lab the sample and the grading scheme of the report is as below. Date:_________________ Name____________________.