Wednesday, October 9, 2019

Techniques for roadway tunnelling Research Paper

Techniques for roadway tunnelling - Research Paper Example The tunneling process usually starts with the excavation of the area in which the tunnel is to be created. After the determination of the main functional requirements, tunnel designs are usually drawn based on the various factors identified. The tunneling technique and approach to be used in a project must always be selected in the initial stages of the planning phase so that the team is able to understand the procedures involved and the possible risk factors that it will have to deal with so as to achieve the intended objectives. Several techniques have been used in roadway tunneling. According to Bartà ¡k, Hrdina, & Romancov (‎2007) the technique used in the construction of a tunnel is normally determined by several factors. They include the shape of the tunnel, tunnel length, available resources and technology, environmental constraints and the geographical features in the area where the tunnel is to be constructed. The main concept in majority of the roadway tunneling techniques involves the sequential or full length excavation of a road segment followed by subsequent construction of the passage. In most instances, drainage, ventilation and support will be required in the tunnel. The final stage of the process entails considering environmental issues such as the planting of tree and the reconstruction of secondary roads upslope. Conventional roadway tunneling is the construction of underground pass ways and openings of any shape through the use of cyclic construction processes (Bartà ¡k, Hrdina, & Romancov, 2007). Hashemi (2013) states that conventional roadway tunneling is normally done by carrying out cyclic process in different stages. The process can however be grouped into three main steps. The first stage is the excavation of the soil and rocks using different methods like mechanical excavation, drilling and blasting. This is then followed by mucking. The

Tuesday, October 8, 2019

Legalization of marijuana Research Paper Example | Topics and Well Written Essays - 1500 words - 1

Legalization of marijuana - Research Paper Example Decriminalizing the drug will present myriad economic and legal positive implications as the discussion below portrays. Possession of marijuana is a criminal offense in the country with law enforcement agencies mandated with containing the use of drugs arresting thousands of peddlers. Such arrests have myriad effects thus slowing the rate of dispensing justice in the society. The law courts and police stations are arguably crowded with thousands of young people charged with being in possession and using marijuana. Congestion in American jails is a major social problem that the government strives to solve. The government uses millions of dollars in maintaining the prison facilities most of which also serve as remands while suspects await their trials. The legal process further slows owing to the huge pile up of cases a feature that makes such processes not only slow but also equally expensive for suspects, their families and the government. As explained earlier, marijuana is one of the most common drug that millions of Americans use for varied reasons including medicinal. This makes the drug a menace that the government continues to invest millions of dollars to contain. Most of the peddlers serving jail terms in American prisons are serving such terms owing to either possessing or using marijuana. Decriminalizing the drug will therefore free up the state facilities thereby cutting the amount of money the government invests in managing such facilities as the courts and prisons. Additionally, this will offer a natural solution to the overcrowding problem in most of the correctional facilities in the country. This will expedite the legislation process thereby making the management of both the courts and the prisons easier. The government has strived to achieve this in the past by investing more money into the departments despite the ailing economy. By legalizing

Monday, October 7, 2019

Investigating the impact of Information Technology on a career or Term Paper

Investigating the impact of Information Technology on a career or profession of Healthcare - Term Paper Example Requirement for researchers to facilitate practitioners recognize how information technology can advance hospitals’ productivity is evident. As people are becoming more and more aged, population is becoming a challenge in social and economic sector worldwide. In the United States, people with age over 65 are expected to hit 70 million by 2030. This figure is doubled as compared to 35 million in 2000. Health care in the context of Information technology has become an obsession globally. These increments are been observer globally. The old aged people having diseases, requiring constant monitoring and medication and need to visit the hospitals and clinics on a regular basis. If the disease is identified at the initial stage by health monitoring techniques, the quality of life will be improved and many lives can be saved. At the same time, investigating the disease can reduce the cost and resources which are utilized for the treatment of a patient. The cost related to health care is also an emerging problem (Durresi et al. 211-218). For example, expenditures in the United States will grow to 15.9% for the health care from the GDP of $2.6 trillion by 2010 ("Keynote "). The Research and education along with the clinical practice is the key element facilitating the healthcare realm. The use of online screening tools can be accessed from the Internet is increasing. People are keener to find information regarding health and diseases from the Internet instead of visiting the doctor, which is a long and time consuming process (Koivunen et al. 1141-1150). The usability of computers systems is always an issue. The staff is not motivational to use computing devices installed in hospitals and medical resources. The research on the individual factors on health care staff’s computer use in psychiatric hospitals was conducted by (Koivunen et al. 1141-1150). The aim of the study was to examine the individual factors of

Saturday, October 5, 2019

POLICY MAKING IN THE UK Essay Example | Topics and Well Written Essays - 500 words

POLICY MAKING IN THE UK - Essay Example nd its prevention were recognized a hundred years ago, political concern and legal steps to stop this problem started from the 1950s (Joseph Rowntree Foundation, 2000). It has become an acute problem nowadays because Smoking remains the main cause of preventable disease and premature death in the UK. In England alone, over 80,000 deaths per year are due to smoking and about 8.5 million people still smoke in England today. (dh.gov.uk). In the case of UK, the anti-tobacco strategy is carried as a cross-government initiative involving a variety of departments and agencies. The Health Department has the overall responsibility for the delivery of anti-tobacco strategy through formulation of strict laws. UK government formulated its anti-tobacco policy to the extent that it did not want young people to be exposed to tobacco promotions and advertisements and importantly wanted to make it difficult for the young people to get hold of tobacco and tobacco related product of cigarette. As far a s the promotions and advertisements are concerned, the UK government believes that if children or young people are not exposed to it, it will not create an urge among them to smoke. Tobacco policy currently rests on claims: tobacco advertising and promotion are the major reasons why young people begin to smoke; so all forms of tobacco advertising and promotion, including tobacco displays, should be banned. (Basham). As part of the anti-tobacco policy, the government came up with the Health Bill 2009. The key proposals in the bill are the need for the commercial shops to remove tobacco displays and importantly restrict the sale of cigarettes from vending machines. Removing tobacco displays will in a way prevent prospective children and young people from being exposed to the promotions and will also support smokers who want to quit as displays prompt impulse purchases undermining efforts to give up. (dh.gov.uk). Also, the proposal to restrict or even ban the sale of cigarettes from the

Friday, October 4, 2019

Strategic Plan (for school) Essay Example | Topics and Well Written Essays - 500 words

Strategic Plan (for school) - Essay Example Within the context of the paper, be sure to address the following components: In making a school prestigious in it's community, the principal, the teachers, and the staffs would provide and give their all in achieving this goal. It may take time, but as long as there is a will, ways will be available. In the past, where a basic degree was considered a rarity, it has now basically become a necessity, and it is to this degree that we shall find our students reaching standards greater than this. Even as we speak, the world is demanding more, and we find the need to meet these increasingly difficult demands. As a school set up for the people of Walnut City, we will support our community, its parents and its students to their goal to excellence in our society. At Apache High School, our students shall graduate and be imbibed with wide knowledge and fine character. (142 words) Apache High School is located in Walnut City, in Arizona less than one mile from the international border with Mexico. It is the sole public high school within Walnut City. The current campus, which opened over 25 years ago, is comprised of several buildings spread out on a campus that mimics that of a junior-college setting. The original plans were for the high school to house up to 1, 000 students.

Thursday, October 3, 2019

Examining Visual Identity of logo example Essay Example for Free

Examining Visual Identity of logo example Essay Today’s business world is moving at a fast pace and is ever changing, strong corporate identity and corporate image is increasingly necessary to any organization to succeed by embracing this dynamism (Stevenson, Christensen, 2001, PP. 231). Our society is moving at a fast rate than ever witnessed on the globe and many businesses places the human capital and consumer at the center of success strategy. Therefore, to achieve this success effect to the business, effective visual communication through the use of static and dynamic graphics; typography, color, and symbols are used to convey facts, concepts and emotions to the consumers and other stakeholders. This make up systematic graphic design that is information oriented, which helps customer base understand complex information and identify the company’s products that can be translated to profits (Stevenson, Christensen, 2001, PP. 290). In this regard, the logo example in form of an apple fruit is to Apple Computer Inc. the logo is such a familiar one, since it is on the digital and music products that I have interacted with. These products are Cinema Display, iPod, iPhone, Apple TV which are dominant to the young persons, while other products where the logo is displayed are Apple software, Mac, Mac OS X, Mac OS X Server, iLife, iWork and AirPort. Apart from the products of the Apple Inc. company, the logo is placed on entrance of organization’s corporate headquarters in the middle of Silicon Valley, at 1 Infinite Loop, Cupertino, California. Since it is founding in early 1976, Apple computer Inc. has revolutionized personal computing. Additionally, Apple has introduced amazing and wonderful products that have gone beyond technological boundaries. Thorough its attributing innovativeness in computer brands, Apple has become one of the world’s major computer brands in line with IBM, Microsoft, HP and Canon. Beneath Apple excellent brand performance and recognition globally, lies a powerful corporate identity facilitated by its well designed and unique logo. Apple logo is unique, in such a way that it does not bear any writings as many logos are and uses a bitten out apple fruit on the right side instead of a full fruit (Thomas, 2005). Yet, the Apple logo is one of the most recognized corporate symbols in the world of computer and digital business. Over the years since invention of the first logo in early 1976, Apple logo has undergone a revolution to capture the market corporate identity needs. Wayne and Jobs designed first Apple logo that depicted a graphic design of Isaac Newton sitting under an apple tree with words inscribed stating that â€Å"Newton a mind forever voyaging through strange seas of thought† with ‘Apple Computer Co’ (table1. figure 1). This first logo to be used by Apple company, was designed by artistic skills of human person through hand as computers that are dominantly used in our present days were not yet invented. However, the company logo was later changed in late 1976 by designer Rob Janoff of the Regis McKenna Agency designed an iconic logo of an apple with the bite out on right side and with rainbow colors; simply rainbow apple (table1. figure 2). This design greatly relied on the attribute and commemoration to Isaac Newtons discoveries of the gravity (the apple), and the separation of light by prisms (the colors) in scientific technological world (Thomas, 2005, p. 225). The rainbow logo apple was used up to 1998, when the logo appeared in many bright colors; whereby the logo example presented in this case with aqua color scheme was famous among all brightly colored logos of Apple Inc. (table1. figure 3). This aqua color scheme logo was used up to the year 2005, when Apple Inc. discontinued the use of bright colors (Thomas, 2005, p. 204). At present the logo in use have white and raw-aluminum color schemes (table1. figure 4) that result to silvery chrome finish that fit ideally. After revamping the Apple Inc. logo design, the logo freshens up the icon and is consistent with the design scheme. Therefore, making the Apple logo acceptable and endorsed not only by me as a consumer of Apple music products, but also the consumer base and critics world wide. Ideally, the logo design of Apple computer Inc. fit with the services and products it offers to the digital market. This is in the sense that, iconic logo of an apple with the bite out on right side is linked by many visual communication scholars to mathematician Alan Turning who was the father of modern computer who committed suicide by biting into cyanide laced apple. Most significantly the bite is projection and indication of byte vs. bite (Thomas, 2005, p. 304). Furthermore, a rainbow colored Apple logo was used to advertise the color capability of the Apple II computer and the product ‘Macintosh’ refers to a particular variety of an apple. Indeed, the firm is one of a few success stories in the corporate world with Market capital of US$86.3 billion, Revenue of US$32. 48 billion, Operating income US$6. 28 billion , Net income US$4. 83 billion with 14. 88% profit margin and a capacity of 28,000 Employees as indicated by a quarterly financial rep[ort of year 2008. Table1. Apple Inc. logos Figure1: First design Figure2: Rainbow apple logo Figure3:Monochrome Figure4: Silvery chrome . Reference Stevenson, A. , Christensen, L. (2001). â€Å"Corporate identity and corporate image revisited†: European Journal of Marketing. Vol. 35, p. 292-328 Thomas, H. (2005). â€Å"Birth of the PowerBook: How Apple took over the portable market†: Low End Mac, 2005-11-23.

Uses of Augmented and Virtual Reality in the Classroom

Uses of Augmented and Virtual Reality in the Classroom Introduction (What is AR and VR?) Technology plays a major impact on education. The history of technology in education goes back to 1950 where the first computers were used for instruction. In 1969, the first computer was used with school children. The IBM 650 taught binary arithmetic in New York City (Roblyer, 2016). As of the early 2000s, smartphones and tablets have become prevalent in our society. More schools are allowing students to bring their own devices to school for learning. As of late, augmented and virtual reality has been popularized with innovations from different technology companies. The history of augmented reality goes back to the 1960s and the first system was used for both augmented and virtual reality. The system used an optical see-through head-mounted display that was tracked by one of two methods. The methods were mechanical and ultrasonic trackers. The system only displayed very simple wireframe drawings in real time (Lee, 2012). In the beginning phases of virtual reality in education, it was used for training, especially to pilots with the use of flight simulators. In 2016, an Ericsson Consumer Insight Summary Report named virtual reality as it applies to the visual presentation of information as one of the â€Å"10 Hot Consumer Trends† (Brown, 2016). There is a difference between augmented reality and virtual reality. Augmented reality is a technology that allows computer-generated virtual imagery information to be overlaid onto a live direct or indirect real-world environment in real time. Virtual reality is different from having a computer-generated virtual environment (Lee, 2012). With virtual reality, people must use a headset-like object or glasses to be immersed into the environment. Some popular virtual reality objects include Google Glass, Oculus, and Samsung VR. A popular augmented reality app is Pokà ©mon Go where people can turn on augmented reality to look for â€Å"Pokà ©mon† creatures in the â€Å"real-world†. Wireless mobile devices are increasingly ushering augmented reality into mobile space where application offers a great deal of promise in education and apps that allow for students to be submerged in virtual reality with the use of inexpensive plastic lenses. Augmented Reality in Language Arts In language arts, augmented reality has updated books. People can read books in more interactive and realistic ways by overlaying 3D rendered models onto books with augmented reality. Instead of the traditional style of reading a book by looking at pictures on the pages, people can look at the pages through a handheld augmented reality display and see three-dimensional models appearing out of the pages. A popular avenue of augmented reality in books is the Magic Book where the technology is seen as an enhanced version of a traditional three-dimensional â€Å"pop-up† book (Lee, 2012). Virtual Reality and Augmented Reality in Science In science, virtual reality and augmented reality can be used in a range of topics in science. Virtual reality allows students to go on guided tours to places like outer space and in the ocean. Teachers can guide the tour to point out specific areas and significant information about a location with the use of platforms like Google Expeditions and zSpace. For example, a teacher can point on the layers of the atmosphere as the students take a tour through the atmosphere. Teachers can take their students on a virtual tour of museums and the solar system and galaxies. Students can also take part in virtual labs. Virtual Radioactivity Laboratory provides students with virtual labs to probe radioactivity without the risk of being exposed to radioactive material. Virtual Reality Physics Simulation (VRPS) provides virtual reality labs to probe things like wave propagation, ray optics, relative velocity, electric machines and other phenomena in physics. Physics Education Research (PER) provid es virtual labs to probe physical laws such as linear motion, circular motion, and collisions (Chih, 2007). In terms of augmented reality, teachers can use augmented reality technology with three-dimensional rendered earth and sun shapes to teach about the relationship between the earth and the sun. In chemistry, augmented reality allows students to see what an atom or a molecule consists of. In biology, augmented reality technology can show what organs of human beings consist of and how they look by watching three-dimensional computer-generated models in the real classroom. In physics, augmented reality allows observing velocity and acceleration of objects that vary in time. Augmented Reality in Math In the field of mathematics, augmented reality can play a major role in subjects like geometry and calculus. One major example of an augmented reality application is Construct3D. Construct3D is designed with three-dimensional geometric construction models. The application allows students and teachers to share a virtual space to construct geometric shapes by wearing head-mounted displays that enable users to overlay computer-generated images onto the real world. Students and teachers can explore properties of curves, surfaces, and other geometric shapes. In the field of calculus, augmented reality plays a major role in visualizing things like graphs of functions of one or two variables and solids of revolution. In Monterrey, Mexico in May 2003, there was a pilot study conducted with engineering students from a Calculus I course in order to describe the actions of a prototype. From the pilot, students were able to cut a solid and observe different curves in space that in turn would give information about the function itself. (Quintero, 2015) Disadvantages of Virtual Reality and Augmented Reality While there are many benefits to virtual reality and augmented reality, there are many barriers to successfully apply this technology to classrooms. Two of the major barriers are time and technical expertise of the technology. Many teachers are not well equipped or trained to deal with the technical issues and problems that may come up when using this new technology. This would lead to teachers needing a high level of support to ensure positive outcomes when using augmented and virtual realities. As of right now, there is a lack of conceptual framework regarding the implementation of these technologies. Without these frameworks, the application of technology in the classroom can be superficial and can be unproductive. Another barrier is cost. The cost of the materials to utilize this technology can be pricey. In order to combat these barriers, it is important to equip educators with skills to integrate this technology. As more technology is being released, educators should be aware of what is out there. Training is needed for both educators and students to understand how to utilize each augmented and virtual reality program to its fullest potential. Materials are becoming more user-friendly and require less programming skills. To deal with cost, there are some cheap and widely available options for virtual reality. One example of cheap virtual reality options includes cardboard with inexpensive plastic lenses for $10 or less that can be used as virtual reality viewers. One example is Google Cardboard, where a smartphone or small tablet device can be used as a stable viewer to apply immersive virtual technology. This is the most basic of virtual reality, but can still be an effective way to have virtual reality in the classroom. Benefits of VR and AR There are many benefits to using virtual reality and augmented reality. According to the cone of experience theory, learners only remember 10% of what they read, but remember 90% of what they say as they perform an action by seeing and doing a simulation experience (Chih, 2007). Virtual reality can be treated as an application of experience learning where learners can experience conditions virtually. Virtual reality also allows for more of a hands-on experience which will help those that are kinesthetic learners. Virtual reality can also be a cost-effective option to use instead of taking groups of students to things like an art gallery, museum, or place that may not be around the school. When it comes to augmented reality, students have reacted well using the technology both in and outside the classroom (Misty, 2014). Students can use augmented reality both independently or dependently. Augmented reality technology allows for more collaboration between students and teachers. Students have a sense of exploration and can become interested in learning more about a topic. Augmented reality can encourage students to a deeper level with the tasks, concepts, and resources being studied through the use of information overlays. This encouragement can cause deeper and lasting connections between the student and information. Conclusion In conclusion, augmented and virtual realities have many benefits in the classroom. The technology can be a cheap and widely available way to engage students to learn. Although there are many apps out there, there are still many in the works in this growing area of education. Augmented and virtual realities are on the way to becoming an important part of education and its use will continue to grow as time goes on and our technology grows. References Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in education – cases, places and potentials. Educational Media International, 51(1), 1. Brown, A. b., & Green, T. t. (2016). Virtual Reality: Low-Cost Tools and Resources for the   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Classroom. Techtrends: Linking Research & Practice To Improve Learning, 60(5), 517-519. Chih Hung, C., Jie Chi, Y., Shen, S., & Ming Chang, J. (2007). A Desktop Virtual Reality Earth Motion System in Astronomy Education. Journal Of Educational Technology & Society, 10(3), 289-304. Lee, K. (2012). Augmented Reality in Education and Training. Techtrends: Linking Research & Practice To Improve Learning, 56(2), 13-21. Misty, A., Corinne, B., & Kelly, S. (2014). Augmented Reality Applications in Education. The Journal Of Technology Studies, (1/2), 96. Quintero, E., Salinas, P., Gonzà ¡lez-Mendà ­vil, E., & Ramà ­rez, H. (2015). Augmented Reality app for Calculus: A Proposal for the Development of Spatial Visualization. Procedia Computer Science, 75(2015 International Conference Virtual and Augmented Reality in Education), 301-305 Roblyer, M. (2016). Integrating Educational Technology into Teaching (7th ed.). Upper Saddle River, New Jersey: Pearson.