Friday, December 27, 2019

Analysis Of The Article Parramatta - 1191 Words

Parramatta Summary Parramatta is a business district first, a residential area made up mostly of apartment dwellings, and a parkland and riverside suburb. People refer to Parramatta as Sydney s second central business district. Westfield Parramatta is a shopping centre in the city. It s also one of the biggest in Australia. There s no product, service, or food you can t find there. Besides the shopping centre, Parramatta has office buildings, shops, and eateries spread across the suburb. The arts are alive and well in Parramatta as is the superior school system that caters to children of all ages and all educational levels. If living in the city where you are right in the middle of the action, Parramatta is a great city. On the other†¦show more content†¦This is where locals go to get away from the hustle of the city and where visitors flock to for the scenic views. There s a nature reserve with walking tracks, a swimming area, scenic bushland, and a restaurant. Local and major events are host ed here as are weddings and other events. †¢ The Domain Creek Playground is part of Parramatta Park and is a newer playground with loads of green space and a nature-inspired playground. †¢ The James Ruse Reserve is a water playground where kids and adults alike go to cool off on hot summer days. It s an excellent park to spend the day. †¢ Lake Parramatta Reserve has a cafe that serves beverages and food, barbecue facilities, public toilets, and a swimming area. Schools Child Care Parramatta is a major city in Sydney, therefore it is well-equipped with schools and daycares for this densely populated city. †¢ Little Bees Childcare Centre (Horsley Road) - Daycare and preparation for Preschool and Kindergarten †¢ Reggio Emilia Early Learning Centre (George Street) - Child care and Kindergarten prep †¢ Goodstart Early Learning (Charles Street) - Daycare and Kindergarten prep †¢ Westfield Occasional Child Care Centre (Church Street) - Daycare and Kindergarten prep †¢ Parramatta High School (Great Wester Highway) - Co-educational for Year 7 to Year 12 †¢ Parramatta Public School (Macquarie Street) - Co-educational for Kindergarten to Year 6 †¢ Parramatta West Public School (YoungShow MoreRelatedInnovation Of A Business Plan For The Business Of Evermore International Pty Ltd.2780 Words   |  12 Pagesexperience and/or years in the industry and any major achievements/awards.] Products/services: Specialised Asian grocery items, food products 3.0 The Future Vision statement: To build a loyal and sizeable customer base in the Wentworthville, Parramatta and the Sydney area; capturing the local market with the company’s quality products, competitive prices, experienced and friendly staff, and the best prices. Mission statement The company’s mission is to develop a value oriented business withRead MoreTorts9373 Words   |  38 PagesProfessor Carolyn Sappideen Building EK Room 22 Parramatta Campus Phone: 9685 9086 or email: c.sappideen@uws.edu.au Head of Program: Assoc Prof Mac Collings Building EK Room 13 Parramatta campus Phone: 9685 9616 or email: m.collings@uws.edu.au Seminar Leaders at Campbelltown: Ms Liesel Spencer Building 22 , room 75 Phone 4620 3773 or email: l.spencer@uws.edu.au Seminar Leaders at Parramatta: Susan Fitzpatrick Building EK Room 30 Parramatta Campus Phone: 9685 9078 or email: s.fitzpatrick@uwsRead MoreNegligence Essay2037 Words   |  9 Pagesrisk†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦.. 5.2.4 Value of defendant’s conduct†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦. . 5.2.5 Conformity with established standards†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦ 6.0 Analysis †¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦ (please note – the sub headings will, of course, be informed by the significant aspect of either Duty of Care OR Standard of Care in the law of Negligence you choose for analysis) 6.1 (insert your first sub heading here) †¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦... 6.2 (insert your second sub heading here)†¦..†¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦.. 6.3Read MoreBusiness Plan - Book cafe3717 Words   |  15 Pages1.0 Summary Profile Business Name: GRYFFINDOR BOOK CAFÉ Type of Business: A Book Cafà © Legal Structure: Partnership Address: No. 17, Ground Floor, Parramatta Road, Broadway Gryffindor Book Cafà © operated under a partnership between 3 people. It is classified to be within the hospitality industry, with its main focus is in serving people. The partners view the Cafà © industry Australia to be lucrative due to the growing demands of coffee. Gryffindor Book Cafà © will be operated within the UniversityRead MoreContracts Notes31044 Words   |  125 Pagesopen market may not be specifically enforceable (Re Schwabacher), because damages will be adequate to replace them. c) Contracts for the sale of specific goods – It has long been held that contracts for the sale of goods, either custom built or articles that are rare, may be specifically enforced. By s 53 of the Sale of Goods Act 1896 (Qld) the court may direct that a contract for the sale of goods be specifically performed. In considering the application of this principle, the court will take into

Thursday, December 19, 2019

Immigration Illegal Immigration And Discrimination

Illegal Immigration and Discrimination Immigration is moving to another foreign country permanently. Data for immigration was first started in the 1850’s. 10 percent of the population of the United States was immigration, according to the census it was about 2.2 million immigrants. Many immigrants choose or want to move to another country because of the freedom or to better themselves and their families. Immigration affects all Americans because of the rise of population, unemployment for Americans, and also crime rates. Many people believe there are many pros and cons to illegal immigration. Immigration policy is a controversial and rare debate issue in our U.S. politics. Politicians usually do not want to talk about or ty and take on strong stances on immigration, and rarely do candidates make immigration policy a key piece for his speeches. However, the issue is very contentious and decisions concerning immigration will have a large impact on USA’s future. Immigration discussions often induce strong feelings due to the racial and ethnic issues involved. Often, those seeking to immigrate to the United States are part of a racial or ethnic group that is a minority in this country. Therefore, anti-immigration laws, and views are often associated and talked about with racism and discrimination. It can be dangerous, and can raise red flags for their campaign, therefore, a politi cian or any other leader to speak out too strongly for or against immigration. He then can beShow MoreRelatedIllegal Immigrants: The Bad, The Ugly, and The Worst Essay897 Words   |  4 PagesIllegal Immigration is â€Å"the migration of people across national borders, or the residence of foreign nationals in a country, in a way that violates the immigration laws of the destination country.† (Google). Illegal immigrants are people that cross into boarders illegally. For immigrants trying to come to America, most of them resort to trying to cross the border illegally. They risk getting caught, bad conditions, and some even risk going through the Sonoran Desert. There is no boarder control aroundRead MoreImmigration Policy And Its Impact On America882 Words   |  4 Pagespermanently settling in America, the immigration policy has affected all aspects of society in terms of growth and development of economy, societal issues, and national security. As the immigration policy is a broad topic among senators, it needs to be prioritize for it to be better understood. In doing so will improve the immigration policy and grasp the significance of its impact in America. Many of the values that brings America together as a nation, is due to immigration. America is a melting pot ofRead MoreIllegal Immigration in America Essay857 Words   |  4 PagesIllegal immigration at the U.S. - Mexico border is a growing problem, and the death toll is rising as more people are attempting to illegally enter the United States. As a result of an increasing number of people trying to enter into the United States illegally, the border is now being guarded by an increasing number of border patrol officers. The United States implemented different laws and operations to prevent more illegal immigration from Mexico into the United States. The ‘Operation Gatekeeper’Read MoreImmigration : The Land Of Opportunity1583 Words   |  7 PagesAmerica does not guarantee success, but these immigrants were willing to put their lives on the line in order to accomplish a â€Å"rags to riches† success story. On the contrary, the recent spike in immigration has b ecome a major debate for everyone. Critics’ arguing against immigration say that immigration leads to overcrowding, drug trafficking, and puts American culture at risk. Simply, immigrants play a leading factor in society politically, economically, and socially. But focusing on the economicRead MoreImmigration : A Concept At Odds American Culture998 Words   |  4 PagesImmigration: A concept at odds in American Culture On any given day, any media connected American will be bombarded by numerous views and commentaries on the immigration debate. On this Saturday morning, the 30th of January 2016, a perusal of CNN main homepage leads to 6 direct or indirect (political due to the upcoming election) references to the immigration debate. It is a hot topic in the media and it is a source of constant argument and rhetoric for and against with very little resolutionRead MoreEssay on Cause and Effect of Illegal Immigration 1344 Words   |  6 PagesIllegal immigration still remains as one of the major problems on the U.S-Mexico border in our country. The effect of having illegal immigrants in our country puts the U.S in a dire situation. Many people are even starting to question the authority of the U.S. Customs and U.S. Border Patrol agents. Even though Homeland Security is always consistently hiring for U.S customs and border patrol agents to watch over the southern border to make sure no illegal immigr ants sneak into the U.S. Many peopleRead MoreIllegal Immigration Is A Problem For The United States1361 Words   |  6 PagesIllegal immigration has been a problem for the United States for a long time. This is not a new phenomenon and thousands of illegal immigrants have come into US through either the Mexico border, the Pacific Ocean, or through many other ways. Some people entered in country legally through a visit visa, but then have stayed illegally and are working in various places. Illegal immigration is a double enclosed sword; one hand it provide the local economy with cost benefits as the illegal immigrants areRead MoreImpact Of The Chinese Exclusion Act On Chinese Immigrants And Immigration Policy1518 Words   |  7 PagesImpact of the Chinese Exclusion Act on Chinese immigrants and immigration policy The Chinese Exclusion Act was established in 1882, in which the first time United States prevent a group of immigrants with nationality (Lee 4), marked United States’ from welcoming nation to an enclosed and discriminative nation, has monumental impact on each Chinese immigrants and culture of the entire American Chinese community (6). The poor conditions and lack of opportunities in the 19th century China and the Chinese’sRead MoreThe Enactment Of Arizona Immigration Laws1241 Words   |  5 PagesThesis statement: The enactment of Arizona immigration laws is the result of long-standing structural racism effects, and the practice of these laws leads to unconstitutional racial profiling concerns that target the Latino community on the basis of ethnicity. B. Description of paper / argument: a. In this paper, I will first discuss the historical development of structural racism in Arizona. b. Second, I will examine and analyze Arizona’s current immigration policies. c. Finally, I will discussRead MoreImmigration Laws : Arizona Anti Immigration Law1222 Words   |  5 PagesSB 1070: Arizona Anti-Immigration Law Introduction and Summary SB 1070 Anti-Immigration Law was passed by Arizona legislators and signed by former Arizona Governor Jan Brewer in early 2009 when another former Arizona Governor Janet Napolitano became Secretary of Homeland Security under President Barack Obama’s administration (Morse, 2011). After Jan Brewer took office, she was looking for ways to strengthen the anti-immigration laws. Former Arizona State Senator Russell Pearce was attempting to find

Wednesday, December 11, 2019

The emotions of Crooks Essay Example For Students

The emotions of Crooks Essay During Part 4 of Steinbeck’s novel he seems to revolve most of the emotion in this chapter around one minor character, ‘the negro stable buck’ Crooks who finds himself a lonely man in desperate need of company but to shameful of his ethnicity to find someone to talk to. This is important to analyse as it reflects to the reader what emotions Steinbeck thought of black people during his time and how they must feel to be discriminated. To start with at the beginning of the chapter, the first paragraph can instantly convey the loneliness Crooks feels. The fact that he lives by himself and not with the ranch men because of his supposed lack of right tells us that the ranch men feel it’s wrong to come in contact with Crooks just because of his skin colour. This makes Crooks instantly seem like a sad and lonely character because he is unable to share his life and communicate properly with other people. Also the fact that he owns multiple-reading books and the ranch men do not show that he may be the most intellectual person on the ranch but it still discriminated for it making his intellect a wasted skill. The next sign of emotion towards Crooks is on the bottom of Page 67 when he warns Lennie about entering his room; he says sharply, ‘‘You got no right to come in my room. This here’s my room. Nobody got any right in here but me’’. Crooks does this because of his lack of rights and those that he does have must be taken for granted (like his room light, which Lennie was attracted to) and be protective of otherwise he will stand for nothing in his already lonely and unnecessary life (in his opinion). However, he makes pauses in his speech to hint to Lennie that he secretly wants company but is still wary of a white man’s presence (little does Crooks know that Lennie is too naive to discriminate). Later on Page 70 and 73 when Crooks opens up to Lennie about his childhood on his father’s farm, he becomes reminiscent of when he used to play along with the white kids without being teased or excluded for his skin-colour and this illustrates to the reader that Crooks misses those old days and longs for them to have stayed true, to be of equal status with the ‘other’ people yet it’s an unachievable goal. The fact that Crooks, ‘went on dreamily’ when returning to his childhood on Page 73 makes the reader realise that his memories are the only thing that keeps him mentally going because of his longing to return to the plain and equal life he used to live.

Tuesday, December 3, 2019

The virtual and interactive Inter

Table of Contents Introduction The place of narrative in video game Abandoning narratives Comparison: Discourse and Story Evolving Terms Conclusion Works Cited Introduction Currently, scholarly criticism of games utilizes them as a medium for expressing a legend, and as a ‘lucid’ experience where an aspect of old legends is simply secondary to the game itself. Basing on existing crucial work on games, premises of immersion, changing opinions on tales regarding a game and on what game is, this paper argues that narrative premises are not sufficient in tackling gaming.Advertising We will write a custom essay sample on The virtual and interactive: Inter-subjectivity in Games specifically for you for only $16.05 $11/page Learn More The argument of this essay is based on the way that a game enables a narrative which is dissimilar in form from a narrative in any medium, and in what gaming may have in teaching people regarding a more old kind o f narrative (Turkle 180). The paper uses aspects of actor-based premise and cybernetic theories in constructions and reconstructions of the self in virtual reality by Sherry turkle and navigable space by Lev Manovich in explaining how a narrative role in a game via the ‘physical composition’ in the context of any game. The argument is that a video game achieves a different impact compared to other mediums through developing different relationships with its users via the physical composition of a hybrid character. Due to this dissimilar impact, a video game enables a narrative which cannot be copied in other medium without critical change to be used in this medium. The place of narrative in video game This thesis integrates earlier significant experiences of video games and the importance of narratives in analyzing video games. Narrative is irrelevant in gaming partially due to lack of subjectivity during gaming. A game is subjective, enabling interactive communication b etween technological device comprising of hardware and coding system. The hardware represents a collection of parts functioning in unison and the coding system represents the software playing the video game. Thus the negotiating platform is an individual watching the game from a monitor connected to the devices themselves, and the interfaces, keyboards, and joysticks or mouse, presenting an ordinary link between the command of the individual playing the game and the playing box (Manovich 244). Games and gaming tradition are offering a narrative which is not easily duplicable in other mediums due to the special influence, a change which implies the narratives are perceived as more individual because of the changed interactions between the video games and the person operating it (Turkle 159). Focusing on how this special influence works may aid one in learning more concerning the place of narratives and why they work differently in gaming. Abandoning narratives A game introduces facto rs of gaming which are separate from the old perceptions of narrative, lucid elements essential to the generation of special impact during gaming and indication that narrative premises are not adequate when used in games. Narrative premise divides narrative into two categories namely: discourse and anecdote (Poole 46).Advertising Looking for essay on psychology? Let's see if we can help you! Get your first paper with 15% OFF Learn More Anecdote represents the authentic occurrence of events in gaming; discourse represents the maneuvering of that narrative in gaming. Discourse in addition represents the aspects of the media in which the narrative occurs. These terms represent the fundamental design of any narrative kind. Narrative overall represents only to what must be reconstructed in a game: the sequential occurrence of episodes as they essentially happened in the period or space of the story. In games, there are no stories and there are no sequential series of events . Rather there are simple codes waiting activation. However, application of narrative implies gaming is an episode telling medium made for expressing narratives. A narrativist thus approaches a game as text which can and should be viewed in the similar manner as novels, poems, or video games, because he/she asserts that narrative fits in all the classes. But gaming is not a media to express narratives, and thus only analyzing it as a narrative text is an extremely reductive and tapered approach. Comparison: Discourse and Story In navigating space, Lev Manovich asserts that interdependence generates hybrids that have different features for both the user and the technological application. The hybridization is indication to the way in which the individual playing the game and the technological design have decided an ordinary ground that frequently surpasses the redesign and structural objective attached to the hardware and coding system (Manovich 247). If the human approach is an amalg am, then the users of any game exist as a ‘human gaming’ triggered by what Manovich refers as a ‘fair space’ linking the individual playing the game to the technology. The fair space for human-game represents the lucid operation created by the hybrid. The human-game interfaces are interdependences between user, sensing device technique implying spatial explorations of a technological universe, and a hybrid which enables explicit operation in the navigable space in question and which represents an individual seated in front of the screen, both tied in a common objective of entertaining by constructing and experiencing alternative views (Manovich 248). Sherry turkle perceives a database as an old design in itself, contrary to narrative. The databases represent the universe as an assortment of games, and they refuse in ordering this collection. Contrary, narratives create a cause-and-impact trail of apparently not ordered events. Thus, database and narrative a re two independent items. Rivaling for the same region of people tradition each claims a selective right for making developments (Turkle 160).Advertising We will write a custom essay sample on The virtual and interactive: Inter-subjectivity in Games specifically for you for only $16.05 $11/page Learn More A game therefore begins as a non-ordered selection of products waiting to be activated, yet is viewed during play as comprising an orderly series. The solution to how a game can immediately behave like an assortment and then viewed as an application of episodes is dependent on a differentiation in temporality. As Manovich asserts, narratives have numerous various temporal classes in an orthodox model. ‘Story duration’ represents the period taken by events, in sequential manner, while ‘discourse duration’ represents the period of the actual narration of an event, in a non-sequential manner (Manovich 251). Turkle in addition des cribes ‘reading period,’ which represents the authentic period when the texts are conceived (Turkle 163). Comparing the classical model, Juul says that a game collapses the differences between discourse-period, narrative-period and reading or viewing-period. Narrative premises are not compatible with games due to this crumple of short-lived distinction. Narrative involves two aspects, namely: the discourse and the narration. Narrations are occurrence of episodes while discourse represents the chronological sequence of such episodes in a narration design. In games however, there are no narrations. There is simply coding system, a set comprising of preconditioned potentialities rather than a collection of events occurring in a preset manner, which can later be rearranged to form a fiction. This possible coding has a short-lived measure to it, suggesting that motion over time and spacing within the play is significant (Juul 29). Navigating the database triggers possible co ding system from storage, providing a short-lived rearrangement of episodes as they appear. Basically, a game is an assortment, a possible coding which change to a narration as the game continues. A game is thus not a strong design. It lacks an explicit underlying design and is dependent on an assortment of possible narratives and definite logics which are very much open. The distinction between discourse and narrative with respect to story premise cannot be applied in gaming (Poole 48). Because the instruments presented by gaming premise are inadequate in tackling games, this paper provides a substitute of approaching the argument from the amniotic sac perspective. Evolving Terms The amniotic sac refers to a hybrid space generated through the relationships between the hardware/coding system of the game and the triumvirate/user. This interaction is physical as much as it is interactive, as the user has to utilize a real hardware platform so as to experience impact on the coding syst em, and the system requires real hardware so as to be provided with an interactive code. Sequentially, the nature and efficacy of the resulting virtual interactions shape the final hybrid space.Advertising Looking for essay on psychology? Let's see if we can help you! Get your first paper with 15% OFF Learn More For the purpose of describing this procedure and establishing some key terms, it is essential to evaluate with a view of unpacking some directly linked terminologies. Interactivity refers to an approach that is seldom described in an explicit manner. Espen Aarseth asserts that the terminology acts textually instead of systematically, through connoting virtual links to user sovereignty, and individualized medium while designating not anything (Aarseth 48). Interactive works are works the viewer can actually alter the discourse in an approaches that are interpretable and produce connotation within the discourses themselves (Turkle 165). This definition indicates a game is a type of hyper-textual navigation through constructing of personalized texts from an assortment of potentialities within a database. Splitting hyper-textual navigation into major classes presents extractive and immersive relationship models. The two techniques of interaction need large databases. Extractive interact ion is concerned with locating and linking data, while immersive is mainly for exploration. By definition a game is an immersive form because of the aspect of exploration. A key query is raised due to the fact that the context of interaction is not stable due to the various probabilities it represents via recombination: What is the legitimacy of all claims or observations one might draw from the content of any video game? Old challenges of interpretation increase significantly when interpreting a video game. This problem is one of the most significant crucial repercussions of interactive media: a new media game is a database which does not have unique interpretation until the user is given or ignited through navigation. Conclusion In conclusion, two elements of historical establishment in video gaming are applicable to this thesis: first, the technological developments within the representational methods and interactivity which video gaming has made from the 1990s up to date, and se cond the important reaction to these developments which are predecessors to such argument. The amniotic sac represents a triumvirate developed by the user, the coding system via which the video game is played, and the related hardware connecting the user to the system, which enables the coding system to be active. How the coding system has been evolving in terms of representational methods and the use of more sophisticated devices is significant for how this evolution now dictates present day video game growth. Works Cited Aarseth, Espen. Cybertext: Perspectives on Ergodic Literature, Maryland, Johns: Hopkins University Press, 1997. Print. Juul, Jesper. â€Å"Games telling stories? A brief note on games and narratives.† Game Studies 1.1 (2004): 25-40. Print. Manovich, Lev. Navigable Space, Cambridge: Massachusetts Institute of Technology, 2001. Print. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution, New York: Arcade Publishing, 2000. Print. Turkle, S herry. â€Å"Constructions and reconstructions of self in virtual reality: Playing in the MUDs.† Mind, Culture, and Activity 1.3 (1994): 158-167. Print. This essay on The virtual and interactive: Inter-subjectivity in Games was written and submitted by user Jaden Santos to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.