Tuesday, November 12, 2019

Freedom of Speech in Cyberspace -- Internet Web Papers

Freedom of Speech in Cyberspace Introduction As the Internet has become more widely recognized and used by people all over the world, it has brought a new medium in which information can very easily be broadcast to everyone with access to it. In 1995 there was a projected 26 million Internet users, which has grown to almost 300 million today. One major problem with this is that everyone represents different countries and provinces which have different outtakes on certain types of freedom of speech as well as different laws about it. This proposes a new type of law that would need to be written in order to determine whether or not something is illegal on the Internet. A person in one country can express what they want to, but that expression may be illegal in another country and in this situation whose laws are to be followed? What I propose to do accomplish in this paper is to discuss the freedom of speech laws of the United States of America and those of France, China, and Canada. I will examine what about them is simila r and what about them is different. The bringing of the Internet has brought many new types of businesses as well as ways in order to communicate with the world, but as with each new endeavor or invention, there needs to be a way in order to govern its use and policies. There must also be ways in order to punish those not following the new laws and policies of use, since that the country that the person is in may allow what they did, but it may not be allowed on the Internet or in a different country. In other words, there is the need for international laws governing the Internet. Freedom of Speech in Other Countries France One famous discrepancy in speech laws differing in two countries was that of the United States of America and France in the year of 2000. The French government was suing Yahoo!, a US web search company who also has a sales division. Yahoo! had web pages that were selling Nazi memorabilia on its US based website. â€Å"The charge was that the company had violated French laws prohibiting the advertisement, exhibition or sale of any objects likely to incite racial hatred, and that it had offended the 'collective memory' of the country - an allusion to the Holocaust years - by allowing online auctions of Nazi paraphernalia.† One may think that this case would end easily by saying that a US based web... ... US is a successful one. People should have their right to thought and to express what they believe and think freely to whoever they want. In Canada I believe that the CRIA should follow the model of the RIAA, because it is wrong to steal music from other people. Laws should be made so that one artist’s copyrighted music is protected over the Internet, no matter what country the person trying to download it is residing in. Bibliography .Guardian Unlimited. August 11, 2000. Regulating the net http://www.guardian.co.uk/theissues/article/0,6512,353264,00.html  ·The Economist. August 9, 2001. Putting it in its place http://www.yale.edu/lawweb/jbalkin/telecom/puttingitinitsplace.html  ·John Naughton. November 26, 2000. Yahoo! For brave French courts http://observer.guardian.co.uk/business/story/0,6903,402959,00.html  ·Jennifer Lee. August 30, 2001. U.S. May Help Chinese Evade Net Censorship http://www.yale.edu/lawweb/jbalkin/telecom/nyt08302001.pdf  ·Nua Internet How Many Online http://www.nua.ie/surveys/how_many_online/world.html  ·Jay Lyman. December 17, 2003. Canadian Recording Industry Hunts P2P Users http://www.ecommercetimes.com/perl/story/32426.html

Sunday, November 10, 2019

International Oil and National Security Essay

When oil fueled the navies of both Britain and the United States in World War I, it began the tremendous impact oil would have on the world. When British and French forces were threatened with oil shortages, the US gave the much needed help. Without the same assistance, Germany had to shorten critical operations. Since military hardware were all dependent on oil for power it became important that their countries have access to oil. Britain had access to Middle East oil and the United States had the oil from the Caribbean. After the war, Britain and the United States continued to dominate the oil industry of the world. The US has 4 large oil companies and Britain has 2. From the experience of World War II, control of the oil production for use in the military explains the success of the US and the defeat of Germany and Japan. The US rebuilt Europe and Japan with the assurance of oil supply. US had enough Venezuelan oil for its needs, set its eyes on the oil-rich Middle East. Oil is also seen as an important commodity for industries. To ensure its access Britain acquired concession rights on the oil of Iran, but it was not enough. The governments of Latin America refused to allow foreign government’s participation in their oil industries. Excessive supply had to be jointly managed which paved the way for developing oil sources in Iraq, Bahrain and Kuwait, as well as Mexico and Venezuela. The threat of war with Mexico and a crisis in Venezuela was defused with settlements and concessions. The lesson for the British was not ownership of oil reserves but control of sea routes that had more impact. A growing concern that US oil reserves are nearing depletion prompted oil companies to seek additional sources in order to serve domestic demand and supply foreign markets. They shifted their attention from the Caribbean to the Middle East. There has been a noted change in the structure of the global oil industry as well as in the triggers of consumption. The oil industry is important to national security, comes from non-renewable sources and oil reserves is dependent on the demand and supply of the commodity. The seven oil majors control 90% of oil reserves, produce 90% of oil, have a 75% refining capacity, and trade 90% of oil in the global market. In the middle of the 1950s there were small entrants, who challenged the majors, and who sold their oil at low prices. These pushed the world prices of oil downward. Oil consumption is a big part of the economy. Construction of highways and railways, purchase and registration of cars and trucks make America a great motoring nation and consequently a high gas-consuming public. Ever conscious of maintaining reserves the US relied heavily on oil imports to sustain its energy needs. As the Middle East has become its largest energy source, the US government is much concerned with maintaining the security and stability in the Middle East. Policy makers are looking for alternative, diversified and renewable fuel sources, efficient utilization and conservation measures to reduce the country’s dependence on oil imports taking into account their costs and benefits.

Friday, November 8, 2019

Online role-playing games Essays

Online role-playing games Essays Online role-playing games Essay Online role-playing games Essay Essay Topic: The Most Dangerous Game Online role-playing games facilitate communication with fellow players to encourage players to talk and establish social networks. The most popular online games such as World of Warcraft and EverQuest impede group efforts such as guilds and group quests, so that players make several online friends and communicate for a significant part of the time, working together for team battle and competition purposes. Online computer game players that used to bring their friends to their rooms to be able to play together no longer have to do so. All they have to do now is create an account in an online game and log in to talk to people who they are close to or people who theyve never even seen before. The online communication factor is particularly attractive because online players already all share a common feeling: they all love online games very much. This shared feeling gives other players a sense of ease in their communication with other players because they share a common interest. Since so many players can be found online at any given time, other players will not get lonely and can always socialize with other online players if they cannot find their usual acquaintances. This ongoing socialization between other players is one aspect of the game that makes it so immersive for players. Players can ignore their real lives and concentrate on their online characters and his social relations instead of their own. This is one of the many reasons why online game players that build social networks inside the game would extend their subscriptions to the game and play longer. Players that are part of guilds or other social gatherings play to be part of their group. Since they do not want to fall behind in their status, they would be required to play for longer periods of time to advance in level and catch up to the other players in their group. Guild leaders, especially, would have a large amount of pressure to play because of their numerous responsibilities. One female player says, I worry about my game life as much as I worry about my real life. If I am late getting on, I feel like people will be disappointed with me. As a guild leader, when conflicts arise people come to me to resolve them. People look to you to have events, help them get things, quest, etc I try to please everyone, but it is unrealistic to think you can be everywhere for everyone, keeping them all happy. It gets to be a heavy burden to bear, and sometimes I end up in tears out of frustration. I am an addict. Will I quit? No. Why? Because I love it. 4 Females, especially, have been found to be interested in a game mostly because of the social interactions between players. 5 Males, on the other hand, mostly seemed to be interested in popular MMORPGs because of the attraction of a status of high power. The leveling of their players to become more powerful drove males to play for longer periods of time. Extensive online gaming is only recently being seen as a serious issue. Because of some extreme cases involved in players who play extensively, China has implemented control regulations of the time that players can remain online in their games. 7 Chinese players can now remain online for three hours before their in-game benefits will be cut down. In terms of the games, this would mean reducing the value of equipment found within the game, or lowering the power of the players character. After five hours, players will be warned that their in-game benefits will be cut down to zero and their avatars health will be damaged if they continue to remain online. The most popular online games agreed to the playing curbs; although they did not have much choice as they need the governments support to offer online games. However, many critics and moderate online players feel that the system is not enough. This is because of the significant loopholes in the regulations. Players can just play until their time is up and then switch characters to another profile. This is feasible for the large number of addicted Chinese players. Control of online video game addiction is essential for many caught up in the games. Many extreme cases of violence have occurred because the players were addicted to the games. For example, one child whose gameplay was interrupted by his little brother proceeded to kill his younger sibling with a hammer because he had interrupted his game play. 9 One man, Shawn Woolley, shot himself to death after a tragic loss occurred in his game. 10 These are not isolated cases. Reports of video game violence are frequent and are far from over. There are many reasons why players may resort to such extremes. Online games, perhaps, in their violent gameplay, may confuse players about the consequences of killing and death. Since addicted players tend to spend so much time away from reality and their friends and family, they may begin to forget about how important these people are to them, and when they become isolated from their games they lose sight of what to do and how to respond to others. One psychologist from Stockton became so wrapped up in the game in trying to study it, that he frequently entered all-night sessions with the game before forcing himself to quit. 11 He says, Here I was in a good position to understand the problem and yet I really did have to struggle to beat this thing I can imagine that somebody with less knowledge of these kinds of issues would really have a hard time understanding what was happening to them. Many players would become confused at the priority shift brought into by the games, and some react by ignoring their real lives and instead focus solely on the game. Many online video game players find themselves unable to lead the rest of their lives, even if they have made the changes necessary to rid themselves of the game. This is because of many reasons. Players who have become immersed in the games find themselves experiencing withdrawal symptoms when they are away from their games. Also, players have poor health and little to no social skills. It becomes very hard for gamers to lead social lives and develop platonic and romantic relationships outside of their online games. Players who have a history of extensive gaming find it hard to react to what others say to them and usually have little confidence. Most are unable or unwilling to develop romantic relationships because of commitment issues or a poor sense of self-worth. These gamers find it difficult to confront people face-to-face because they have not done so for such a long time. Gamers find it hard to attract others of the opposite sex because they do not feel confident talking to others if they are not on their computers. Some may even lose the ability to speak practically, because they have become so accustomed to speaking in terms of the game and with other online gamers who speak in the same style. Additionally, players in high school may lose the rest of their lives because their extensive gaming has ruined their chances to enter university or college. Some players lose the drive to do well academically and essentially squander their future by playing video games. One adult player explains the trouble that his addiction to the game has cause for his profession and life, I am addicted to EQ and I hate it and myself for it. When I play I sit down and play for a minimum of 12 hours at a time, and I inevitably feel guilty about it, thinking there a large number of things I should be doing instead, like reading or furthering my education or pursuing my career. But I cant seem to help myself; it draws me in every time. I have been out of work now for over a month and now find myself in a stressful, depressed state that is only quelled when I am playing EQ, because its easy to forget about real world troubles and problems, but the problem is when you get back to the real world, problems and troubles have become bigger, and its a bad, bad cycle. 12 This is another significant reason why so many players feel that their online games have ruined their lives. Some players may not get the chance to redo their years of high school and end up with a mediocre job. Others may not even attain to that level. Because so many players are able to immerse themselves in their games without other distractions, they tend to forget about the importance of their real lives. Players tend to neglect their friends and family, just so they can play their games for a few more hours. It is undeniable that online games have ruined millions of peoples lives and something must be done about it. However, the attitudes and behavior of the player prior to introduction to the game must also be analyzed. Players that suffer from ADHD and other psychological disorders may tend to become more involved in these kinds of games because it allows them to escape from their real lives. Players with poor self-image and low self esteem also react the same way. For some of the addicted players, the game may not be entirely at fault. This is the main reason why so many psychologists and addiction experts refuse to classify online video game addiction as the real thing. Many still believe it to be a joke that only happens in extreme cases. For now at least, they may be right. However, it is also important to consider the gaming culture of many countries. South Korea and China are two of the most heavily gaming countries in the world. China alone had a video gaming revenue of $633 million in 2005. 13 For many technology-oriented countries such as China and South Korea, gaming is a way of life. Thus, it seems obvious that most of the severe cases of online video game addiction would occur in these countries. In China, for example, skipping school to go to Internet Cafes is a regular habit for thousands of high-schoolers. 14 This kind of behavior starts social trends that escalate into bad habits for other students. It is not uncommon for adults to go to Internet Cafes after work to play online games. It may be even more unacceptable for adults and especially parents to be gaming online excessively. Parents may introduce their children or spouse to the game, creating a family-friendly environment for the child and spouse to play online together. This is especially dangerous for the child because then the child feels safe playing online, and feels that it is the right thing to do. Children at a young age can become easily addicted to online games because it is new and exciting to them. Children of a young age fantasize about being in charge, and having superhuman powers. Therefore, when the child gets both from a video game, the child generally becomes enthralled and wants to continually play the game instead of focusing on their life. This leads to bad habits later in life. If the child gets used to gaming on a regular basis, he will usually want to continue to do so later in life as his priorities change and his responsibilities increase. Given the issues at hand as a cause of extensive video game play, possible solutions should be considered as well. In the case of the Chinese effort to decrease addiction in online game players, a good effort was made. However, other countries have not fared so well in their attempts, if any, at facing this problem. One possible solution could be to change the dynamics of the online games slightly, so that the player finds it less rewarding or engaging. One way to follow through with this idea would be to decrease the value or number of rewards given to players, similar to the efforts made in China. According to an extensive study conducted by Nicholas Yee in 2001, the second most popular reason why Ever Quest (an extremely popular MMORPG) appealed to the player was because they were able to achieve goals. 15 Perhaps the game could alter their time structure such that players are not required to spend as much time to achieve goals or to gain items. This solution would be very effective, providing the player with the same rewarding experience within a shorter period of play, however, the player may simply choose to play even longer because they find it so rewarding. Therefore, an effective solution must include a way to restrain the time a player spends online. A more direct way of dealing with the threat of game addiction would be to involve parents or close family that could be educated about the game and how they can prevent the consequences of spending too much time online. This solution would coerce the player to spend more time in social interactions outside of the game. According to Nicholas Yees The Norrathian Scrolls: A Study of EverQuest, the third most satisfying experience for players of EverQuest was to establish a friendship with other online players. 16 A significant reason why players choose to play their game for so long is because they are lonely and want to make friends but do not have the self-confidence or social skills from real life so they would do so online, where it is much easier. Social interactions with family members and friends would improve their social skills and boost their self-esteem, giving them the chance to participate in activities with friends in real life. A solution that could be implemented through online gaming companies would be the monitoring of the activity of a computer, identified through its Internet Protocol address. In this way, the online gaming activity of each computer could be tracked by gaming companies, and used to limit the time to which players can stay online. This idea would not work for all players, because some may have more than one computer, or may change computers after their time is up for one computer. However, this would likely work for the majority of players, as the chance that a single person would own more than one computer is relatively small. This solution could help the Chinese government in lowering the online play time because addicted players in China would just log off their character and sign on through another account. One addicted Chinese player said, I have mixed feelings about the curbs. They might help me find different ways of passing the time. But you can get around the rules. When my time is up playing as one character, I can just continue playing as another character. So these rules wont affect the addicts. 17 Since this method involves tracking a computers IP sentence, it does not matter how many characters the player has, because the tracking of the IP address will identify the computer instead of the players current profile. After extensive research and analysis of the roles, attitudes, behaviors, and motivations of teenage online video gamers, a conclusion has been reached. The main social and ethical issues with respect to online computer gaming and teenagers are the players mental and physical health, reduced mental and physical stimulation due to addiction, financial insecurity and lack of social interaction. However, on reaching this conclusion, many unresolved questions have arose throughout the research. It is still unknown, for example, whether online gaming can be classified as a clinical addiction. Also, the debate of whether or not online gaming can be directly attributed to the game was not resolved. This is because it is undecided whether the player or the game itself has the larger role in the addiction.

Wednesday, November 6, 2019

When to Cite a Source in a Paper

When to Cite a Source in a Paper Write an essay and back it up with facts. How many times have you heard a teacher or professor say this? But many students might wonder what exactly counts as a fact, and what doesnt. That means they dont know when it is proper to cite a source, and when its OK not to use a citation. Dictionary.com states that a fact is: Something demonstrated to exist or known to have existed. Demonstrated is a hint here. What the teacher means when she/he tells you to use facts is that you need to back up your claims with some evidence that supports your claims (sources). Its one trick that teachers use to make sure you actually use some references when you write a paper, instead of simply offering a list of your opinions. This may sound easy, but its actually tough sometimes to know when you need to back up a statement with evidence and when it is fine to leave a statement unsupported. When to Cite a Source You should use evidence (citations) any time you make a claim that is not based on a well-known fact or common knowledge. Heres a list of situations when your teacher would expect a citation: You make a specific claim that could be challengedlike London is the foggiest city in the world.  You quote somebody.You make a specific claim that is not common knowledge like the Indian Ocean is the youngest of the worlds major oceans.You paraphrase information from a source (give the meaning but change the wording).Offer an authoritative (expert) opinionlike germs cause pneumonia.You got an idea from somebody else, even through email or conversation. Although there may be interesting facts that you have believed or know for many years, you will be expected to provide proof of those facts when youre writing a paper for school. Examples of Claims You Should Support Hot water can freeze faster than cold water.Poodles are friendlier than Dalmatians.American Chestnut trees are nearly extinct.Eating while driving is more dangerous than talking on the cell phone while driving.Thomas Edison invented a vote counter. When You Dont Need to Cite a Source So how do you know when you do not need to cite a source?  Common knowledge is basically a fact that practically everyone knows, like the fact that George Washington was a U.S. president. More  Examples of Common Knowledge or Well-Known Facts Bears hibernate in the winter.Fresh water freezes at 32 degrees F.Many trees shed their leaves in the fall.Some trees do not shed their leaves in the fall.Bears hibernate. A well-known fact is something that many people know, but it is also something that a reader could look up easily if he/she didnt know. Its best to plant flowers in the early spring.Holland is famous for its tulips.Canada has a multilingual population. If youre not really certain about something being common knowledge, you could give it the little sister test. If you have a younger sibling, ask him or her the subject youre pondering. If you get an answer, it could be common knowledge! A Good Rule of Thumb A good rule of thumb for any writer is to go ahead and use a citation when youre not certain whether or not the citation is necessary. The only risk in doing this is littering your paper with unnecessary citations that will drive your teacher crazy. Too many citations will give your teacher the impression that you are attempting to stretch your paper to a certain word count! Simply trust your own best judgment and be honest with yourself. Youll get the hang of it soon!

Sunday, November 3, 2019

Aboriginal people and the Canadian justice system Essay

Aboriginal people and the Canadian justice system - Essay Example Section 35 of the constitution of Canada defines aborigines as 'aboriginal people in Canada include the Indian, Inuit, and metis people of Canada And further sect 35 sub sec 4 states 'notwithstanding any other provision of this act, the aboriginal and treaty rights referred to in sub section 1 are guaranteed equally to male and female.The Federal government of Canada and the provincial government are committed to the principle that, before amendment to class 24 of section 91 of the constitution act 1867 to section 25 of this act or to this part.The Ottawa project for restoration and sentencing is said to be the pilot project .it is said also to one of the several justice projects across Canada that have garnered support of the department of justice.The numerous studies, reports and justice inquires across Canada, and growing body of statistical information, confirmed that aboriginal people experience disproportionately high rates of crime and victimization are over represented in the court and the correctional system, and further, feel a deep alienation from justice system that is to them foreign and inaccessible and reflects both human and fiscal terms are seen to be exhorbitant, but also spiraling.Through persistent dialogue with various levels of government, aboriginal communities across Canada have gradually begun to explore the possibility of administering various components of the criminal justice system. Various difficulties confronting Aboriginal people within the Canadian judicial system have been addressed over the past twenty years but, unfortunately, many problems still exist. High levels of Aboriginal incarceration, one of the most serious problems, are aggravated by inadequate government funding and limited rehabilitation options and resources, and the overall justice system still does not address the cultural needs of Aboriginal peoples. JURISDICTIONAL REACH OF THE INTIATIVES Besides the fact that the restorative and sentencing community projects is a national wide issue which has been deeply entrenched in the constitution via the constitution act 1867,provincial governments have been given the a larger part to play in initiating projects within their provincial jurisdiction to address the issue. Overall, the Program helps Aboriginal people who are in conflict with the criminal justice system to obtain fair, just, equitable, and culturally sensitive treatment. Specifically, the Aboriginal Court work Program seeks to: 1. In the event of as aborigine being accused of a criminal offence and eventually put in custody, the project has devised a way of organizing for bail terms, which in most cases are denied to them. assist Aboriginal people to understand their right to speak on their own behalf or to request legal counsel, to better understand the nature of the charges against them and the philosophy and functioning of the criminal justice system. 2. Also the project is assisting in ensuring that the time spent in pre-trial detention by aboriginal people is reduced. 3. Afford them legal representation in court. 4. Disproportinate level of aboriginal incarceration -the Canadian criminal justice system is rooted in a strong reliance on incarceration and as a result, Canada is placed among the highest users of imprisonment in the world .the emphasis an incarceration as punishment had a detrimental effect on offenders, particularly aboriginal offenders on whom confinement places particularly onerous pressures, given the traditional relationship with the land

Friday, November 1, 2019

Multiagent Systems research based Essay Example | Topics and Well Written Essays - 1750 words

Multiagent Systems research based - Essay Example The multi agent system looks at improving the production performance, increasing the schedule reliability and efficiency and keeping updated schedules. Software agent technology, which started in the early 1980s as a sub-field of artificial intelligence and has been a very dynamic field of research for about more than two decades, focuses its research mainly on aspects of multi-agent planning and distributed problem solving. Even though the agent technology research field is still heterogeneous it has set up itself as a major stream of computer science and artificial intelligence in particular. Multi-agent system is quite imperative for a ceramic tile company like Eco Tile factory, because it needs dynamic production processes to offer online programming to the customers and it would be able to manage real time response about their services and delivery times of required products through the process where design and other activities are done ahead of the production process. Like most other production units, production programming was one of the main problems of this company. The multi-agent system in Eco Tile turns to be a better structure for dealing with design and development of an application which should be flexible and adaptable to the environment. Multi agent technique seems to be appropriate for solving complicated problems that require intelligence. Here, Multi agent system provides a natural way to solve problems that are inherently distributed within the factory. Recently, multi agent system shows its trend towards the overt design and organization use where heterogeneous agents work together within distinct roles to attain individual and general goals. When emphasizing on team goals, organizations allow agents to work together with the help of individual agents to function properly and to perform the jobs that they are best appropriated for. When focusing on individual agent’s goal, organizations allow agents to perform

Wednesday, October 30, 2019

Marketing Environment of Child Rights and You UK Case Study

Marketing Environment of Child Rights and You UK - Case Study Example CRY along with its operations based in the Indian sub-continent has also successfully expanded along international regions like the United States of America and the United Kingdom thereby inviting a stronger foothold for fighting for children’s rights (Child Rights and You, n.d.). Micro and Macro Environments of CRY UK Micro Environment The Micro-Environment of CRY based in the United Kingdom would be analyzed on the basis of the internal policies and the organizational design or operational framework. CRY based in the United Kingdom operates based on a Board of Trustees who is followed by the team of Executive Committee. Finally, the main operational arm of the organization comprises of volunteers that immediately follows the Executive Committee. ... CRY UK also renders equal emphasis to the parameters of transparency and accountability in its different operations. The organization also focuses on empowering individuals working at different levels for fighting for the rights of poor children. Macro Environment In the macro environment of CRY UK the organization works through the development of partnerships with key external stakeholders for the organizational expansion and accomplishment of different important projects. On the social front, the organization maintains an effective relationship with large scales of donors, people who desire to volunteer for the concern’s activities and different project administrators. Politically the non-government organization is a registered charity firm under the United Kingdom Registrations Act and henceforth the donations made to the concern are subjected to tax deductions. The organization is socially responsible in that it helps the poor and malnourished children to effectively survi ve, develop both in their physical and intellectual fronts and thereby participate in social development. Moreover, in the macro environment, the concern also takes the active cooperation of different stakeholders like print and visual media to create a large amount of social and individual awareness. The support of different corporate and social and individual associations is gained so as to sustain the spontaneity of the fund raising operations (Child Rights and You, n.d.). SWOT Analysis of CRY Strength Child Rights and You as a non-government organization operates on fundamental vision and mission ideology that focuses on helping the children gain their own rights in regards to better nutrition, education, and social upbringing.Â