Wednesday, December 25, 2019

Buying Essay Samples Anti Drug Ads

Buying Essay Samples Anti Drug Ads The Honest to Goodness Truth on Essay Samples Anti Drug Ads I think this campaign will truly make a difference to NDC's target marketplace. The taskforce is supposed to give an interim report next month. Initially it turned out to be a welcome message and it reiterated what the government wishes to attain. The communication channels to reach NDC's target audience is a significant component to receive their message across. The Argument About Essay Samples Anti Drug Ads Since the creative strategy for advertising is used from preceding campaigns, these results might be a reflection for the present campaign effectiveness benefits. Together with finding out each publication's CPM, inquire about what type of deals it is possible to work out with the ad rep from every publication. Some forms of advertising using fear appeal include political advertising, public wellness advertising, and business advertising. Fear-appeal advertising consists of p olitical advertising, public wellness advertising, and industrial advertising. Regardless of what magazine you decide to market in, your message needs to be strong and eye-catching. Although this list is surely not all-inclusive, it's a representation of a wide array of creativity poured into various kinds of advertising. Since there is just a few moments before the onlooker of the ad decides whether they'll continue reading, it should have all characteristics of the print to be attention-grabbing, which it is. Don't anticipate these ads to find any less stupid later on. As soon as you're kicked out you get a slim prospect of getting to college. Most young folks are naturally curious and need to experiment with unique experiences. Such young folks will often arrive at the interest of the school. Once college is ruled out then you've got an exact shy opportunity of obtaining a good paying job. Essay Samples Anti Drug Ads for Dummies The contact information for advertising in these types of publications will also be found within the very first few pages . Past campaigns have caused high outcomes for effectiveness. In this column, we will have a look at the Nike advertising campaigns. Rate the arioso approaches used to establish the potency of the anti-drug ads. Up in Arms About Essay Samples Anti Drug Ads? There are various kind of treatments out there for different sorts of situations. Frequency about 3 posts each week. Frequency about 6 posts weekly. Frequency about 1 post weekly. Essay Samples Anti Drug Ads Explained Whenever your liver doesn't work you want a liver transplant. Users also progressively started to seem gaunt, brought on by malnutrition as the drug suppresses an individual's appetite and the body is able to start to consume muscle tissue due to the dearth of appropriate nutrition. After the body gets accustomed to the effects of the specific drug. Print advertisments raising awareness of important causes like global warming must be instantly striking. Among teens, this is particularly important. The main characteristic of drugs is they cause drug addiction a disease that creates a mental and physical well-being and mood entirely contingent on the access to drug dose within the body. Teenagers do drugs for lots of reasons, but there are 7 chief reasons why. Campaigns that try to educate teens about the dangers of drug use are inclined to be insufficient. Essay Samples Anti Drug Ads and Essay Samples Anti Drug Ads - The Perfect Combination It's a physical depiction of the whole target audience. TV doesn't have that sort of direct reach. Don't forget, it's the audience that counts, and you're able to see that audience in any variety of places. Therefore, the target audience for those advertisements is a logical age.

Tuesday, December 17, 2019

The Effects Of Social Media On Society - 1270 Words

The Effects of Social Media Social media is defined by the Merriam Webster dictionary as â€Å"Forms of online communication, through which users create online communities to share information, ideas, personal messages, and other content† (Merriam Webster). Social media, if used responsibly, is a great way for users to connect with the outside world in ways never before imagined. Such forms of communication have been able to connect millions of people from around the world and put them right at a user’s fingertips. This technology has nudged its way into the computers, smart phones, and hearts of millions of people around the world over the past decade, but at what cost? Although a great way for friends and relatives to reconnect, social media†¦show more content†¦Also, social networking sites take advantage of their ability to monitor users, so they tweak algorithms on pages to see the user responses and then store the data to use for new ways to keep users on line. Social Networking and Relationships Social networking sites contain a branch of other networking sites, simply called dating sites, which are used for finding one’s soul-mate or future significant other. These sites are designed to connect people of opposite sexual representation with the person he or she is interested in. Sites like these are good at matching users with their desired counterparts. Aside from these sites, regular social networking sites, initially designated for everyone, have been found to perform the exact opposite from dating sites and put strain on already formed relationships. The article entitled â€Å"Reading romance: the impact Facebook rituals can have on a romantic relationship†, published by the Journal of Comparative Research in Anthropology and Society, it is stated, â€Å"The design and features of Facebook can have an emotional impact on its users and the format of online presentation can intensify feelings of possession and jealousy in an intimate relationship† (Bowe 73). This research suggests that users in relationships which include the use of social media by one or both of the partners could cause conflict and feelings of jealousy or mistrust. Not only does a social medium such as social media affect the emotional side of aShow MoreRelatedSocial Media And Its Effects On Society1597 Words   |  7 PagesSociety Crumbles into Smithereens One Post at a Time You are walking out of the new Star Wars movie, posting about how superb it was, when suddenly you are swooped up and thrown in the back of a vehicle. No one would have thought posting about how you were there earlier would provoke such a situation. After all, social networking is â€Å"safe† and â€Å"friendly.† Now, social media is defined as â€Å"A form of electric communication through which users create online communities to share information,† accordingRead MoreSocial Media And Its Effect On Society1711 Words   |  7 Pagesinfluence usually are not the first words you would expect to come to mind when thinking about the term â€Å"social media,† yet with a little digging you will soon realize it could be the perfect description. Social media can be defined as forms of electronic communication through which users create online communities to share information, ideas, personal messages and other content. Most often social media is understood as a p ositive concept because of the ways it has allowed us to attain cheap and easilyRead MoreThe Effects Of Social Media On Society1359 Words   |  6 PagesIn a broad sense, Social media refers to elements such as websites, television, blogs, IM, and other applications that enable users to create and share various forms of content such as messages, pictures, and information, or to be able to participate in social networking. Social media depends on web-based applications, which allow a high level of virtual interaction on various levels such as social, professional, and educational levels. Social media has had various contributions to the developmentRead MoreSocial Media And Its Effects On Society1592 Words   |  7 Pagesdevelopment of vast social media networks has improved our communications and interactions. These networks, such as Facebook and Twitter, are essential to how information is shared and criticized. The Social Media Handbook defines social media as â€Å"networked information services designed to support in-depth interaction, community formation, collaborative opportunities and collaborative work† (Hunsinger, 2014 p.1). Having an account or profile on these sites is more than a social norm; it is a requirementRead MoreSocial Media And Its Effects On Society1359 Words   |  6 PagesPeople may say social media is good for you but is it really? Everyday, everywhere I always see people on social media calling people bad names, not being able to communicate face to face with each other. Social media, social media, social media†¦ oh what is has done to the world, so many students grades have dropped, criminals PROMOTE crimes. Ultimately, what is at stake here is social media will one day take over the world. People’s safety will be in danger, crimes will increase, people will getRead MoreSocial Media And Its Effect On Society1601 Words   |  7 Pagesrecent editorial titled â€Å"Hazards of Social Media† on your LinkedIn page on February 10th, 2016. It was very interesting to read your perspective on social media and its effect on society. Having an undergraduate major in Psychology at the University of Southern California and currently conducting research on social media usage at the Brain and Creativity Institute of USC, I have spent significant time researching the issue of social media.Though I agree that social media can be hazardous if not used effectivelyRead MoreSocial Media And Its Effect On Society998 Words   |  4 Pagesis bound to be a shift in social norms. As the times change, so does societ al views on acceptable values. One such possibility is the standard value accepted by mainstream society in which the way a female body is sexually portrayed in the media. It appears that society has not only accepted this standard, but has increasingly encouraged a more sexualized representation of the female body. Social media is an informational highway about what is accepted by the larger society and inferred by the individualsRead MoreThe Effects Of Social Media On Society Essay1644 Words   |  7 PagesSocial media has become prominent parts of life for many young people today. Most people engage with social media without stopping to think what the effects are on our lives, whether positive or negative. Are we as a society becoming more concerned with Facebook friends than we are with the people we interact with face-to-face in our daily lives? What will the longterm effects of today s social media use be? There are many positive aspects, but there are equally as many dangers that come withRead MoreSocial Media And Its Effect On Society1151 Words   |  5 PagesSocial Media The Workplaces’ Largest Enemy Being employed means that an individual will in most cases have coworkers and bosses; the environment shared between the employees is known as the workplace. In the time before technology, people being fired from their jobs was not an unheard of situation. The difference now is people are being terminated from their jobs because of something they posted on social media. If this was not the case, it would set a precedent that posting inappropriate or hurtfulRead MoreSocial Media And Its Effects On Society Essay1396 Words   |  6 PagesIn our modern world, the use of social media is overwhelming and second nature due to the availability. Several people all around the world possess some form of an electronic device that is capable of accessing social media, rather it be Facebook, Twitter, Snapchat, Instagram, and many more. â€Å"Technology’s rampant popularization over the past decade in terms of social media has meant that texting, Facebook, and Twitter have inevitable take n over as the most efficient ways of communicating with each

Monday, December 9, 2019

Information System Green Supply Management

Question: Describe about the Information System for Green Supply Management. Answer: Techniques used in adapting a strategic project in the organisation Choosing projects for the organisation is one of the major tasks that the managers are assigned to perform. The success of the organisation depends on the projects that are selected by the managers that can be beneficial for the organisation and provide for earning to the organisation (Stadtler 2015). There are various techniques that can be followed by the organisational managers to choose the projects that are best for the organisation: Taking in consideration the organisational objectives and goals Every organisation looks to increase their earning by choosing the projects that are beneficial for the organisations future objectives. If the projects that are chosen coincide with the organisational objectives, it can help the organisation have better earning and performance better in the long run. It is up to the managers to choose the best option that suits the organisational policies to provide for better performance and stability in the market (Seuring, S., 2013). Projects that can help the organisation in getting closer to the organisational goals are the ones that the managers should choose to work on. Every organisation in a certain market has their own plans and requirements that they want to achieve in the market. It depends on the projects that the company chooses to work to provide them the success in the market (Zhu and Geng 2013). Evaluating the options Many options are to be evaluated while choosing the projects that can be best for the organisation. In considering a project, it requires the organisation to evaluate the options that are present in terms of the benefits and the problems that the organisation may face in terms of commencing a project. Every project has associated risk and reward and it requires the organisation to evaluate the best option that can be most rewarding for the organisation (Hoejmose, Brammer and Millington 2013). Many projects have the opportunities for better scope in future and require the managers to choose the option that can provide better opportunity for growth and future scope for other projects. Financial gains and losses are the most important determinant of the suitability of the project. If the project seems to have few risk of financial losses in the process, the managers need to evaluate the other options available that can help the organisation to keep their targets achievable (Ashby, Leat and Hudson-Smith 2012). Financial rewards Many times, it can happen that a project will lend its fruits after a certain period and require the managers to evaluate the cost effectiveness of the project regarding the time that can be taken to complete the project. These financial losses in regards to the time can be effective in selecting projects that yield results in a very short period. This can provide for better financial gains to the organisation and help them to sustain in the market. Resource management and maintenance of the project plan Human resources are the main resources that is responsible for the functioning and completion of the project on time. It is difficult to manage the human resources to work with the same efficiency over a period. In addition to these conflicts arises within the team and the managers need to make adjustments to keep the workflow effective and support the organisational goals (Meintjes 2012). Having effective communication and directing the resources effectively can help the managers to have effective control on the efficiency of the workers and maintain production flow. Project plan must consist of: well-defined plan, timeline for the project, communicates with the stakeholders of the project, train the workers responsible and keep check on the performance of the workers. Program Evaluation and Review Technique is used to provide a systematic process that can be used to establish relation among the tasks needed for the project and the necessity of the tasks related. The gnat chart is used to provide timeline to the project that is to be followed in order to maintain the workflow of the organisation (Mawonga 2012). This helps in providing a schedule for the project that is followed. Gnat chart helps in control over the project as the progress of the project is effectively monitored using the timeline that is decided for the project. IT Governance and its role in the organisation IT plays an important role in communication within the project stakeholders and maintaining the flow of information among the group. IT acts as a link between the other departments that can provide for the better communication can provide support to the task. IT can be integrated in the evaluation system of the organisation for better control and monitoring of the performance of the workers responsible for the task (Harford, Mansi and Maxwell 2012). According to the Principle 5.2 of the King iii report IT has to be integrated as it helps in the better planning of the tasks and lead to better efficiency regarding the task. IT has to be involved in the planning system so that it can be used effectively to communicate the ideas and methods more effectively and provide better production. IT management The principle suggests that IT is not just a part of the planning but also the basis of planning that has to be integrated in the planning of the projects by the organisation (David and David 2016). SCM (Supply chain management) and its benefits and challenges faced in the organisation Benefits: Reduces the time taken to get the inventory for the production Provide better inventory control Reduce over storage of raw materials (Irizarry, Karan and Jalaei 2013) Reduce the costs incurred in transportation Build positive supplier relation Provide products as and when required by the consumer Efficient in responding to the market challenges (Mardani, Jusoh and Zavadskas, 2015) Challenges Lack of expertise in managing the system Improper evaluation of the inventory requirement Inefficient production loss of time and money Lack of understanding and communication with the other systems Inaccurate forecast of demand Delay in responding to the market challenges (Walker 2015) Stages of implementation of SCM system Planning Setting of the organisational goals Analysing the market demand and need for the product in the market Evaluating the opportunities in the market Evaluating the time required for the raw materials to be transferred to the production system Evaluating alternatives Evaluating the options of suppliers available in the market Analysing the cost benefit of the suppliers available Providing requirements to the supplier for the required raw materials Asking for quotation of the costs of the raw materials Monitoring Monitoring the suppliers commitment and supply time needed Checking the quality of the goods that is send by the supplier Providing feedback to the supplier Building relation with the supplier Prototyping and its benefits Prototyping is mainly used in the large organisations to provide for the changes that can be made easily while the project is preceded. Every project has various parts and the individual parts can be modified according to the need of the project (Haasnoot et al. 2013). Prototype is the trail version of the end products that is tested and refined till the desired quality and functionality is achieved A prototype is generally given to a group of end users who give the review of the product and the user experience and share the need of any improvement in the product The prototype model is meant to be thoroughly tested and presented to team of experts to make the necessary changes that can make the product more user friendly Using a prototype helps the production team to know the short comings of the project and ways that it can be made more user friendly (Kumar and Chandrakar 2012) It is designed using the same process as the end user product is designed to present the exact same environment for testing as the end user would experience The prototype follows a system approach that helps in the designing of the project in a manner that is best suited for the end users A cycle is followed that represents the overall improvement and changes that has been made in the product till date It is very effective way of developing products that are meant for the best customer satisfaction (Govindan et al. 2014) System approach A systematic approach is used to design the prototype The systematic approach helps in developing a prototype that is more likely to provide same user experience as the end product A system approach provides step by step guidance in developing a product that is more likely to be liked by the customers Following a system approach provide a proper control over the production system and provide for better understanding of the flaws that need to be corrected in the final product System approach helps in tracing the exact process where improvement is needed to make the product a more efficient product (Rosemann and vom Brocke 2015). Reference list Ashby, A., Leat, M. and Hudson-Smith, M., 2012. Making connections: a review of supply chain management and sustainability literature.Supply Chain Management: An International Journal,17(5), pp.497-516. David, F. and David, F.R., 2016. Strategic Management: A Competitive Advantage Approach, Concepts and Cases. Govindan, K., Kaliyan, M., Kannan, D. and Haq, A.N., 2014. Barriers analysis for green supply chain management implementation in Indian industries using analytic hierarchy process.International Journal of Production Economics,147, pp.555-568. Haasnoot, M., Kwakkel, J.H., Walker, W.E. and ter Maat, J., 2013. Dynamic adaptive policy pathways: a method for crafting robust decisions for a deeply uncertain world.Global environmental change,23(2), pp.485-498. Harford, J., Mansi, S.A. and Maxwell, W.F., 2012. Corporate governance and firm cash holdings in the US. In Corporate Governance (pp. 107-138). Springer Berlin Heidelberg. Hoejmose, S., Brammer, S. and Millington, A., 2013. An empirical examination of the relationship between business strategy and socially responsible supply chain management.International Journal of Operations Production Management,33(5), pp.589-621. Irizarry, J., Karan, E.P. and Jalaei, F., 2013. Integrating BIM and GIS to improve the visual monitoring of construction supply chain management.Automation in Construction,31, pp.241-254. Kumar, R. and Chandrakar, R., 2012. Overview of green supply chain management: operation and environmental impact at different stages of the supply chain.International Journal of Engineering and Advanced Technology,1(3), pp.1-6. Mardani, A., Jusoh, A. and Zavadskas, E.K., 2015. Fuzzy multiple criteria decision-making techniques and applicationsTwo decades review from 1994 to 2014.Expert Systems with Applications,42(8), pp.4126-4148. Mawonga, T.A., 2012.A critical analysis of the applicability of the King III in the local government sphereA case of the Buffalo City Metropolitan Municipality in the Eastern Cape from 2009-2011(Doctoral dissertation, The University of Fort Hare). Meintjes, C., 2012.A strategic communication approach to managing stakeholder relationships according to the King report on governance(Doctoral dissertation, University of Pretoria). Rosemann, M. and vom Brocke, J., 2015. The six core elements of business process management. InHandbook on Business Process Management 1(pp. 105-122). Springer Berlin Heidelberg. Seuring, S., 2013. A review of modeling approaches for sustainable supply chain management.Decision support systems,54(4), pp.1513-1520. Stadtler, H., 2015. Supply chain management: An overview. InSupply chain management and advanced planning(pp. 3-28). Springer Berlin Heidelberg. Walker, H., 2015. Sustainable Supply Chain Management: Practical Ideas for Moving Towards Best Practice, B. Cetinkaya, R. Cuthbertson, G. Ewer, T. Klaas-Wissing, W. Piotrowicz, C. Tyssen, 2011, 301 pages, Springer, London, 52.95, ISBN: 978-3-642-12023-7. Zhu, Q. and Geng, Y., 2013. Drivers and barriers of extended supply chain practices for energy saving and emission reduction among Chinese manufacturers.Journal of Cleaner Production,40, pp.6-12.

Sunday, December 1, 2019

Tangible Video Bubbles

Introduction The field of human-computer interaction is an ever-expanding field occasioned by daily leaps and bounds in the information technology landscape. The information technology explosion of the twentieth century brought with it the perennial challenge of how to interact with computers.Advertising We will write a custom essay sample on Tangible Video Bubbles specifically for you for only $16.05 $11/page Learn More With advances in computer processing speeds and with the desire to connect all people in the planet, human-computer interaction has developed to ensure that there is a way every person on earth can participate in the information technology revolution. A standard PC provides the basic platform and continues to be the basis for most of the interaction with information technology for most people. Over the last decade, the mobile phone has become a very significant member of this club. Growth in mobile telephony has been phenomenal. This is especially true for the developing world. Human-computer interaction presents the missing link between information technology equipment and potential users. It is no longer enough to wait for children to grow up and master using a keyboard and a mouse before integrating them to information technology. It is also insufficient to produce information technology-based toys for them. Human-computer interaction is the bridge that links them to information technology. It should meet some practical needs in the process. Seba, Lew and Huang (2004) stated, â€Å"In many important HCI applications such as computer-aided tutoring and learning, it is highly desirable (even mandatory) that the response of the computer takes into account the emotional or cognitive state of the user† (p. 2). The tangible bubble is one such attempt to provide a means that children whose dexterity is limited and who have not yet developed cognitive skills that they need to operate a PC with the opportunity to get involved in digital information processing in a manner consistent with their stage of development. Tangible Video Bubble Paper Summary Tangible video bubbles are a video based drawing space which children use to create video art that has both input and output capabilities. Its operation involves pressing a record button for voice input and squeezing the bubble at various points to playback the recording at different speeds.Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More The system also includes an interactive canvas. The bubble targets children aged five to seven who portray a very easy and natural interaction with different media using multiple senses. They are able to move easily from one form of media to another, rather than follow a particular path of development in their media creations. Technological tools that capture the imagination of children and inspire their creativity include webcam s, microphones, and video cameras. They show a fascination with the use of these tools and they end up recording themselves and their surroundings for sheer pleasure. These tools however do not provide the optimal opportunity for children to construct meaning out of what they are doing with them as they do when they are using tools such as a paintbrush and markers. This gap inspired the researchers to develop a new kinesthetic multimedia tool that will encourage and facilitate children’s meaning-making as they interact with technological devices. The tangible video bubble is flexible physical vessel that has both input and output characteristics that children use to record videos and to play them back. It also allows them to manipulate and playback the recordings in real-time, and to ‘spill out’ the recordings out onto an interactive drawing canvas in order to incorporate them into drawings initially made on the canvas. The play space for the system includes the tangible video bubble and an interactive drawing canvas. The tangible video bubble is, â€Å"a large, soft, and huggable ball equipped with a video camera and a screen for children to record and playback video messages† (Ryokai, Raffle, Horii and Mann, 2010. p. 3). Pressing a button at the top of the bubble and speaking into an opening on the bubble surface enables recording. In the meantime, a video camera inside the bubble records the child’s actions. Through a reflective surface inside the bubble, the child sees his/her reflection inside the bubble while doing the recording. After capturing the message, the child plays back the message by squeezing the bubble. Different squeezing positions result in different playback possibilities. The amount of pressure used in the squeezing controls the playback speed. The greater the pressure applied, the faster the playback speed achieved and the lesser the pressure applied, the slower the playback.Advertising We will writ e a custom essay sample on Tangible Video Bubbles specifically for you for only $16.05 $11/page Learn More To Replay specific parts of the recording, the child squeezes specific parts of the bubble. In order to transfer the recording to the interactive canvas, the child squeezes the bubble out on a spill platform. There is the option of doing this at different speeds, together with the option of spelling out a particular section of the recording. The canvas can accommodate several bubbles. The set up enables the addition of as many bubbles as desired. The canvas has touch properties that allow the child to replay the content from the canvas. It is not possible to manipulate further the bubble once transferred to the canvas. It is possible to operate both the bubble and the canvas simultaneously, enabling more than one child at a time to use the system. The canvas has a color pallet that allows the child to draw on it as he would on paper. This makes it possi ble for the child to combine the recording with a drawing creating an art form that has a message that pops out when touched. The technical implementation of the bubble includes a USB webcam fitted with a peephole lens to maximize field of view. There are green LEDs inside the sphere with red LEDs lining the aperture. The fitting ensures that the result is uniform without regard to the direction of squeezing. During squeezing of the sphere, the green LEDs move closer to the camera, thereby increasing the video’s green saturation. With calibration, this saturation provides a reliable squeezing sensor. There is a special preview area in the bubble, allowing for previewing any recordings made. During playback, change of speed does not alter pitch. This makes it easier for the child to understand the recorded message. During laboratory tests on the bubble, a researcher showed children how to operate the bubble for a period of five minutes, and then left them to interact with it f or as long as they wished. They did not receive any explicit practice on how to master the different playback speeds. As it turned out, some children spent more time playing with the playback speed while others preferred to draw on the interactive canvas. The result the researchers got include the fact that the children embraced the idea of the bubble quickly, and were soon recording and playing back the records. They transitioned easily between the canvas and the bubble. They played with different playback speeds before spilling the content to the drawing canvas.Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More The popular application the children made of the system was to do a video phrase and then making a drawing to match it. Some played with the sound effects produced by speed alteration. Older children showed the tendency to plan their recording and drawing before implementing the project on the bubble, and they had plots that are more complex. State of Artificial, Augmented, and Virtual Realities There are many applications using artificial and augmented reality in the market. Novel ideas keep sprouting as companies seek to outdo competition. There is a push for more immersive technologies to enhance the digital experience. Virtual reality in digital environments provides a user with a real-life experience of an actual place from a digital platform. Multimodal devices provide the link with these environments, making possible a sensible experience. It is possible to interact with a virtual artifact in these environments. Virtual reality is the basis for production of immersive tools s uch as computer-aided design software and graphics hardware acceleration. Virtual reality forms the basis of many games, television programs, advertisements, movies, art, and marketing materials. Augmented reality refers to the digitization of one’s immediate environment to increase one’s perception of reality. Research in this field aims at interposing computer imagery to a real-life situation to enable a perceived digital manipulation of the resulting environment. These Augmented reality environments have in them many sensors and actuators, which include cameras and projectors. This field makes possible the use of 3-D television and holograms, which improve the quality of digital experience. Studies in the field take advantage of advances in the study of human vision, neurology, and psychology. While entertainment applications such as movie theatres, gaming, and television seem to get the first products from developments in this field, other areas such as medicine, e ngineering and education are catching up quickly with applications that improve problem-solving techniques. Similar Research There are a number of interesting developments involving bubble multimodal input systems in human-computer interaction. The tangible video bubble is a special application developed to take advantage of the special stage of development in children. In the MIT Technological Review Magazine, Grifantini, reported on the most interesting projects based on this concept presented in, The Tangible, Embedded, and Embodied Interaction Conference, held in Cambridge, Massachusetts. The first among these is a physically responsive map, which comprises a tabletop, which displays 3-D shapes â€Å"on a moving, flexible surface† (Grifantini, 2010). The display provides a 3-D feel of the surface it is representing, and can represent multiple features. In another project, the development of an interactive art display robot, called cobot because it collaborates with the ar tist, is in progress. Of the two Cobots presented, one draws yellow circular patterns until it receives an audio command. It then draws straight lines. A second Cobot changes its response depending on line and shadow. In another project, Spanish researchers presented a tangible digital jukebox, which has an infrared camera and a projector. Someone is able to use a piece of paper as a playlist. A project depicting an augmented reality pattern table was also on display. In this project, users have the opportunity to interact with patterns and shapes of both digital and physical nature. By using a projector and an infrared camera, a user can pick a physical shape. Digitization of the shape for manipulation follows. The researchers said that the project presents the possibility of developing educational tools based on augmented reality for teaching children about mathematical shapes. The final project featured was a soap bubble display. This project demonstrated the use of a camera to t rack soap bubbles spitted on a soapy surface, which when moved by a finger or by blowing, controlled lights or images that projected to them. Ying et al. (2010) developed a prototype called bubble journey, which aims at providing children with an immersive gaming experience. The user controls an avatar developed in flash by blowing a real handle. This is to promote the use of the whole body during gamming to increase the physical activity of a child playing a digital game. Theirs was a contribution towards the drive to develop games that avoid the traditional input devices such as keyboards, joysticks, and gamepads, which do not promote activity, for novel options such as web cameras, dance pads, and exercise bikes that tend to require the user apply physical exertion to play the game. Another demonstration of the use of bubble is the tangible message bubble. Ryokai, Raffle and Brooks (2009) developed this concept where children can use a bubble to record and send messages to loved ones and to their friends. Their goal was to, â€Å"invent new tangible communication tools for youngsters that combine state of the art communication technologies with the physicality, simplicity, and immediacy of children’s toys† (Ryokai et al., 2009, p.2). This bubble recorded a video stream whenever someone’s face was within range and allowed for manipulation of the recorded stream, before sending it to the intended recipient. The impacts Artificial, Augmented, and Virtual Realities in HCI These projects demonstrate that this is an active area of research trying to take advantage of development in other fields such as learning methods, and digital possibilities arising out of information technology developments. Another common feature these projects have is the use of widely available technologies, which are becoming even more accessible because of rapidly falling costs. They show that human-computer interaction has a lot of potential for growth, not necessa rily because of new technological advancement but based on innovative application of commonplace ones. Three fields that will benefit much from development of this area of Human-computer interaction include health, medicine, and education. Through the development of games that require a user to interact with the gaming environment with their whole body, the health of children stands to benefit. Health complications related to a sedentary lifestyle such as obesity thrive in many western countries, which also have a very high incidence of gamming. Currently, children spend very many hours playing video games. Since it is very difficult to stop them from playing the games to an appreciable extent, it makes sense to design games that will still provide them with the gamming pleasure, but that will simultaneously require a greater degree of physical exertion. The field of medicine will benefit from these developments by the application of special input devices to allow persons who have a rtificial limbs to interact properly with technology. With an interactive device like the bubble, anyone with any condition leading to loss of dexterity of the fingers will still be able to communicate, using the squeeze as an input. It promises new possibilities in physical therapy options for persons leaning to use and live with artificial limbs. In addition, there are discussions on how to use virtual reality to perform operations such as surgical operations and remote consultancy to increase the availability of doctors. The third field that stands to benefit substantially from the technology is education. It is difficult to imagine all the potential applications of interactive multimodal applications in education. The projects reviewed above all require a high degree of engagement by the learners and therefore promises better understanding of concepts. While most of them seem aimed at younger learners, mature students stand to benefit from learning in a 3-D learning environment. The application in modeling and simulation for technical subjects such as engineering and the teaching of concepts such as plate tectonics in geology, together with space exploration and medicine is promising. Possible Research Directions Stimulated by the Paper There are a number of possible research directions inspired by the project presented above. These include using the bubble as a basic unit for a collaborative problem-solving lesson and secondly as a health monitor. It also inspires the creation of a bubble that can take punches and transfer that input in the area of gaming. Increasingly, the world requires collaborative approaches to solve many of the problems that we face. Problem-solving is a team activity, which requires teamwork by interdisciplinary professionals. The bubble presents an opportunity to begin training children on collaborative approaches to problem-solving. This means that the basic design discussed above can form the basis of an integrated platform desi gned to allow multiple users to enter information into a common task. For instance, instead of one child drawing and transferring the information to the drawing canvas, several children all tackling a similar problem, may upload their information to the active task in order to complete it. The task will have to be predesigned while the data input will require adjustments to meet the specific needs of the task. Secondly, the bubble presents an opportunity to monitor the health and environment of the child. An application like this will be practical in a hospital setting or at home, where there is a convalescing child or one with an ongoing medical condition where it is important to track the health of the child continually. The bubble can be both a toy and learning aid as well as a monitor that alerts care provides of any unwanted symptoms. A simple design based on the one presented above but including adding eye-scanning software and vibration sensors such that each time the child s queezes out information to the canvas, it automatically uploads readings such as eye color and heart rate. With networking, the convalescing child may actually be able to participate in class activities remotely by doing the same exercises as the rest of the class. Networking also makes possible connection to a hospital or doctor who receives alerts whenever the child’s condition deviates from the norm. As an exercising aid, a bubble provides the opportunity to increase physical activity during a gaming session. Many games require a player to go through various stages as the game progresses. If there is an interjection during the game based on the level of play or on a regular interval basis, the player can be required to perform a physical activity before proceeding with the next level of play. Two options for this include punching or kicking the bubble a number of times and using a preset amount of force in order to continue with the game, or by making the bubble the input device for such a game. For instance, if the game in question involves fighting an opponent such as kickboxing, it would require physically hitting a bubble, which would have appropriate sensors to detect and transmit the sensations. In the process of playing the game, the player gets the satisfaction derived from gamming while at the same time gets to exercise. Research Methodologies In order to undertake a project in human-computer interaction, it important to use a combination of qualitative and quantitative research methods in order to achieve triangulation. Using both methods at different levels serves to increase the credibility of the results verified from two different approaches. The generation of a great amount of information continues in the related areas, while a large number of software and hardware applications mediate the process. This makes it vital to understand the state of development of the technology in order to ensure research is current and adds useful informa tion to the vast body of knowledge that already exists. The key issues that require clarification include the nature of the problem, the benefits, and beneficiaries of a proposed solution, cost of implementation of the project, impacts of other fields on the project, impact of project to other fields and the available technologies and human resource. Research methodologies fall in two major categories. These are quantitative methods and qualitative methods. Quantitative methods try to find out the degree accuracy of a stated hypothesis. It seeks to determine the numbers of people a particular issue affects and the extent of that effect. It generally involves large-scale survey techniques, which are analyzed using statistical tools and it uses highly structured tools such as surveys, closed-ended questionnaires and structured observations as sources of data. Cohen, Manion and Morrison (2000) stated that, â€Å"typically quantitative methods require a degree of control and manipulati on of phenomena† (p.119). Qualitative research seeks out meanings. It is exploratory in nature. Qualitative research employs a number of different data collection methods. Its instruments are more flexible than those used in quantitative research are. Some of the methods used include observation, group discussions, narrations, and reflection. It is important to include validation in qualitative research necessitated by the lack of hard figures to manipulate, as is the case with quantitative methods. Different tools are available for this task, including debriefing, negative case analysis and corroboration by an interviewer. Conclusion The areas of artificial augmented and virtual realities present a lot of potential for research development. There need for collaborative research is high because a lot of work is ongoing, and it is therefore very easy to apply duplicate efforts. As Chen (2001) attests, â€Å"Human computer interaction is a multidisciplinary subject that involve s information technology, computer science, psychology, library science, education, business and management, human factors, industrial engineering and ergonomics†(p. i) There is a key research opportunity driven by innovation based on current tools to meet emerging needs of the twenty-first century. References Chen, Q., (2001) Human computer interaction: issues and challenges. Pennsylvania: Idea Group Inc. Cohen, L., Manion, L., Morrison K. R. B.(2000) Research methods in education. New York: Routledge. Grifantini, K. (2010) Malleable maps, artistic robots and bubble interfaces. In MIT Technology Review. Web. Ryokai, K., Raffle, H. Brooks, A.(2009). Proceedings from CHI 2009: Tangible Message Bubbles for Children’s communication and play . Boston: ACM. Ryokai, K., Raffle, H. Horii, H. Mann, Y. (2010) Proceedings from CHI 2010: Tangible Video Bubbles. Georgia: ACM. Seba, N., Lew, M. S., Huang, T. S. (2004). The state of the art in human computer interaction. Berlin: Sp ringer-Verlag. This essay on Tangible Video Bubbles was written and submitted by user Bast10n 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.