Wednesday, July 31, 2019

Amazon

The Advantages of Hilling an External Advertising Agency Many companies such as Dint Moore have attempted to market and advertise using in-house personnel. Using In-house associates to market a product can be successful f they are familiar with the product and the customer base. Often time, companies select to stay in-house due to budget restraints. Budget, skill set and product knowledge are a few contributing factors used In determining if It is feasible to use In-house associates or hire an external agency.If the campaign is a† make it† or† break it† campaign for the company, it may be necessary to hire a reputable racketing company to spearhead the project. Otherwise the risk of failure is too high and costly to keep In-house. There are multiple reasons why Luis should hire an external advertising agency for the Dint Moore campaign. It could be because they do not have sufficient skill and talent in house to research and create a campaign or there is not e nough time to product a quality advertisement.It could also be that they need professionals because the competition is growing and Dint Moore is losing customer base and revenue. It could also be that Dint Moore wishes to attract new customer and trenched the loyalty between the company and the existing customer base. Listed below are three good reasons Luis should hire an external advertising agency to promote and market for Dint Moore: (1) they are the professionals. (2) they can add quality and enhance the brand name and (3) they bring experience and new ideas. As professionals, they are abreast of any new trends or advertisement strategies.The bring experience to the table which allows them to make decisions based on past history. They were trained specifically for this type of Job and know the ins and outs of advertisement. The external agency will be able to do a market analysis of who will buy the product, who likes or dislikes the product and why. This Information, will allo w the agency to make the right changes so that the advertisement will reach loyal customers and potential new customers. They will also be able to access the company's brand to see how It will stand up to competitors that sell the same or similar products.They will be thorough and concise because they will want repeat work and this is how they make their living. An external advertising agency will bring new ideas to the table. The will be able o create new ads and enhance the older ads to meet the needs of the company and the consumer. New ideas and strategies can give the company new life. Something as simple as changing the color or font on the packing can be catchy and attract potential new customers. In-house personnel may become complacent with the packaging and have the notation we have always done It this way, or If it Is not broken don't fix it.This type of behavior will lead to the wear -out effects. This is when an ad becomes old and boring and the consumer tend to ignore the advertisement or tune it out (Slow & Aback, 2010). However, the external advertisement agency will come in with new ideas and find the right method to present the company's product so that loyal customers or potential new customers will have a positive attitude regarding purchasing the product. The agency will be tofu able to adjectively promote the benefits and values to the product by studying the trends in the consumer buying environment.The external agency will also be able to position the product in such a manner that the consumer will view the product brand and company in the same manner. I f they are successful with the immunization market analysis, they will be able to accomplish multiple communication objectives such as; develop brand awareness, increase category demand and change customer beliefs or attitudes (Slow et al. , 2010). They will be able to enhance brand awareness and the brand's image by effectively creating an advertisement that is viewed everywhere, billb oards, internet, television commercials and radio.This is known as cognitive mapping and creative in the agency use this strategy to strengthen linkages that already (Slow et al. , 2010). Three Relevant Experiences of an External Agency Three relevant experiences of an external agency that would be helpful to Luis and the Dint Moor brand are; knowledge of the advertisement world, experience in marketing domestic and internationally and the ability to handle the entire marketing campaign from cradle to the grave.It would be the responsibility of the external agency to assist the company in attaining success by implementing the integrated advertising, promoting, and marketing communications approach as stipulated in our textbook. They will be accountable for putting out fires and damage control. With he experience, they will be able to come up with tactics to beat out the competition. The knowledge they bring will help with budget constraints and ensuring the product is launched at th e right time.The agency can also create campaigns that will become global based on market and communication analysis results. They will be able to network and use the resources to get the right media source to use and time and make sure Luis get value for the bucks. Three Types of Advertising Planning and Research The three types of advertising planning and research that should be conducted to identify Dint Moor's most loyal customers and potential new customers are general preprinting input, product-specific research and qualitative research.The general preprinting input is used by the agency to learn everything about the client by reading trade publications, research reports and viewing the company's website (Slow et al. , 2010). Members of the agency may also interview employees, members of the community and other business partners to get to better understand the concept and the needs of the client. During the product-specific research step, the agency will identify who uses this product and how it is used.The most important piece is to understand who the user is and to target that group with the ad campaign. From this research the major selling point will be identified and the brand/product was market using the deprivation approach. Last, the qualitative research is conducted. This is more formal and a focus group is used to discuss the product. This discussion is used to learn who likes the product. Collection can come via anthropology, sociology and psychology. The end results from this research will suggest ideas so that the campaign can begin.Selection of an Advertising Agency for Dint Moore Campaign After reading information on six advertising agencies, I selected BAD Worldwide to continue to promote and advertise for Dint Moor's Stew. For many years BAD Worldwide NAS been cutlets in maintaining a g relationship WI TN the account and has demonstrated the ability to reach the mass market and brand the company's product. Although BAD Worldwide is a larg e company with offices all over the world, the Dint Moore campaign will be of importance to the agency and will not get lost in the shuffle.A smaller ad agency maybe overwhelmed and intimidated by the account. Also BAD has a wealth of knowledge and they are familiar with advertising food products. They have a very good success rate for ad campaigns and they are global which meaner there is opportunity for Dint Moore Stew campaign to go global. BAD is known for creative pitches that are catchy and memorable. The have references from established companies and have won numerous advertising awards domestically and internationally. Based on the research, BAD Worldwide would continue to be a good match for the Dint Moore Stew campaign.

Air Canada Summary Essay

This paper is an in-depth analysis of the General Conditions of Carriage and all the clauses that one must abide by when flying with Air Canada. Each clause will be looked at and explained to see what it means and what is implied by the clause. All the business law concepts that we have learned in class will then be applied to the contract to help understand all the risks that Air Canada may or may not be vulnerable to and what further steps they can take to defend themselves. I will then make recommendations to both Air Canada on how they can improve their contract, as well as the customer, warning them about the dangers that can arise if they take the terms and conditions lightly when signing a contract or in this case, purchasing a plane ticket. Air Canada gives the customer fair warning that they should familiarize and feel comfortable with their rules and regulations before purchasing a ticket, and most people overlook this step. The lessons I have learned after looking into the clauses and analyzing them will then be looked at. These lessons will help me as the customer when dealing with an organization such as Air Canada. Finally, we will be looking at the legal corrective measures that can be used to fix the contractual issues that have been found in Air Canada’s General Conditions of Carriage. These measures are there to not only clarify any clauses that may be unclear that may cause confusion, but also to help put Air Canada in a better position, so that they don’t have to be responsible or take liability for any unfortunate events or situations that may occur on one of their flights. These corrective measures will also help the customer as well so they will feel more safe, secure and comfortable when flying with Air Canada and their staff. The objectives of this paper are to analyze all the clauses that Air Canada has provided when flying with their airlines. I want to be able to read and understand each one carefully. If there is any vagueness with one of their rules than it will be brought up as a point of discussion. Another goal is just to understand all the clauses and learn something that I did not know to begin with. I quickly became aware just after scanning over the conditions quickly that there are many rules I did not know existed and most people would be shocked to learn that they have to give up that right when flying with Air Canada. I also want to look at the clauses and see if I consider them to be fair. Most people would be shocked to learn of some of the clauses including the fact that in almost all situations where the end result is bodily harm or even death, Air Canada is protected and does not need to assume any responsibility for what happened. Of course, if something like this happens just due to negligence on the part of an Air Canada employee, that is a whole other story that will be discussed later on. If I find that I don’t think a point is fair, it will be a topic of discussion where I will recommend a solution that can help both parties. For the most part, customers and passengers of Air Canada must understand that they are not being forced to take a flight with their airlines. Air Canada is performing a service for them and if they decide to accept this service then they must be willing to abide and play with Air Canada’s rules. This is because the main objective of Air Canada when writing up this contract is to provide a service where they can make a profit, but do it in a way where they are not at risk and cannot get into legal trouble. People must remember that the contract is not being drawn up for their well being, it is being drawn up for the well being of the company so that they are protected at all times. Air Canada has done a pretty good job of this as will be discussed later. It is important to look into all this as a student in commerce because Air Canada is more than just an airlines, it’s a business. All businesses have the same mentality, whether it’s an airlines, a law firm or an ice cream service; this mentality is that they must look out first for number one which is themselves, make sure that they cannot be hurt by the legal system, and then secondly, attempt to satisfy their customers to the best of their ability. This General Conditions of Carriage for Air Canada is a very good example for a student like myself in a commerce program about how the business world really works. The reason for this is because we are studying an actual contract for an actual company in the real world that have to deal with all the concepts and principles we talk about in class on an everyday basis. General Conditions of Carriage for Air Canada Air Canada’s General Conditions of Carriage starts off with its â€Å"Important Conditions† section. The first point is that passengers must get their boarding pass and check in baggage by their check-in deadline. The deadline varies depending on where the plane is departing from and going to. If you are flying within Canada, the check-in deadline is 30 minutes prior to the plane’s departure with a boarding gate deadline of 20 minutes. If you are flying from Canada to the United States or vice-versa, the check-in deadline is 60 minutes prior to take-off with a boarding gate deadline of 20 minutes. Finally, if you are flying from Canada to anywhere else in the world, the baggage check-in deadline is 60 minutes with a boarding gate deadline of 30 minutes. All this is just to ensure that the flight can take-off promptly at the planned time so that there would be no unnecessary delays and so the airlines can continue running smoothly. Obviously, it takes longer to prepare a plane when it is going to a foreign country versus just staying in Canada. That is why the deadline for check in as well as the recommended check in times are both greater when flying outside of the country. The second point is that they strongly recommend that passengers reconfirm their flight prior to the day of their flight. Passengers can check their flight status online or call their flight information system number. This is so that customers can feel safe that they are on the flight. Also, when calling in, they can ask any questions they have about their flight. By doing this prior to the day of the flight, this can help speed up the boarding process on the day of. The third condition is that the passenger’s assigned seat is not a guarantee and can possibly change without notice. If this does happen, Air Canada will do their best to transfer the person to a seat close by, and will try to make it of the same class or service. Any applicable fees will be refunded. This would be an unfortunate event but sometimes these situations cannot be avoided. If this happens, the only option Air Canada has would be to try and offer you the closest possible arrangement that you were expecting and paid for. The fourth condition is that any travel credits banked for unused tickets are not transferable. When the credit is used, it must be used by the same person whose name appears on the original ticket or document. Air Canada has put this clause in their so that people can not just work together, building up credits and having it be used on one person and essentially getting to fly free because of all the credit that has been built up. This also encourages people to save up their credit so that they can get a larger discount on a flight in the future. The fifth condition is that voluntary changes to a passenger’s flying program may require the payment of additional fees for upgrades. If the person has a non refundable ticket, and this incident results in an unexpected trip cancellation or emergency, Air Canada will not be able to make any exceptions and the fee will still need to be paid. For this reason, travel insurance is strongly recommended. This condition is notifying the customer that trip cancellations, whether it is the customer’s fault or not, may still require that the person pays the ticket. This is the reason why travel insurance is important and is offered. Of course, they recommend this travel insurance because it is another way for them to make money for the company. The General Conditions of Carriage then discusses the Checked Baggage Policy. This policy says that passengers are entitled to a free checked baggage allowance depending by the person’s fare, destination, date of flight and frequent flyer status. If the passenger has paid more for the flight, they are entitled to more free checked baggage. I would assume that if the destination that they are travelling to is farther away, they would also offer more checked baggage since destinations that are farther away usually indicate that people will be staying there longer. For example, a vacation to Australia would most likely be longer than a trip to Calgary. The date of the flight also has something to do with the amount of free checked baggage one can bring with them on the flight. The busier the day is, the less flexibility a passenger would have with being allowed to bring a large number of luggage with them. Finally, people with a better frequent flyer status are also entitled to more free checked baggage because this indicates that they are a loyal customer that continues to go back to Air Canada and the company would like to reward them for that loyalty. Passengers who travel on a codeshare flight, which is an Air Canada flight number but is operated by another airline, the person is subject to the rules of the airline operating the first flight of their flying program. If at anytime the person must recheck their baggage with another airline for their next connecting flight, the rules of that airline applies. You can tell if your flight is being run by a codeshare partner by looking for the â€Å"Operated by† note appearing when you are selecting flights on aircanada. com. The checked baggage limitations are broken up into two classes, economy class and executive first class. For economy class, the maximum overall measurement (length+width+height) cannot exceed 158cm and the maximum weight is 50 pounds. For executive first class, the maximum measurement cannot exceed 158cm as well but the maximum weight is 70 pounds. If these limits have been exceeded, additional checked baggage charges will apply. Again, Air Canada is rewarding people that buy a higher priced ticket by allowing them to bring more with them onto the plane. They are probably also assuming that the majority of people riding in first class are flying for business related reasons and may require to have more things brought with them on the trip. If a passenger chooses to bring additional baggage, then Air Canada requests that they show up 120 minutes before departure. Each additional bag that a person checks may cost up to $100. This is a not a refundable transaction so if the additional bags are delayed the cost stands as is. A small suggestion would be that Air Canada should notify the customer about why some additional baggage costs more than others so customers can plan ahead to see if they want to explore this option. Codeshare flights have the same rules as previously stated. If these additional bags exceed the weight and size limitations, the passenger will need to contact their local Air Canada Cargo sales office for the shipment of the bags. Air Canada also stresses that all your checked baggage are properly identified. Air Canada tries their best to make sure that the person and their baggage is transported on the same flight, however, many things can make this task challenging and sometimes it cannot be avoided. Since this does occur from time to time, they suggest that a passenger should put their information inside the bags as well because sometimes external tags can be damaged or detached. If the tags on the outside of the bag are damaged it can sometimes be impossible to locate who the owner of the bag is. Many people have the same type of baggage so this can lead to even more confusion. Air Canada does not take responsibility for lost baggage but they are at least trying to help their customers so this type of thing doesn’t happen. There are some items that must be brought in your carry-on baggage which is what you bring with you on the plane to your seat. These items include laptops, house and car keys, medication, cash and high valued items such as cameras, jewellery and electronic devices. The reason why Air Canada wants these high valued and often breakable items to be carried with the passenger is so that if a checked bag gets lost, there would be a lot more complaints since that bag could potentially contain hundreds of dollars worth of stuff. If something inside the bag breaks, Air Canada does not want to be responsible for that. Air Canada makes it clear that oversized carry-on bags are not allowed as this can take up too much space, cause trouble and ultimately delay flights. Each person can carry two pieces of carry-on luggage with them on the plane. This includes one carry-on bag or suitcase which cannot weigh more than 22 pounds and cannot have dimensions larger than 23cm by 40cm by 55cm. A back pack, duffle bag or one of those over the shoulder purses would fall under this category. They may also bring along a personal article like a briefcase, laptop, camera case or something of that nature. This article cannot weigh more than 22 pounds and cannot have dimensions larger than 16cm by 33cm by 43cm. Items that may also be brought onto the plane in addition to your carry-on items include coats, infant care system, cell phones, mp3 players or a special need item. Special need items include objects that a person would need for mobility such as a cane, crutch or communication device. Generally anything that is small enough to fit inside your pocket or can easily be carried by hand is acceptable. A container carrying life sustaining items or personal medication is obviously acceptable as well. Ever since the terrorists attacks of 9/11, security and precautions for boarding an airplane are tighter and more thorough than they’ve ever been to prevent anything like that from ever happening again. This is why a new policy has been put into place which doesn’t allow passengers to bring liquid or gels in containers over 100ml/100g with them when boarding the plane. These items will be confiscated at the security checkpoint and additional charges may be applied in order to check the items’ safety. Bombs and other dangerous weapons can be made from certain types of liquids and Air Canada does not want to take any chances. Air Canada advises that passengers that are waiting for connecting flights do not buy these types of items until they reach their destination because this can be a waste of money if they are confiscated once again while boarding for the connecting flight. There are a list of items that are prohibited from being brought on as a carry-on item. These items should be stored in the passenger’s checked baggage. Some of these items include sharp, piercing or cutting objects such as scissors, knives, saws and drills as well as potentially dangerous sporting equipment such as ice skates or hunting equipment such as rifles and hunting gear of that nature. The only exceptions to this rule are syringes or needles that are for personal medical use. This must be accompanied by the prescription medication. Electronic devices that can interfere with the plane’s navigational or communication equipment are also not allowed. The use of Bluetooth headsets, radio transmitters and laser pointers will not be tolerated as they can interfere with the flight systems or the staff aboard the plane. These items should be stored in the checked baggage, however, as previously stated, Air Canada is not responsible for the destruction or loss of these items. There are other items considered dangerous goods that will be brought up. There are also items that are acceptable items to bring with you as carry-on items that people may be confused about. These items include electronic devices for entertainment such as cameras, portable video game devices, laptops and mp3 devices. One book of matches per person as well as a specific type of lighter are also items that are allowed to be brought with you on the plane. Everything else that cannot physically harm another person or are small enough to fit the size requirements of carry-on baggage are always acceptable. Passengers may also bring their cats or small dogs with them provided that they stay in its carrier under the owner’s seat at all times. For one way travel within Canada or to the United States, bringing a pet along costs $50, cannot weigh more than 22 pounds (carrier included) and the carrier cannot have dimensions larger than 23cm by 40cm by 55cm. This is because the airline attendants must be able to comfortably move around the plane as well as the fellow passengers. For one way travel to anywhere else, bringing a pet along costs $100 with the same limitations. For certain destinations such as Hawaii, pets must be stored under the plane with the checked baggage. To be eligible for this, the passenger will need to register their pet within 24 hours of booking the flight with Air Canada Reservations. The pet must be at least 8 weeks old and fully weaned as well. Other implications involve having to arrive 30 minutes prior to the recommended check in time as well as always be bestowed under the passenger’s seat. These requirements are for the pet’s safety as younger pets are not full developed, are weaker and may be more susceptible to sickness. There cannot be more than one pet per passenger and unaccompanied minors cannot bring a pet with them. No pets are allowed in the Executive First Suite and the carrier will count as the person’s one standard carry-on item. The reason why no pets are allowed in the Executive First Class Suites is because the people in first class have paid good money for these seats and they should not have to deal with the noise or nuisance that another passenger’s pet may cause. Since there are many allergy sufferers, Air Canada advises that you advise the agent at the check-in gate prior to departure and they will try as hard as possible to move you or the pet owner. Air Canada makes it clear that they will not be responsible for the loss, sickness or death of any pet even if it was accepted for transportation. For safety reasons, many items have been deemed dangerous goods and must not be brought in the checked baggage as well as carry-on baggage. These dangerous goods include compressed gases, explosives, flammable liquids, poisons or briefcases with installed alarm devices. Firearms, alcohol and oxidizing materials are all examples of items not allowed on a plane for obvious reasons. The last thing Air Canada would want is an unfortunate situation where one of their passengers have been seriously hurt because they allowed a dangerous item on board that clearly should not have been allowed. Air Canada is subject to the rules of the Montreal Convention and Warsaw Convention. These are both conventions that regulate the liability for international carriage of persons, baggage or goods performed by an aircraft. These rules are here to protect the airline if an accident occurs and bodily harm or damage to goods result. Going back to the General Conditions of Carriage, Air Canada states that they are not liable for perishables or liquids, nor are they responsible for the loss of valuable items such as money, jewellery, computers, business documents and so on. Air Canada also states that they are not responsible for the bodily harm or even death of one of their customers. When travelling, Air Canada requires that passengers provide information about themselves before boarding a plane. It is the passenger’s responsibility to provide these travel documents as well as the documents of any children travelling with them. Additional documents may be needed depending on the person’s country of origin. The passport is the best accepted piece of documentation proving a person’s citizenship. Air Canada indicates that a customer must bring their passport as part of their proof of citizenship. For Canadian and American citizens, a valid passport is always needed. Some other countries require that your passport be valid for at least 6 months prior to flying to their country. This is so that there will be no complications once arriving in their country that can cause unnecessary and lengthy delays. Children must also have their own documentation and cannot get by with just their parents documentation. Some countries allow this but this is not the case in Canada. For children, birth certificates showing the names of both parents, legal documents referring to custody and parental consent (if child is travelling with only one or neither of their parents) are all documents that must be showed on behalf of the child. The reason for this is they do not want one of the parents to have the authority or opportunity to leave the country with their child if they’ve had a feud with the other parent. There have been stories of couples that have gotten divorced and one of the parents take the child and leave to an unknown destination. Air Canada does not want to have to take responsibility for something like that happening on their airlines. For Visas, different countries have different rules and Air Canada suggests that you check with your travel agents for visa requirements of the countries you are planning to drive through. Some general rules include obtaining your visa well in advance to your flight because this may involve mailing your passport in briefly as well as the chance that there may be a long delay if you apply for a visa from a third country while travelling. Upon arrival in a foreign country, it may be required that a passenger must prove that they have sufficient funds to support themselves for their intended stay. This can include showing proof of a visa for that country if that is a requirement. The reason for this is countries don’t want to accept people that are going to end up stranded in their country because they don’t have the money to leave. This can only lead to trouble which they understandably do no want to deal with. Only Canadian permanent residents from non visa-waiver countries travelling outside Canada are required to carry a valid Canadian permanent resident card in addition to a valid passport to return to Canada from a commercial flight. This card proves your immigration status. Without it, the person will be unable to board the plane. Though most people are fit to take a plane, Air Canada realizes that there are some customers that may have special needs and they will try their best to accommodate these people. This assistance can include special meals or assistance for minors travelling without their parents. Anyone that may need assistance about checking in and boarding the plane will get the help they need as well as routine check ups to make sure they are doing fine. If a customer has a disability such as having to use an electric wheelchair, needs medical oxygen or has a severe medical or mental disability, it is important that they give 48 hours notice before departure as well as check in 2 hours before departure. This will give Air Canada and its employees enough time to plan and prepare for the passengers arrival so that there will be no delays and so that they can make the person’s flight experience as enjoyable as possible. If Air Canada decides that the person is in such a bad state that they think flying would be detrimental to their health, I believe Air Canada will not allow them to fly with their airlines for the benefit of the customer, but also for the benefit of their fellow passengers as well as the flight staff that would have to deal with this problem. There is also a section of the General Conditions of Carriage that talks about tariff regulations. The Montreal Convention or the Warsaw Convention system may be applicable to your journey. This may limit the liability that Air Canada carries for death or bodily injury as well as loss or damage to baggage as well as delays. If the Montreal Convention and Warsaw Convention systems both do not apply, the liability limit for loss or damage to baggage is $1500 per person. Any actions that one brings up in court must happen within 2 years of the date of arrival of the flight you were on. There is one final section in the General Conditions of Carriage which is an â€Å"Overbooking Notice†. This indicates that flights may become overbooked and there is a small chance that a seat may not be available for a person that has a confirmed reservation. No one will be denied a seat until an employee asked if there is anyone willing to give up there seat for that flight. If there are not enough volunteers, passengers will be denied according to the airlines boarding priority list. Passengers denied clearance for the flight will be compensated. The full rules are available at all airport ticket counters and boarding locations. The problem with this rule is that the boarding priority list is they give priority to the passengers that paid more for their ticket. This can be viewed as social discrimination as generally speaking, people that have more money to spend on luxury items will be the ones buying the more expensive ticket. This problem will be looked at and analyzed later on in the article.

Tuesday, July 30, 2019

Internet connections Essay

The security implications of sharing Internet connections between FTD employees and stuff must be strong in order to assure safety for both the clients and the employees. The main security issue such as data access must be implemented in such a way that the privilege given to the FTD employees which is controlled and manipulated. Controlling the web-browsing habit such as browsing illegal or unwanted web sites need also to be controlled, hence providing user access to email, web sites using password and encryptions is essential. Keeping off the malicious users from accessing valuable information and other external information that can be used against the FTD employees and the authorities needs to be taken under consideration. Sending emails and other attachments must be allowed according to hierarchy of access permissions. Unauthorized access to sensitive data must be prevented by implementing policies and procedures to prevent, detect, contain, and correct security violations. Such prevention needs to be focused on Physical Security, Data Communications Security and Operating systems security. Tools that can be used to enhance the security of computers connected to a network are called a firewall. When selecting firewalls, one must take into account such as easy installation and configuration, report of the attack by identifying time, location and type of attack, good maintenance and monitoring requirements, etc. The firewalls that should be used in the main site are Packet Filtering, Stateful Packet Inspection, Application-Level Proxy and Network Address Translation (NAT). To have a perfectly feasible operation and conduct the most proper ethical business functions is the first priority for most companies and businesses. The most critical issue related with IT is IT security where the objective is to take effective measures to decrease the threats exist today in IT related business such as e-commerce. â€Å"Security and risk management are tightly coupled with quality management and Security measures should be implemented based on risk analysis and in harmony with Quality structures, processes and checklists. † [5]. Today, most companies prefer electronic information over traditional ways of storing and manipulation of information. Data are stored in huge database and process using different front-end software’s form anywhere in the world. â€Å"Security is the protection of information, systems and services against disasters, mistakes and manipulation so that the likelihood and impact of security incidents is minimized. † [5]. IT security is made up of three main categories and they are Confidentiality, Integrity and Availability. Confidentiality is when company or an organization has sensitive information and does not want to disclose such information to anyone outside the company. Integrity is when companies want to update the system to adapt to future needs. As for availability, it is when a business implements a system it needs to make sure the system is up and running when needed. â€Å"A threat is a danger which could affect the security (confidentiality, integrity, availability) of assets, leading to a potential loss or damage. † [5]. Threats such as customer’s information can be disclosed which can affect the credibility of any company; companies information can be hacked by illegally, etc. â€Å"It is often impossible or very difficult to know if you are under attack and from whom and attackers sophistication has increased enormously in the last 5-10 years. † [5] Other threats such as virus development have increased at an alarming rate. However, the most common cause of security problems are as stated â€Å"Human Error 52%, Dishonest people 10%, Technical Sabotage 10%, Fire 15%, Water 10% and Terrorism 3% and many computer crimes Money theft 44%, Damage of software 16%, Theft of information 16%, Alteration of data 12%, Theft of services 10%, Trespass 2%. † [5]. There are many ways to improve the correct securities such as protecting data and information using different sophisticated firewall software, understanding threats and its impact in order to be protected form it, calculating risk and deciding how to eradicate such risk. There are two basic ways to improve security and they are Bottom Up and Top Down. Bottom Up approach is not that precise but in order to implement such approach it is advisable to properly understand company policies, network topology and companies operating procedure.

Monday, July 29, 2019

Developmental Essay Example | Topics and Well Written Essays - 750 words

Developmental - Essay Example the answer would always be â€Å"I played with my friends.† My mother says that it was only after a year at preschool that I began to give details of my daily happenings. During this period I experienced a number of firsts. I entered school for the first time. I made friends for the first time and according to my teachers I would organize the games for my friends and me to play. I really do not remember what the names of my teachers were but I do remember they were a friendly, kind and loving bunch. Another significant event in my early childhood was the birth of my baby brother. At first I would not understand why he was there but eventually I began to love him. However, loving him did not imply that every toy he got really belonged to him. Sometimes, I would fight with him for a toy that I had chosen for him. My mother reminds me that I would consider everything in the house as belonging to me. The house was mine. The refrigerator and everything in it was mine and certainly my baby brother was mine. Specifically, I remember that I called the next-door neighbor my sister. My mother would always repeat the story of the day that I told her that she had a â€Å"gina† and my grandmother had a â€Å"gina† but my father, my next door neighbor and I had penises. My next door neighbor is now my girlfriend and I discovered that she never had a penis. At age two when other children would only have about 50 words in their vocabulary, I believe I had about one hundred. I loved to talk and I still do. Also I have always loved music and my father would buy instruments for me which I would destroy before the month was through in order to fix them. I have always been a fun loving person. As a child I would enjoy going to the beach. During my preschool years I learnt to swim, to appreciate music and to use the computer. I was usually a happy child. My parents’ friends would tell me that all they remember of me as a young child is my ready smile. It took me a

Sunday, July 28, 2019

Humans versus Nature-- which selects better for human survival, from a Essay - 1

Humans versus Nature-- which selects better for human survival, from a biological point of view - Essay Example The paper attempts to explore the numerous dangers that genetic engineering is likely to pose to the mankind. Plants, bacteria, animals, viruses, insects and human beings, all are natures creation. Every living species has evolved on the earth through a long process taking millions of years. In natures design, every living being genetically mutates to survive; those who cannot – perish in the long run. However, humans are not satisfied in natures doing but want things in their control to create their own designs. It is argued that several medical conditions such as cystic fibrosis, sickle cell anemia, thalassemia, Huntington Disease are due to genetic defects. Genetic understanding and knowledge can certainly prevent such diseases and can make mankind free from terrific life-long medical conditions. However, genetic advances, if go uncontrolled, may also disrupt the life on this planet. The point is that unchecked advances in genetic sciences are likely to create grave dangers for mankind in the years ahead. While some countries such as Canada, the UK, India and many more have prohibited sex-selection for non-medical reasons, it is not barred in the countries such as the US. As reported in a survey done in 2006, over 58 fertility clinics in the US allowed parents to choose sex of their child. According to Jeffrey Steinberg from the Fertility Institutes, soon it would be possible for the parents to choose not only sex of child but their eye color, hair color and skin color as it has come within the grasp of genetic scientists. In short, the custom-made kids could be available in a decade or so (Jabr 2013). The nature has built-in wisdom in managing the evolutionary process since ages that mankind is out to derail in the hope of achieving something better; however, in all likelihood may result into a big disaster. It is the uncertainty and the unknown that keeps the charm of the life intact; however, the rapid advances of genetic engineering will

Saturday, July 27, 2019

Iraq and the Security Challenges Facing the US Essay

Iraq and the Security Challenges Facing the US - Essay Example It's the 21st century, the world is modernizing, and superpowers are helping developing countries develop. The UN, composed f members from most f the countries f the world, was founded to promote peace, security, and economic development throughout the world. As one of, if not the only, current superpower, the United States has an obligation to spread democracy throughout the world, mainly Iraq, as stabilizing the country would bring stability to the volatile Middle-East. The deposition f Saddam Hussein would clear the space for the Iraqi people to establish a truly democratic government and serve as a beacon and inspiration for the spread f democracy throughout the Islamic world. Saddam Hussein massacred his people, the Kurds, and even his own family members, yet he was supposedly elected by 99% f the population. This is the result f a dictatorship government where the people have little to no say. By establishing a democracy in Iraq the people would be bestowed the gift f freedom. We all remember watching the people f Iraq proudly waving their purple-dyed fingers in triumph after voting in their first real elections. Iraqis would have a constitutional democracy in the Arab world, and Americans would have a partner for peace and moderation in the Middle East. The Bush Administration was well aware f these facts, and thus this acted as the motivation for invading Iraq. Some make the argument that by spreading democracy in Iraq, we are doing nothing but imposing a foreign belief on a nation uninterested in this alien form f government. To this it could be said that democracy takes different forms in different cultures, successful free societies are built on common foundations f rule f law, freedom f speech, freedom f assembly, a free economy, and freedom f worship. These are fundamental rights that any nation or population can appreciate. Additionally, according to the "Democratic Domino theory", if and when democracy is established in Iraq, it would spread beyond the nation's borders to the other undemocratic countries f the region, leading to a stable and free Middle East. As President Bush declared, "All Iraqis must have a voice in the new government, and all citizens must have their rights protected." It would be hypocritical f the United States to praise its successful democratic government, but do nothing to promote it in other countries. Thus the spread and establishment f democracy was an absolute real motivation for the invasion f Iraq. To some this argument is flawed. They claim all this was propaganda promoted by the Bush Administration and used as a front to sell the war to the nation. Others, such as the chief foreign columnist f the New York Times, Thomas Friedman, believe the opposite. In a July 16 column entitled "Winning the Real War", Friedman hails the formation f an Iraqi "governing council," handpicked by the US colonial administrator L. Paul Bremer, as the real "liberation" f Iraq,

Friday, July 26, 2019

Tracking Civilian Deaths in Afghanistan Essay Example | Topics and Well Written Essays - 1000 words

Tracking Civilian Deaths in Afghanistan - Essay Example Tracking Civilian Deaths in Afghanistan The following analysis will seek to engage the reader with an overall discussion that helps to elaborate upon the usefulness of these statistics, whether or not they might be utilized in further forms of analysis, the potential that exists for them to be much higher than is being represented, and interpretation of why all of these compliments necessarily matter. Through such a level of discussion and engagement, it is the hope of this author that the reader will be able to come to a more informed and definitive level of understanding with respect to civilian deaths within Afghanistan and the manner through which such representative data is utilized in the future. Firstly, and perhaps most importantly, the data that was represented did not start tracking the deaths caused by IEDs or suicide attacks until 2009; fully two years after the analysis was begun. This was a fundamental oversight; however, an even larger oversight was with regards to the fact that the overall civilian death toll with respect to drone strikes was not measured until 2012 (Zenko, 2014). As anyone even remotely familiar with the conflict in Afghanistan note, the lion’s share of coalition attacks over the past several years in Afghanistan have been predicated upon the backbone of drone strikes as the primary delivery mechanism. In such a way, not having representative statistics that began at the time in which the study was engaged does not provide the user with an accurate description of the way in which civilian deaths have been represented within Afghanistan during the time period in question.

Thursday, July 25, 2019

The murder case against Lizzie Borden Research Paper - 1

The murder case against Lizzie Borden - Research Paper Example Her older sister’s name was Emma Lenora who was the daughter of Sarah and Andrew. Emma Lenora was born on 1 March 1851. At the age of two, Lizzie’s mother caught uterine congestion and passed away. After her mother’s death, Lizzie’s father got married to another woman named Abby Durfee. â€Å"In 1884 when Andrew gave his wifes half-sister a house, his daughters objected and fought with their stepmother, refusing thereafter to call her "mother" and calling her simply "Mrs. Borden" instead† (Lewis, 2013). Lizzie was the patient of psychomotor epilepsy that causes the temporal lobe to be seized with a symptom. The patient of psychomotor epilepsy is able to execute the actions in the state of a dream, and is yet aware of all the actions without knowing what he/she is doing. As a result of this, Lizzie developed two personalities that were entirely different from each other; one, she was a sweet daughter, and another, as a mean daughter. As a sweet daughter, Lizzie was a brilliant conversationalist as well as a member of the Congressional Church. As a mean daughter, Lizzie was very resentful of the patriarchy. The family’s contradiction regarding the social statuses explained the development of these two personalities by Lizzie. In addition to this, Lizzie was also habitual of stealing things from the local merchants. J. Borden and his wife got murder while they were in their family home on 4 August 1892. It was a hot day. The Borden family’s maid was resting in her bed after she had washed the outside windows. The time was 11 o’ clock. Lizzie Borden was heard crying asking her elder sister Maggie to come down as she had discovered her father’s dead body. The body of her father had been hacked almost to the point that he could not be recognized. Almost half an hour later, after her father’s body had been discovered, Adelaide Churchill discovered the dead body of Abby Borden, Lizzie’s

The story of an hour Essay Example | Topics and Well Written Essays - 250 words

The story of an hour - Essay Example It was not a glance of reflection, but rather indicated a suspension of intelligent thought.† The newly bereaved widow goes from deep despair to unspeakable joy while looking out a window. The writer/narrator does not appear to view marriage favorably, but as a self-limiting trap. Lives of â€Å"quiet desperation† (Henry David Thoreau) is also for women. Consider the following: The monstrous joy †¦She knew that she would weep again when she saw the kind, tender hands folded in death...But she saw beyond that bitter moment a long procession of years to come that would belong to her absolutely †¦ And yet she had loved him--sometimes. Often she had not. She cared for her husband, she missed him, but â€Å"Spring days, and summer days, and all sorts of days that would be her own. She breathed a quick prayer that life might be long. It was only yesterday she had thought with a shudder that life might be long.† Mrs. Mallard looks forward to the future until a key turns in the lock, bringing about her own fatal heart attack. The irony is apparent. Did she die of shock at seeing the living apparition, or because of instant sadness of knowing he was still alive?

Wednesday, July 24, 2019

Community and Traditional Policing Research Paper

Community and Traditional Policing - Research Paper Example However, community policing is seeking strategic integrations of the police operations with the entire mission of the police department, with an aim of fostering a practical deterrence of crime (Scheider 1). Nevertheless, the paper will compare traditional and community policing, identify both benefits and limitations of the strategies, and identify the ranks responsibilities in the implementation process of these strategies. In the next section of the paper, the SARA model of policing will be explored while identifying the operational strategies through the implementation process in the police department, and finally, discuss opinions on community policing and effects on the police department operations. Comparing Community and Traditional Policing The responsibility of partnership and sharing of crucial information among the law enforcement agencies has been emphasized by traditional policing, at the state, local, and federal level. In fact, information concerning a suspected crimi nal can be shared among different law enforcement agencies in order to facilitate the process of arrest. On the other hand, community policing focuses on supporting a wider range of communication among the police departments concerning effective resolution to problems caused by cases of crime. Moreover, it seeks an expansion of the relationship among the law enforcement agencies, which entail not-for-profit organizations, businesses, media, members of the community and nongovernmental law enforcement agencies (Maguire and Wells, 5). Therefore, the partnership entails involvement of various parties and sharing of crime and necessary information with different groups, instead of focusing on the development of practical remedies to the problems faced by members of the community. The foundation of police departments is based on activities of traditional policing, though these operations are not similar to community policing. In fact, community policing focuses on a different perspective , though modification and alteration of the changes concerning the perspectives of traditional policing. Therefore, these activities make a substantial contribution to the advancement of community policing philosophies, which increases the capacity of enhancing the services offered by the police department. On the other hand, community policing is supporting application of strategies that facilitate rapidity in responding to crime situations. However, decrease in time consumed in responding to a crime does not guarantee chances of arrest for prevention of crime. In fact, community policing facilitates the determination of the public and police department in increasing the rapidity in responding to the distress calls based on their nature, thereby matching the expectations of their policies. Moreover, the police are encouraged to increase the way in which victims of crime can report various incidences such as application of online coverage systems or volunteers to collect these repor ts. Therefore, community-policing focuses on increasing the effort, through which strategic response can be developed in situations of crime. In traditional policing, there are chances of increasing the frequency of arrests in cases of crime, which is considered a solution to crime related problems in the society. In fact, these arrests are significant to the police department, though they are not considered effective ways of solving problems in the community, due to consideration of other offences that fail to result to an arrest. Benefits and Shortcomings of these strategies One benefit of applying community policing is a reduction of fear associated with crime in the society, whereby there is increased presence of police officers in the residential areas; thus,

Tuesday, July 23, 2019

Legalizing Prostitution Research Paper Example | Topics and Well Written Essays - 2000 words

Legalizing Prostitution - Research Paper Example First of all, several individuals note that prostitution should remain illegal, so as preserve morality within a given community. Many people especially with families do not want their children growing up knowing that prostitution is acceptable and it is a moral practice within the society. Analysts argue that Christians are among the groups of people that look down upon prostitution and perceive it as immoral. The topic of whether prostitution should be legalized or not has become very contentious. This essay will undertake a study of the advantages and disadvantages of prostitution in an attempt to decode the best stand for the society at large. Legalized prostitution has been documented to promote safety in the neighborhoods. The police and the government authorities will not only put restriction measures in the brothels and prostitution institutions but also offer protection services. In situations where prostitutes rob clients, the client will be in a better position to report to the authorities for action and punishment. The prostitutes, on the other hand, will not fear reporting crimes committed to them. The legal measures put in place will deter prostitutes from committing crimes to their clients.Legalization of prostitution will reduce the rates of crime within the society. When a woman is accused of prostitution, she feels intimidated and will not seek for employment due to embarrassment. This makes them get involved in crime, the reason many women are jailed in this contemporary era. Unlike when prostitution is legalized, women will be free to conduct prostitution thus reducing the rate of unemployment and crime rates among women. With legalization most of the crimes committed to the prostitutes and clients will reduce because women will have specific protected areas to do their business. Legalization of prostitution will put law enforcement measures to better use. For instance, instead of the government using the law enforcement resources in curbing prostitution in the society, they can make use of the resource to fight other serious crimes committed against persons or property (Clark p.86). Lots of resources are more often than not put in place to curb prostitution but, all these efforts seem to go to waste because prostitution is still rampant. If prostitution is legalized, then the government would have an easier time dealing with prostitutes in the society. It m ay be said that the fight against prostitution is doomed to fail, since there are no well established ways of dealing with prostitutes, as well as clients. The authority may harass the prostitutes, but will not stop them from doing what they do best. A study conducted by the Rand Corporation in the city of Los Angeles found that the authorities have done nothing except push the prostitutes across the city's boundaries (Pheterson p.105). This shows that there is a immense predicament within the society in relation to the legalization process. There are those individuals who are not ready accept the process not considering that the vice affects their lives in one way or another. The governments around the world should protect other individual rights, like right to property rather than getting too concerned with issues of prostitution that are difficult to control. Studies indicate that prostitutes go through a very difficult time whilst conducting their day to day activities. Some pro stitutes are normally beaten, harassed and with no resources dedicated towards protection of their rights; they end up suffering a great mile. With legalization and free market for prostitution to take place, the prostitutes will have rights to police protection and to legal provision of resources.

Monday, July 22, 2019

Greek mythology Essay Example for Free

Greek mythology Essay Engels biography is a display of such scientific course. His early life had been the explanation why he came about with his voluminous works on history. His works were a summation of the different implications of the facts how he was raised and intended of him to become, his experiences, and his direct contact with the production process and later in complete absorption to the revolutionary struggle in the industrial West. Friedrich Engels was born in Barmen, Prussia to a family of bourgeois origins in September 28, 1820. At that moment, Europe was at the height of the development of the industrial era and wars of conquest for the accumulation of market, labour and resources for the bourgeois economy. It was a time of rapid changes ensuing on all borders. Expansion of industrial interests was grappling Europe. Colonies in Asia, Africa and Latin America were continuously ransacked while the European continent was in a constant scrabble of migration from different nations in search of industrial work. Indeed an era of accumulation of wealth and technological advances to improve productivity . With these changes in the economic landscape came the winds of liberal thought. New machines that were never seen before were conceived side by side with political ideas never heard before. Thus the revolutionized industry became a breeding ground for a revolutionary spectre. Friedrich Engels was never detached from these changes. From his childhood until his intellectual career was on its full bloom, the economic transformations in Europe became the solid foundations of Marxist historiography. His nascent years had been vital for the development of his future philosophical pursuit. In his poem â€Å"To My Grandfather†, written December 20, 1833, Friedrich had shown his early acquaintances in history through stories in the Greek mythology which he described as â€Å"many a beautiful story† that his grandfather had told him . Another untitled poem written 3 years after described characters in stories from all over Europe seen by young Friedrich as â€Å"pictures to delight† . He was an observer and the environment drew much attention from him. Once he wrote about the conditions in Wuppertal, one of his first attempts to explain the seemingly complicated miseries of the working class , even the columns of a building and the style of architecture did not escape his watch. It was the beginning of his acquisition of his most powerful weapon in his revolutionary battle – excellence in textual conveyance. Not only was it a peek to his future history inclinations but also his superb literary talent that has greatly manifested in his works. In such a young age, Engels had learned that his wealth was a curse. The environment in which Friedrich Engels lived was full of stark contradictions. External factors greatly affected his inner resolve. His father, a German textile mill owner, wanted him to become an industrialist too like himself. Knowing in his self that he was not fit for that kind of life, a strained relationship developed between them. A supporter of the Prussian government, Friedrich’s father held conservative views in politics and religion which were attributed to his Protestant Pietist devotion. He enrolled Friedrich in local Pietist schools where he was indoctrinated with narrow fundamentalist views of society. Those were never acceptable to his broad interests. Hoping that the radical youth in Friedrich could still be doused with cold waters of isolation, he was sent to Bremen before he finished his high school studies to work as a clerk. These efforts were put to waste. There he exhibited despise to autocracy and religion, enjoyed life at its fullest and studied literature, philosophy, theology and history . Engels was drawn to the democratic struggles that were gaining political momentum at that time. Using a pen name of Friedrich Oswald, he participated in the literary movement. His first work, a poem titled â€Å"The Bedouin † was published in the Bremisches Conversationsblatt No. 40. In September 1838 and many other literary works and commentaries proceeded thereafter. As an active radical, Engels wrote articles for the democratic movement while attending lectures at Berlin University with his military service all at the same time. When he moved to Berlin to join the Household Artillery of the Prussian Army, he already had attractions to the Young Hegelians .

Sunday, July 21, 2019

Gold and Silver Nanoparticles against E Coli

Gold and Silver Nanoparticles against E Coli Synthesis and Antibacterial Activity of gold and silver Nanoparticles against Pathogen species, E. coli and S.aureus Synthesis and Antibacterial Activity of gold and silver Nanoparticles against Pathogen species, E. coli and S.aureus Odai N.Salman*,, Duha S. Ahmed,a*,   Mohammed O. Dawood Abstract This work involved preparation Gold and Silver nanoparticles by pulsed laser ablation (PLAL) using laser operated at 532 nm wavelength at energy density about 17 J/cm2 for pure gold and 10 J/cm2 for silver metal plate immersed in Deionize Water DW and another aqueous solvent of 5mM Sodium dodecyl sulfate (SDS). The morphology, size and crystalline nature of nanoparticles were estimated by Transmission electron microscopy (TEM) techniques. Absorption spectrum of forming Au and Ag nanoparticles colloidal was calculated using UV-Vis Spectrophotometer. The Zeta potential of synthesized AgNPs and AuNPs was determined at 25 °C using Zeta plus and deionized water DW was used as dispersant. Finally, the antibacterial activity of Au and Ag nanoparticles against bacterial species E. coli and S. aureus demonstrate that Ag and Au NPs were more active against Gram negative bacteria than Gram positive bacteria and this was attributed to change in the bacterial cell membranes composition. Keywords: Gold and Silver nanoparticles, Surface Plasmon Resonance (SPR), surfactants, thiol and sulfhydryl groups, Laser ablation method Introduction Noble metal nanoparticles like silver and gold nanoparticles are represented a resource of great attention because of their good electrical, optical, physical, chemical and magnetic features because of their surface plasmon resonance (SPR) associated features that are basically practical in biology filed [1,2].Pulsed laser ablation in liquids (PLAL) represented a base technique in manufacture of NPs with controlling shape and size. Ablation of noble metals in water environment is consider as a different process to usual chemical reduction processes for obtain colloids of nanoparticles, since this approach represented environmentally friend green procedure with products that commonly without stabilized molecules or additional chemicals. PLAL process can be apply in clean Deioniz Water (DW) or in biological aqueous solvent and can be joined with good establish protocols to improve the sensitivity of classic vibration spectroscope like in the case of surface enhanced raman (SER) phenome na [3,4] Controlling of noble metals NPs size that synthesis via Laser Ablation could be achieve by addition particular molecules to aqueous manufacture solution, which physically or chemically interaction with the surfaces of form particles, limiting their increase. Ionic surfactants, [5] like Cyclodextrins and Sodium Chloride were effectively used to decrease the particle size of noble metals. As well as, the accurate method reducing the increase of the particles remain uncertain [6,7]. Besides, sodium dodecyl sulfate SDS, represented the most qualified surfactants to limit average sizing of AuNPs and AgNPs down to 5nm through laser ablation of NPs. Recently, laser ablation technique permit to synthesis NPs with no difficulty and with no Contaminate by a reduced agent, but coagulation development of atoms leads to broaden size distribution of the NPs and its hard to be controlled [4]. Alternative, a perfect metal nanoparticles solutions can be efficiently create, when laser ablation take place in a liquid environmental [8].Since, noble metals have been used for centuries as bactericidal agents, can be represented by silver, gold and zinc, each with various properties, activity spectrum and their main antibacterial activity were due to to their cytotoxicity against a number of bacteria. Besides, AgNPs and AuNPs can interaction with the functional groups on the cell membrane of bacteria which leads to inactive pathogen [9].The main characteristics of metallic NPs are large surface energies, specific electronic structure, plasmon excitation and quantum confinement [10].For AgNPs, it probable consider that the high specific area and high fraction of surface atoms of AgNPs result in high antimicrobial activity when compare with bulk Ag metals. The antimicrobial effects of AgNPs have been used generally in various medical applications for years. Using AgNPs in bone ravels good quality of antimicrobial activity with no existence of cytotoxicity as studies in vitro assessment filed. AuNPs is one of significant applications in the medical filed because of they are easily tacking up by membrane of bacteria. The toxicity of AuNPs against various cell kinds depends on their sizing. Furthermore, the capability of pathogenic bacteria in resist antimicrobial agents is a fact that has emerging in latest years and represents a main health trouble [11-14]. Therefore, in this study we evaluate the synthesis and bactericidal activity of AgNPs and AuNPs against Es cherichia coli and Staphylococcus aureus produced by using pulsed laser ablation in liquids, PLAL. Optical spectra and morphology of colloidal of AgNPs and AuNPs prepare by pulsed laser ablation in liquids, PLAL were explored. Materials and methods Preparation of silver and gold nanoparticles using PLAL (Pulse  Laser Ablation in Liquid) In this part, silver and gold nanoparticles are synthesized by irradiation the metal target plate by pulsed laser ablation in liquid (PLAL) and a thickness of 1 mm located on the underneath of quartz container contain deionized water DW and additional aqueous solvent of surfactants like (SDS) of 5mM concentration at ambient temperature. Laser ablation can be achieving used focusing production of pulse laser Nd: YAG (Huafei model) working with a repetition rate of 5 Hz and pulse width of 9 ns. Laser ablation was take place with laser operate at 532 nm wavelengths at energy density set in 17 J/cm2 for Au and10 J/cm2 for Ag with a positive lens containing focal length of 10 cm. The spot sizing of the laser beam on surface of metallic plate was 2 mm in width by the distance between the focus lens and the metallic plate at 7 cm. Laser is fixed by a holder on the target at the bottom of container as shown in Fig (1). Each of gold and silver plate was fixing in a container full with 5 ml DW water. Characterization studies Size and sizing distribution of AuNPs and AgNPs are confirmed by Transmission Electron Microscope (TEM,Carl Zeiss Germany EM10 C- 100 KV, Daypetronic co., Iran)that produced by PLAL technique. Absorption spectrum of AuNPs and AgNPs colloidal are determined using UV-Vis Spectrophotometer (SHIMADZU UV-1800) with wavelength range 190 ÃÅ' ´ 1100 nm and the speed of the wavelength scan is up to 2500nm/min. The Zeta potential of synthesized AgNPs and AuNPs was determined at 25 °C using Zeta plus(Malvern Instruments Ltd., UK)with the range between -250 mV to 250 mV(sample dependent)and Deionized water (DW) was used as dispersant. Antimicrobial Assay Antimicrobial susceptibility testing had done with quality control strains by using S. aureus and E.coli for appropriate antimicrobials. The antibacterial test is performing by using Disk diffusion method. The sterility paper discs (8mm) soaking with AuNPs and AgNPs are suspend in pure Deionized Water (DW) and let drying at 37 °C for 24h in a clean circumstance. Suspension of bacteria is provide by preparing the saline solutions of isolating colonies choose from nutrient agar plate, then agar plates are grow for 18h. 5ml of sterilized nutrient broth is inoculation with a loop full of test organism and incubation in 24h. Then, 0.2 ml from overnight culture of organism are distribute into 9ml of sterility nutrient broth and incubation for 3h to make standard McFarland turbidity using the Spectrophotometer of 600nm anf production the culture with concentration 106 CFU/ml. Surface of (MHA) agar was absolutely inoculate using a clean cotton swab in all directions and rotating the plate. The soaking discs are then placed on the inoculation agar and incubating at 37 °C for 24 h. After incubation, the diameter of the growth inhibition zone is measuring by width of the inhibition. Results and Discussion Zeta potential analysis Electric charge on the surface of AuNPs and AgNPs is measuring using Zeta potential. Zeta potential was found to be −28.13 mV for AgNPs and -40.31 mV for AuNPs as shown in Fig (2 a, b). The negative zeta potential confirms the negative charge on the surface of colloidal nanoparticles. The columbic repulsion forces induced by surface negative charge decrease the aggregation and thus contribute to the stability of the green synthesized nanoparticles. The attractive and repulsive of NPs can be evaluated using zeta potential. If the particles get a high positive or negative value of zeta potential, they repel each other and result a stable suspending. Since, the point at which zeta potential reads 0 mV is called zero electric point. Zeta analysis is essential in industries such as ceramics, minerals processing, water treatment, pharmaceuticals etc [15]. Optical properties of gold and silver nanoparticles by PLAL technique The unique optical phenomenon of metal nanoparticles, in the UV region enables their easy detection. This property occurs due to surface plasmon oscillation of free electrons. Fig (3) shows the absorption spectra of AgNPs and AuNPs colloidal solutions synthesized by laser ablation technique with wavelength 532 nm and using 5mM SDS and Deionized Water (DW). The results reveal the absorption peaks of AuNPs (blue line) and AgNPs (red line) depending on SDS concentration 5mM. In Fig (3), peaks of absorbance tend to increase by addition of SDS, 5mM. Moreover, depending on results the surfactant SDS, 5 mM fabricate high quantity of AuNPs and AgNPs depending on the experiment conditions. Obviously, the surfactant (SDS) playing a significant role in determine stable and size of the AuNPs and AgNPs, because of the extinction of NPs growing is controlling by the distribution and attaching rates of SDS on the nanoparticles. The samples set in (SDS) liquid, the particles were enveloped with surfactant. Since, using 5mM of (SDS) surfactants make distributed width become thin. Extremely negative charge nanoparticles are repelling each other more efficiently, that allow SDS surfactants covering them before connection take place. Since, the kinetics consideration is predictable to bound coalescence of the form clusters, resulting to lesser particles. The surfactants that contact with nanoparticles through the condensation avoid NPs from more coalescence and agglomerated and successfully stabilizing and reducing size of Au and Ag nanoparticles. Determination of bactericidal activity of silver and gold nanoparticles The antibacterial assay of AuNPs and AgNPs are evaluated against standards of the E.coli and S. aureusby using Disc Diffusion test with muller hinton agar (MHA) to determine the inhibition zone. The zone of inhibition was measured by the diameter of the inhibition circle as shown in Table 1. Table 1: inhibition Zones diameters in (mm) of AgNPs and AuNPs impregnated against S. aureus and E.coli bacteria The bacteria E.coli S. aureus inhibition Zones diameters in (mm) of AgNPs 17mm 11mm inhibition Zones diameters in (mm) of AuNPs 14mm 10mm The results in Table 1 show the bacteria are susceptible to the AgNPs and AuNPs. AgNPs illustrate further activity on test pathogens comparison to AuNPs. Besides, AgNPs and AuNPs colloidal reveal good antibacterial activity against tested pathogens as shown in Fig (4a,b). These results showed that AgNPs have higher antibacterial activity than AuNPs due to the relatively inert chemical nature of gold. In Fig (4 a), AgNPs were further activity against Gram negative bacteria than Gram positive bacteria and this was attributed to change in the bacterial cell membranes composition. AuNPs are less efficient against the tested pathogens as reveal in Fig (4a,b). The bactericidal mechanism of AgNPs may consist of variation of thiol or sulfhydryl groups including biomolecules like proteins and electrochemical collapse that penetrate across the cell membranes of bacteria [11]. It is assumed that heavy metals like silver and gold release ions reacting with thiol or sulfhydryl groups (-SH) of pro teins and inactivates them. Ionic silver and gold efficiently interact with thiol group of vital enzymes and inactivate bacteria. Since, ionic silver, Ag+ replaced ionc hydrogen H+ of thiol groups that deactivates the proteins by decreasing the permeability which leads to cell dye [14]. It is normally to state that attaching of AgNPs or AuNPs to the bacteria cell depends on the surface area presented for interaction. Nanoparticles have larger surface area presented for interactions, which improve bactericidal effect than the large size particles; therefore they convey cytotoxicity to the microorganisms [16] In present, mechanisms of penetrating bacteria using nanoparticles is still now not complete, but propose metals are cytotoxicity and reacting with protein, as a result the metals connect proteins molecules, metals efficiently interact with thiol group of vital enzymes and inactivate bacteria. Moreover, it is suppose that AgNPs and AuNPs binding to functiona groups of protein resultant in proteins inactivation, so that cellular metabolism is inhibiting causing inactivation of microorganisms [17, 18]. TEM Analysis TEM analysis confirmed the nanosize of AgNPs and AuNPs prepared by laser ablation in liquids (PLAL) with 5 Mm SDS surfactant solutions. The spherical shape of the Ag and Au nanoparticles is shown in TEM images in Fig (5 a,b), respectively. Besides, in TEM analysis, both AgNPs and AuNPs are dispersed and mostly spherical in shape with obvious morphology of Ag and Au nanoparticles and no aggregation. The average diameter AuNPs range of 20- 30 nm while the average diameters AgNPs range of 40-60nm, respectively. Conclusions To summarize, a high purity of silver and gold nanoparticles have been prepared via using pulse Nd: YAG laser operating at 532 nm wavelengths with a repeating rate of 5Hz and pulse length of 9ns in SDS solution. Obviously, the results exhibited, the surfactants (SDS) play a significant role in determination the stabile and sizing of AuNPs and AgNPs as shown in optical properties that affected by laser fluence and wavelength. The negative zeta potential confirms the negative charges on exterior of colloidal nanoparticles because of addition surfactant like SDS solution. Besides, AgNPs and AuNPs are shifting to a lesser size because of surfactant SDS solution. Since, the synthesized Ag and Au nanoparticles contain spherical shape and size distributed is almost Gaussian. Finally, AgNPs and AuNPs colloidal reveal good antibacterial activity against tested pathogens and becomes more active against Gram negative bacteria than Gram positive bacteria and this was attributed to change in the bacterial cell membranes composition. Since, complete bacterial inhibition depends the effect of laser ablation conditions in synthesized AgNPs and AuNPs colloidal and on number of bacteria cells; and concludes that silver and gold nanoparticles contain high bactericidal and potential effects in reduced bacterial growing in practical applications.

Significance of Realistic Physics in Simulation Games

Significance of Realistic Physics in Simulation Games This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like The need for speed came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in Need for Speed: Shift and Need for Speed: Pro-street these games reached the benchmark for physics at their time but were not as popular as the Need for speed: Most Wanted and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience in games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better feel of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in Need for Speed: Undercover, Burnout paradise Dirt, Need for Speed: Shift and Virtua racer to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title Motion along a straight line by author Michael Tanczos  http://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title The physics of racing by author Brian Beckman http://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title Motor Sports Setup by author Carroll Smith http://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [http://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [http://en.wikipedia.org/wiki/Racing_video_game#1970s Title Racing Video Game by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [http://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [http://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You cant go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Theres no way around this and if you havent got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnt like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnt such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like Speed Race 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70s for racing games and racing games evolved from this slowly over the course of years. In 1974 Atari released Gran Trak 10 which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each others scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 Crashing race was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year Moto-Cross was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called Night Driver introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 Namco released Rally-X which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 Namco released Pole position which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic level which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation start ed increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. Pole position 2 in particular had 3 screen display of the game giving a sense of 3D. In 1980s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 Geoff Crammond developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 HangOn was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 Atari released Hard Drivin; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 Formula one Grand Prix became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was virtua racing which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 Sega came up with Daytona USA which was the first racing game to feature filtered texture-mapped polygons. In 1994 Electronic Arts came up with Need for Speed which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 Gran Turismo was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 Midtown Madness changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called Need for Speed: Shift 2 uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, m is the mass of the object and a is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting lets consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtons second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when its driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body. Significance of Realistic Physics in Simulation Games Significance of Realistic Physics in Simulation Games This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like The need for speed came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in Need for Speed: Shift and Need for Speed: Pro-street these games reached the benchmark for physics at their time but were not as popular as the Need for speed: Most Wanted and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience in games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better feel of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in Need for Speed: Undercover, Burnout paradise Dirt, Need for Speed: Shift and Virtua racer to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title Motion along a straight line by author Michael Tanczos  http://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title The physics of racing by author Brian Beckman http://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title Motor Sports Setup by author Carroll Smith http://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [http://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [http://en.wikipedia.org/wiki/Racing_video_game#1970s Title Racing Video Game by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [http://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [http://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You cant go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Theres no way around this and if you havent got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnt like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnt such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like Speed Race 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70s for racing games and racing games evolved from this slowly over the course of years. In 1974 Atari released Gran Trak 10 which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each others scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 Crashing race was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year Moto-Cross was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called Night Driver introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 Namco released Rally-X which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 Namco released Pole position which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic level which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation start ed increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. Pole position 2 in particular had 3 screen display of the game giving a sense of 3D. In 1980s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 Geoff Crammond developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 HangOn was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 Atari released Hard Drivin; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 Formula one Grand Prix became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was virtua racing which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 Sega came up with Daytona USA which was the first racing game to feature filtered texture-mapped polygons. In 1994 Electronic Arts came up with Need for Speed which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 Gran Turismo was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 Midtown Madness changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called Need for Speed: Shift 2 uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, m is the mass of the object and a is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting lets consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtons second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when its driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body.