Essay on Computer Game Addiction

Someone has correctly quoted that “access of anything turns out to be bad”. This essay completely relies on this quote and proves it correct. The topic of computer games and dangerous addiction is not just an essay topic, it is a widespread problem in society that needs to be curbed. Addiction to computer games is considered one of the most chronic diseases, which has been part of the culture for a very long time. This paper will center upon the current situation of this issue, it’ll focus upon the reasons for having this issue and what sensible steps can be taken to decrease the problem of this addiction and what levels as of now have been taken to control this issue by the society and the government. The studies by Antonius J. Van Rooij, Gert-Jan Meerkerk, Tim M. Schoenmakers, Mark Griffiths & Dike van de Mheen (2010) and Oliveira, M. (2018) will help me validate their observations and studies and give justifications for their claims and arguments. Their arguments and claims would provide the information about the previous years and the current situation as well as it will allow me to prove that computer games can be dangerously addictive and how this problem should be curbed from the society.

Current Scenario of the Society

Antonius J. Van Rooij, Gert-Jan Meerkerk, Tim M. Schoenmakers, Stamp Griffiths & Dike van de Mheen (2010) claim that in prior times relaxation exercises did not utilize to have any notices or disturbing sites that get to of their utilization would lead you to understood to be an addict, for the exceptionally to begin with time the world’s grandest online gaming stage known as the World of Warcraft cautioned its clients to play their game in a particular constraint or else they would end up being an addict. According to the studies and data collected by Antonius J. Van Rooij, Gert-Jan Meerkerk, Tim M. Schoenmakers, Stamp Griffiths & Dike van de Mheen (2010) the access playing of computer games have made people of the young generation and working-class addicted towards the game and further they have been facing considerable problems in differentiating between real life and the virtual world, they have given more priorities to the virtual world which have been declining their performance as an employee in their office or a student in their schools. Playing computer games has led to an extreme alter within the nature and identity of the caught person, the issues as an observant confronted are behavioral habit, correctly striking character, disposition adjustment, resilience, withdrawal, struggle and backslide issues. The reality and the practical world have become an undesigned dream for the video game addicts, even if they strive to achieve a life without the virtual world, they are not able to meet their goal as they are excessively addicted to the video games and are not able to differentiate between reality and the virtual world. The authors state that video gaming is not at all a negative activity rather online video gaming is a kind of a social platform for the gamers to explore themselves and the social environment, they get to know a little more about their personalities and traits and ultimately get addicted to the new social life, which they gained through gaming. This is what make gamers addicted to gaming. The youth has made gaming an inseparable part of their lives as they get a huge social platform to represent themselves as a much more superior personality than their real personalities, this helps them gain a feeling of confidence which makes them go and play the games repeatedly, as claim authors. Ultimately, the authors conclude that video gaming isn’t an addictive propensity only if it is drained a certain way which does not influence the life of the individual and brings negative impacts to it.

Computer Game Addiction and Its Consequences

According to my inference and study the current generation is digging its own grave by the overindulgence in computer games. They have been prioritizing video diversions more than anything in their lives. They have turned into lounge chair potatoes and give sittings on an hourly premise before their computer screen. The social stage given to the youthful eras by online gaming has given them a feeling of opportunity, and they have an attitude to attain everything within the virtual lives which they are not able to perform in their genuine lives. Such video diversion addicts cannot separate between reality and the virtual world. It has as of late been watched that all the understudies who have been dependent on online gaming or video gaming have shown an extreme ruin in their scholastic scores which suggests that they have not been learning anything since they have been dependent on gaming. Additionally, investing hours before the computer screens lead to a tall sum of jun. The problem of access to video gaming has been observed a lot in contemporary times. This problem has led to various mental disorders and disabilities, such as mental fatigue, anxiety, restlessness, and many more. Other than mental problems, personality traits have also changed drastically, which has given rise to stubbornness, pessimism, and violent behavior. There have been many instances wherein people who were very successful in their fields and careers have shown a huge downgrade in their performance and ultimately got fired or couldn’t achieve their goals in life. The claims of Oliveira M. (2018) also express that excess video gaming has evolved and has given rise to a disease known as ‘gaming disorder’. This is a disease whose trap has been capturing gamers in such a way that coming of this trap is nearly. Oliveira also argues that the disease ‘gaming disorder’ has led to infants committing suicide just because of not getting access to their computers and enter the virtual world. Another issue which has been derived is that the captured victims or the patients of this disease feel uncomfortable discussing this problem with their parents, doctors and many more close people, this is so because there is a sense of shame which holds them back to express their problems and another reason is that the speaking and verbal skills of the victim are not that efficient enough which could allow them to express their issues. The problem of ‘gaming disorder’ has destroyed many lives and is still on the verge of destroying people. Therefore, someone has correctly quoted “everything in a limit is not bad, once it’s off limit one goes off track”.

Solutions and Measures

Computer games have begun getting to be indivisible parts of the youthful era and the working course, and this thing have been within takes note of the government and the proprietors of the online video amusement stages. There have been colossal illustrations in nations, such as India, China, Russia, were within the government has held up exceptionally strict rules against online gaming or video gaming. But the government can as it were direct rules and controlled their suggestion is the work of the individuals of society who truly need to check this issue and get it the common sense of their lives. One of the greatest cases was a game called the ‘Blue Whale’ was entirely prohibited in India since it included children committing suicide and murdering other children, this diversion had such an effective impact and compulsion that the average playing time for this game was five hours and furthermore a day which is considered to be exceptionally tall. This game was prohibited by the government, but still, there were some individuals who empowered individuals to play this diversion with unlawful implies. Usually, what is the issue of the current eras, the theory of their lives is ‘rules are implied to be broken’. In such a case, the government cannot be faulted, but the maladaptive and in dynamic society ought to be faulted. Another huge example which is winning illustration may be a game called ‘PUBG’, which could be an amusement which includes tall levels of violent substance and advances slaughtering each other within the virtual world. This diversion totally advances the act of having forceful nature, viciousness, and mental weariness. This diversion came into taking note by the Indian government and the Prime Minister Mr. Narendre Modi himself gave a speech, which made the youth realize how they were wasting their precious time on unproductive and a violent game. This led to a huge deduction of the PUBG players in India.

The effective way to curb this issue contains separate roles for the government and separate goals for the youth. The government can implement various rules and regulations to reduce online and video gaming by creating courses at school which teaches the children of the upcoming stage from the scratch that computer games can be considered to be unproductive. Secondly, the government should launch some rules and regulations and imply them as soon as possible by taking ideas from the IT team. The youth also play an important rule. The government can just launch and regulate new rules and regulations, but it is duty of the youth to spread awareness about them and help the government implement those rules in an effective manner. The youth can do so by putting posters, taking workshops at schools and universities, plays and skits can be performed, advertisements can be put up, and support workshops should be conducted for the ones who are addicted and seriously want to get rid of the diseases, such as ‘gaming disorder’.

Conclusion

The analysis and observations made in the above paragraphs is an overview of the current scenario of the society which is compared with the situation in the past with leisure activities, side effects of excessive computer games and a solution to the problem of video game addiction. The essay contains many claims, shreds of evidence and studies which depict that video game addiction brings a drastic downfall in the lives of the young generations and the working class. The upcoming youth is considered to be valuable as it is the future of the upcoming world. In this developing era, the adaptation of the developing changes and signs of progress is a major requirement of the upcoming generation to survive. The given claims and evidence above prove that excessive use of video games can have adverse effects in the lives of the prevailing generation and the upcoming generations. Various steps and measures can also be taken to isolate society from the problem of computer game addiction which are discussed above. To sum it all up, the question of whether video games are dangerously addictive has a relative answer, and they have essentially changed the question into a true and proven statement, which is, ‘Yes, video games are dangerously addictive’. Tom Bissell has correctly quoted: “We are no longer worried that children are missing school because of video games, though. We are worried that they are murdering their classmates because of video games”.

References

  1. Antonius J. Van Rooij, Gert-Jan Meerkerk, Tim M. Schoenmakers, Mark Griffiths & Dike van de Mheen (2010). Video Game Addiction and Social Responsibility. Addiction Research & Theory, 18:5, 489-493, DOI: 10.3109/16066350903168579
  2. Oliveira, M. (2018). Video Game Addiction a Disease? Who Prepares to Codify ‘Gaming Disorder’. The Canadian Press , p. The Canadian Press, Apr 4, 2018.

Process of Designing Interfaces and Dialogues: Analytical Essay

Designing Interfaces and dialogues

To design usable interfaces and dialogues, you must answer the same who, what, when, where, and how questions used to guide the design of forms and reports.

Deliverables and outcomes:

The deliverable and outcome from the system interface and dialogue design is the creation of a design specification. This specification is also similar to the specification produced for form and report designs—with one exception. Recall that the design specification document discussed in Chapter 10 had three sections.

  1. Narrative Overview
  2. Sample design
  3. Testing and usability assessment

For interface and dialogue designs, one additional subsection is included: a section outlining the dialogue sequence—the ways a user can move from one display to another. Later in this chapter, you will learn how to design a dialogue sequence by using dialogue diagramming. An outline for a design specification for interfaces and dialogues.

Interaction Methods and Devices:

All human-computer interfaces must have an interaction style and use some hardware device(s) for supporting this interaction.

Methods of interaction:

When designing the user interface, the most fundamental decision you make relates to the methods used to interact with the system. Command Language Interaction In command language interaction, the user enters explicit statements to invoke operations within a system. For example, to rename a copy of a file called “file.doc” in the current directory as “newfile.doc” at the command prompt within Linux, you would type: $ cp file.doc newfile.doc Command language interaction places a substantial burden on the user to remember names, syntax, and operations. Yet command languages are good for experienced users, for systems with a limited command set, and for rapid interaction with the system.

Menu Interaction A significant amount of interface design research has stressed the importance of a system’s ease of use and understandability. A menu is simply a list of options; when an option is selected by the user, a specific command is invoked or another menu is activated. For smaller and less complex systems with limited system options, you may use a single menu or a linear sequence of menus. For large and more complex systems, you can use menu hierarchies to provide navigation between menus. Although more complex menu structures provide greater user flexibility, they may also confuse users about exactly where they are in the system. With a pop-up menu (also called a dialogue box), menus are displayed near the current cursor position so users don’t have to move the position or their eyes to view system options

To more easily see how to apply these guidelines, contrasts a poorly designed menu with a menu that follows the menu design guidelines. For example, s a design form in which a menu structure is being defined; menu items are added by selecting the “Type Here” tags and typing the words that represent each item on the menu. With the use of a few easily invoked options, you can also assign shortcut keys to menu items, connect help screens to individual menu items, define submenus, and set usage properties (see the Properties window within form Interaction The premise of form interaction is to allow users to fill in the blanks when working with a system.

Hardware Options for System Interaction:

In addition to the variety of methods used for interacting with a system, there is also a growing number of hardware devices employed to support this interaction The selection of an interaction device must be made during logical design because different interfaces require different devices. Another means to gain an understanding of device usability is to highlight which devices have been found most useful for completing specific tasks.

Designing Interfaces:

Building on the information provided in Chapter 10 on the design of content for forms and reports, here we discuss issues related to the design of interface layouts. Designing layouts To ease user training and data recording, you should use standard formats for computer-based forms and reports similar to those used on paper-based forms and reports for recording or reporting information. This form has several general areas common to most forms:

  • Header information
  • Sequence and time-related information
  • Instruction or formatting information
  • Body or data details
  • Totals or data summary
  • Authorization or signatures
  • Comments In many organizations, data are often first recorded on paper-based forms and then later recorded within application systems.

Because you can control the sequence for users to move between fields, standard screen navigation should flow from left to right and top to bottom just as when you work example, contrasts the flow between fields on a form used to record business contacts.

For example, a functional and consistent interface will provide common ways for users to move the cursor to different places on the form, edit characters and fields, move among form displays, and obtain help.

Structuring Data Entry:

To minimize data entry errors and user frustration, never require the user to enter information that is already available within the system or information that can be easily computed by the system. Field formatting and the data entry prompt should make clear the type of data being requested. In other words, a caption describing the data to be entered should be adjacent to each data field. And you can use data entry controls to ensure that the proper type of data (alphabetic or numeric, as required) is entered.

Controlling Data Input:

In essence, data errors can occur from appending extra data onto a field, truncating characters off a field, transcription the wrong characters into a field, or transposing one or more characters within a field. Systems designers have developed numerous tests and techniques for catching invalid data before saving or transmission, thus improving the likelihood that data will be valid (see Table 11-9 for a summary of these techniques). When data are processed online as events occur, it is much less likely that data validity errors will occur and not be caught. Some of these tests can be handled by data management technologies, such as a database management system (DBMS), to ensure that they are applied for all data maintenance operations. Detailed logs of data inputs are not only useful for resolving batch data entry errors and system audits, but they also serve as a powerful method for performing backup and recovery operations in the case of a catastrophic system failure.

Providing Feedback:

Similarly, when designing system interfaces, providing appropriate feedback is an easy method for making a user’s interaction more enjoyable; not providing feedback is a sure way to frustrate and confuse. Error or warning messages Status Information Providing status information is a simple technique for keeping users informed of what is going on within a system. For example, relevant status information such as displaying the current customer name or time, placing appropriate titles on a menu or screen, or identifying the number of screens following the current one (e.g., Screen 1 of 3) all provide needed feedback to the user. Further, it is important to tell the user that besides working, the system has accepted the user’s input and that the input was in the correct form. For example, suppose a system prompted users with the following request: READY FOR INPUT: ___________ A better design would be specific in its request, possibly providing an example, default values, or formatting information. An improved prompting request might be as follows: Enter the customer account number. Errors and Warning Messages A final method available to you for providing system feedback is using error and warning messages. Also, error messages should appear in roughly the same format and placement each time so that they are recognized as error messages and not as some other information.

Designing Dialogues:

The process of designing the overall sequences that users follow to interact with an information system is called dialogue design. Dialogue is the sequence in which information is displayed to and obtained from a user. Designing the Dialogue sequence Your first step in dialogue design is to define the sequence. After talking with the manager, you both agree that a typical dialogue between a user and the Customer Information System for obtaining this information might proceed as follows: Leave the system As a designer, once you understand how a user wishes to use a system, you can then transform these activities into a formal dialogue specification. Dialogue diagrams have only one symbol, a box with three sections; each box represents one display (which might be a full screen or a specific form or window) within a dialogue Within a dialogue diagram, you can easily represent the sequencing of displays, the selection of one display over another, or the repeated use of a single display (e.g., a data entry display). Once the user selects the Individual Customer Information, the control is transferred to the Select Customer display. Once the user views the customer’s year-to-date transaction activity, the system will allow the user to back up to select a different customer, return to the main menu , or exit the system

Building Prototypes and Assessing Usability:

However, for many other systems, it is critical that you build prototype displays and then assess the dialogue; this can pay numerous dividends later in the systems development life cycle (e.g., it may be easier to implement a system or train users on a system they have already seen and used). Such activities are not only useful for you to show how an interface will look and feel, they are also useful for assessing usability and for performing user training long before actual systems are completed.

Designing Interfaces and Dialogues in Graphical Environments:

Graphical Interface Design Issues:

graphical interface Design issues When designing GUIs for an operating environment such as Microsoft Windows or the Apple OSX, numerous factors must be considered. Instead, our discussion will focus on a few general truths that experienced designers mention as critical to the design of usable GUIs (Cooper et al., 2014; Krug, 2014; Nielsen and Loranger, 2006; Shneiderman et al., 2009). The greatest strength of designing within a standard operating environment is that standards for the behavior of most system operations have already been defined. Thus, in order to design effective interfaces in such environments, you must first understand how other applications have been designed so that you will adopt the established standards for “look and feel.” Failure to adopt the standard conventions in a given environment will result in a system that will likely frustrate and confuse users. In fact, the flexibility with which these resources can be used versus the established standards for how most designers actually use these resources makes design especially challenging. Fortunately, numerous GUI design tools have been developed that allow you to “visually” design forms and interactively engage properties.

Summary:

Several interface and dialogue design issues were described within the context of designing GUIs.

Finally, interface and dialogue design issues for Internet-based applications were discussed, and several common design errors were highlighted. As more and more development environments provide rapid prototyping tools for the design of interfaces and dialogues, many complying with common interface standards, the difficulty of designing usable interfaces will be reduced. By following the design guidelines outlined in this chapter, your chances of providing a positive first experience to users will be greatly enhanced.

Essay on the Role of the Computer in Modern Life

Nowadays, computers play an important role in our day-to-day lives, they are almost used everywhere, without them this modern life seems to be impossible. Computers are most likely to be a laptop or a desktop computer, but there are many different types, for example, the invention of the smartphone, which can fulfill every aspect of a computer. Computers are used in the manufacturing industry, education, banks, and almost every aspect of life. Today computers made human’s life much easier than in the past. Such as people can save their precious time by using online banking through computers, many accounts are handled through computers, one can store so much of their personal information on this device, and so on.

One of the most important positive aspects of the computer is that one can operate the Internet on it. When it comes to today’s life, from online to social media, everything can be done only through one means, which is the Internet. Operating search engines such as Google, information on anything in the world can be obtained with just a click. Social media such as Facebook, Instagram, Twitter, and many more connect people from one place to another, whether they are miles away or sitting next to each other. Regarding the Internet, there are innumerable ways in which a human can make money, such as stock marketing, creating online websites for buying and selling, trading household things, and many more. Another advantage of the Internet is entertainment. One can do many things on the Internet using computers, such as playing online games, watching movies, chatting with people, and many more.

In addition, analyzing the role of computers in modern life, it must be noted that they have significantly helped us in the preservation of information, being an excellent means of storing important data in large volumes. Nowadays student’s life is completely dependent on computers, for instance, assignments and many online projects are expected by colleges which are generally asked to be submitted online. One can choose his/her appropriate college by going through every college website on the Internet. There are many sources from which one gets innumerable information on a particular thing. E-books and many learning materials are available online, which plays a huge role in students gaining knowledge regarding their studies. Visual classes are also available for the students, making it easier for them to understand. An app such as Youtube can be a great source of knowledge for students and even adults to gain knowledge regarding any particular topic or happenings going around them.

Going forward, as per mentioned earlier, computers play an important role in keeping records or handling accounts of any company or business. For example, maintaining ledger and bookkeeping. One more important thing is that a computer provides quick access to the bank account of the individual so that they can easily make payments or check their bank details. A computer can help one be more organized, work more efficiently, and complete many tasks at the same time. Apart from this, computers reduce paperwork, we can save e-books like bills and bank statements, and we do not have not to print them.

Summing up, we can say that the modern generation is completely dependent on computers. Almost every aspect of our functioning is now connected to computers. However, like everything, computers can also be harmful to mankind, because their excessive use can harm a person physically, mentally, and socially. However, the right and limited time, if allocated to use, can prevent these risks and allow us to enjoy the benefits to the fullest.

Essay on the Future of Computers

In nowadays, the technology that has more impact on human beings is the computer. The computer had changed our lives dramatically in the 20th century. How the computer affected our society, well, our generation strives to be a fast-paced society in which every task must be done speedily. The computer technology we use, our daily life, has a magnificent advantage to satisfy our desire which is the computer can execute multiple tasks in a short period spent. To compare with history, today’s society is the fastest society that humanity has ever lived, and it will be faster as time passes on. Before computers commercialized to the public, the telephone was a vast and dominant technology to use for communication. When the computer became a common technology for the public that everyone started to possess their computer, it has changed our communication system in our life.

Modern computers are found everywhere around (homes, offices, businesses, hospitals, and schools etc.) that modern society become highly dependent on computers. Many people feel frustrated and unconscious when computer system is down or malfunctioning temporarily. Because of high dependency on computer, it figured as an essential tool to have in modern society. Today’s computers are smaller, faster and cheaper than the past. Future computer promises to be even cheaper, faster, smaller and smarter than current computers. People make questions on how the computer can be smarter than what it is now, since we are able to implement machine learning and artificial intelligent. Is it even possible and necessary to have smarter computer? To answer to the first question, we can’t easily conclude that we can build smarter computer. But we are on processing to invent new computing system called quantum computing. Before giving a brief description of what quantum computing is, let’s talk about how the current computer functioning. Classical computer or computer that we use daily in our live carry out logical operations using definite position of physical state. These are called binary, meaning its operation are based on one of two positions (on or off also known as 1 or 0). However, the quantum computer is quite different than classical computers. Based on the definition from science alert magazine by Vladimir Timofeev, “Quantum computers perform calculations based on the probability of an object’s state before it is measured…they have the potential to process exponentially more data compared to classical computers”. Classical computers take long time to solve complicated math problems, which means it can be a huge impact on scientist and mathematicians. It will be useful in medical area also to analyze DNA more efficient and accurate. Therefore, it will lift our lifestyles to higher level such as adopting quantum computers that will solve problem faster and more accurate than conventional computers. It boosts up scientific research process and we can find new scientific theory that human could not solve in past.

Summing up, we can say that the computer has brought us various aspects of our lives and has increased the quality of our lives more effectively. The computer has created the fastest growing society in the history of mankind. And the future of computers looks very promising.

Essay on the Future of Computer Technology

It is impossible to imagine the modern world without computers. Today’s computers help the work force perform their jobs more efficiently and offers hundreds of benefits to the business. The most impacting benefits include saving money and time. Some of the most noticeable benefits include automating reports, increasing interaction among employees and managers, and dramatically increasing communications on a global basis. In addition to all the benefits in the workplace, they are about the same in the home. Some benefits include: keeping track of budgets, communicating with friends and employees, doing school work, maintaining a calendar, watching stocks, and reading the news. As a major compliment to the microcomputer, the invention of the Internet, made it possible to connect people within seconds and the sharing of information around the world. The ability to communicate on a global basis has had major impact on religion as many beliefs could now be shared. Through the use of the Internet, popularity of different religions has increased along with the ability for one religion to easily compare and contrast others. Such ability has allowed religious organizations to email each other, share beliefs, raise money, promote new instructional material, and the most devastating plot destructive activities.

Even though computers today were not imaginable over hundreds of years ago, it is even more difficult to imagine the future of computer technology. Although there are many theories on tomorrow’s computer technology, there are some common myths on where it may lead. If history continues, computers with become faster and smaller with the advancement electronics. Such advancements may include the use of atoms, light and fibers to achieve nano size computers that may not even be able to be seen but are everywhere around the world.

The three most known forms of future computers may be defined as quantum, optical and DNA. Regarding quantum computers, today’s data is measured by bits but in the future, quantum computers would measure data in qubits and quantum is very weird two pieces can be separated but can still interact with each other and so by using quantum all the computers in the world can be connected without wires. The second focus will be in the form of optical computers. The computers we use today use transistors and semiconductors to control electricity. Computers of the future may utilize crystals and meta-materials to control light. Optical computers make use of light particles called photons (which are parts of an atom). Finally, DNA computers use DNA can store DNA and perform complex calculations like cloning, healing, and many others. DNA has a vast amount of storage capacity computers might tap into it that enables DNA to hold blueprints of living organisms. The storage capacity of a single gram of DNA can hold as much information as one trillion compact discs. Future computer technology trends suggest that humans have not even begun to move into the future as fast as they should.

In summary, computers have come a long way from bones of a baboon to the technology that we use today. They have gone from computers that can fill a room with components and wires to as small as something that can fit in your hand. Our lives are filled with computers in many ways from the Internet which can find and store anything, to video games that we can play with our friend who are at their own houses, to talking with video to a friend in real time who may live on the other side of the world. Tomorrow it is still unknown what they will be. Our future will be a whole new world of technology. And the further is not that far away.

References

  1. http://www.futureforall.org/computers/computers.htm
  2. http://www.hpcrresearch.org/sites/default/files/publications/schmittetal.pdf
  3. http://www.geekpoint.net/threads/how-are-computers-used-in-business.27759/
  4. Eric G. Swedin and David L. Computers: The Life Story Of Technology. Hardcover – Illustrated, 30 April 2005.
  5. Ron White. How Computers Work: Que Pub; 9th edition (November 1, 2007).
  6. New York Times; Sunday, 24 October 2010.
  7. http://www.doaj.org/doaj?func=subject&cpid=114

Are Robots Better than Humans? Essay

As the years went by and technology advanced, the use of robots and machines have been used for many purposes. Many machines can do tasks no human could possibly do and industry wouldn’t be the same without them. They provide great service and perform to a very high standard, if manufactured properly. Nearly every modern household or industry uses some form of technology. In this essay, I will be going over if using robots is better than humans in everyday life.

Robotics is the design, making and use of robots. Robotics includes the use of computer science, artificial intelligence, electronics, mechatronics and bioengineering. Robotics date as far back as 3000 BC. Egyptian water clocks had human figurines to hit the hour bells. Another example would be in 400 BC, where Archytas of Tarentum created a wooden pigeon that could fly. The first actual kind of robotics were invented in the 1950’s by George C. Devol, who invented a reprogrammable manipulator called ‘Unimate’. Many modern industries like NASA use robotics. They use robotic arms to carry large objects in space. Another way NASA use robotics would be using space rovers to travel along undiscovered planets and explore its terrain for scientific research.

The Advantages of Using Robots in Everyday Life/Work

Robots provide great service for many industries and have a lot of benefits:

  1. Being safe. Unlike humans, robots have the ability to lift incredibly heavy things with ease (if manufactured correctly). Accidents and injuries of workers or civilians will be reduced because of this.
  2. Efficiency. Since robots do not have an imagination or a creative mind (in present day anyway) they do not become distracted. This results in a faster work rate and less time wasted.
  3. Reliability. If powered correctly, a machine/robot can work for a very long period of time. This results in them being consistent and reliable. Humans cannot work forever and tend to get tired when working, so by using robotics it will ensure work is done properly and is a constant flow.
  4. Perfecting work. Because robots are made to perfection, the possibility of failure is low. Therefore, there is a better chance of completing tasks without any problems by using robots rather than using humans.
  5. Creating jobs for people: Even though robots substitute the use of manual work, they don’t fully put humans out of business. People can get work by manufacturing and supervising them. This keeps them interested in staying in that industry and motivated to work hard for pay.
  6. Positive employees. Since robots handle difficult tasks, it puts less work on humans and reduces stress. This creates a positive environment and a functioning workspace where humans and machines can work fluently.
  7. Dangerous environments. Because robots do not require oxygen or food and can be modified, they can withstand any environment if built with the right equipment. For example, humans cannot work in space without a functioning space suit, so doing work there would be incredibly difficult. However, this job is perfect for robots as they don’t need a space suit and aren’t affected by the hazardous environment of space. This helps industries like NASA complete the work needed to be done without fatal injuries or accidents.

The Disadvantages of Using Robots

Robots aren’t always flawless and perfect. There are also some downsides to using them.

  1. Failure. Robots are made to perform without failure and to a high level, however, this isn’t the case all the time. If machines aren’t made correctly, it can lead to massive consequences. For example, if robots are used to perform a surgery, they need to be precise and perfect. If a certain part of the system fails, it could result in the patient losing his/her life.
  2. Job loss. Even though robots open up new job opportunities for highly educated people, it also results in the people who previously worked in the manual labor part out of business. Because robots can complete various different tasks so efficiently, there is no need for humans to complete the work.
  3. Unexpected situations. Since robots are programmed to do certain tasks, when unplanned situations occur, they cannot complete them. This can result in the situation becoming even worse and more chaotic.
  4. Expensive for industry: Robots certainly aren’t cheap and require a lot of money to pay for them. Paying for machinery can be difficult for an industry and puts pressure on them.
  5. Employing people. Because today’s robots cannot think for themselves, they need people to program/manufacture them. This requires highly skilled and intelligent people to do this and can lead to extra cost for an industry.
  6. Emotionless workspace. Having a positive and enjoyable work environment is very important for every industry, as it encourages people to come to work and creates a bond between workers. However, robots do not have emotions or an imagination, so work is typically unenjoyable and boring for people, which could possibly demotivate them and prevent them from going to work.

Conclusion

In my opinion, I think the use of robots in everyday use is great. The fact that we can rely on machinery to do difficult tasks with ease, efficiency and without failure is amazing and should be used in every industry, I think. However, these robots/machines do have flaws like I previously mentioned, that could massively affect an industry if these robots fail to operate properly. What I think every industry should do for these situations, is to have a balanced mix of robots and manual labor. Manual labor will be used for small tasks (arranging food products) or jobs that need the human mind (surgery), and robots will be used for dangerous tasks (construction) or precise tasks (arranging computer components). Having this system will ensure that people remain employed (both manual labor workers and robotic workers) and if anything does go wrong there, there will be people there to help out with the situation.

References

  1. https://www.roboticstomorrow.com/story/2018/08/7-advantages-of-robots-in-the-workplace/12342/
  2. https://www.zippia.com/employer/the-pros-and-cons-of-having-robots-in-the-workplace/
  3. https://www.nasa.gov/audience/forstudents/5-8/features/nasa-knows/what_is_robotics_58.html
  4. https://whatis.techtarget.com/definition/robotics
  5. https://www.online-sciences.com/robotics/advantages-and-disadvantages-of-using-robots-in-our-life/
  6. https://docs.google.com/document/d/1KNXxMkn2fMi2g7qRi5TNzwNcUDiYVM97SwxrFVtmmC8/edit
  7. https://cs.stanford.edu/people/eroberts/courses/soco/projects/1998-99/robotics/history.html

Computer Versus Books: What Deserves More Attention

Computers or books? What deserves more attention? What is more important in our lives? I am genuinely surprised by the people who are still trying to choose something better for these two essential things, more importantly. I do not understand how one can choose between the two most reputable sources of information of all time. Therefore, I believe that both the book and the computer in the near future will not surrender their positions and will occupy equally important places in the lives of each of us.

Firstly, the book has always remained a faithful companion for an intelligent, educated person. The interesting thing is that printed material in this form often plays the role of a good friend who not only broadens your outlook but can also entertain on a cold winter evening or even save you from unwanted loneliness. Apparently, someone will disagree with me, but the book can still change lives. Of course, it does not turn it upside down, but, usually, at the right moment in the hands of the right person, contributes to its development and inevitable rapid improvement. That is why even today, the old, immortal wisdom is still popular: ‘The book is the source of life.’

A striking example that successfully illustrates the above argument is the events depicted in one Ukrainian novel that I have been reading since high school, where the question of the role of the book in human life has been partially addressed. The little boy was born lame, and all his childhood he was very ill. Therefore, his father’s attention was a little deprived. The king (his father) did not want to help him study military affairs, to take hikes with him. Therefore, the only pleasure for the guy was reading books. This respect and love for books changed the guy, the long hours spent on the books yielded results. After receiving this colossal luggage of knowledge, this boy became the most enlightened man in his family and then in the whole country. After all, he was able to occupy the throne shortly after his father’s death. Also because of his readability and wisdom people always called him by his name and added the word ‘smart’.

Secondly, another equally important source of information – a modern personal computer cannot be ignored. This device is in every home, office, store, even the classroom. This multi-operation system allows us to find, distribute, analyze, create, edit and just get the information we need, without having to even leave our own home. Therefore, the role of this miracle invention cannot be overestimated at the present stage of society.

For example, I never imagine my life without a computer. I admire its versatility and uniqueness. With this device, I can develop, not what anyone thinks, to degrade. Already in my last year of high school, I realized that the computer, and the Internet in particular, is a reliable and indispensable assistant in exam preparation. It is thanks to them that my training has become more effective and efficient.

So, you should not try to compare the incomparable and choose the best, because no one has yet succeeded. It should be remembered that the book and the computer will always remain the main sources of information, which not only peacefully co-exist but also complement each other successfully.

Computer Engineering Essay

Computer engineering merges together with computer science and electrical engineering to further developments in digital technology, computer networking and computer system. Computer engineers design, and develop technological devices. It is a combination of skills in hardware and software.

With a growing, insatiable desire for technological advancements – both by businesses and consumers alike – the need of trained, skilled and qualified computer engineering professionals seems to know no boundaries. An extensive college education that will take four to seven years to complete is a requirement for becoming a credited computer engineer.

A person must earn a bachelor’s degree in order to become a computer engineer. To complete a comprehensive education, students must have bachelor degree programs while focusing their studies in either software or hardware specializations.

Professional certifications and credentials in computer engineering build and balance upon the knowledge and skills developed during a degree program. The intent of credentials is to establish technical proficiency in a certain aspect of the computer engineering profession. There are three types of computer engineering certifications: vendor-specific, vendor-neutral and general. Examples of these are: Master Certification, Cisco, AAE, and MCSE.

According to the National Workforce Center for Emerging Technologies, computer engineers must have a combination of soft, employability skills in addition to technical knowledge. These soft skills include critical thinking, communication, and time management. Computer engineers must be detail-oriented, strong communicators, logical thinkers, analytical, and excellent problem solvers. Computer engineering opens the door to multiple employment paths, from networking to systems development and web development to information technology.

These are some reasons to keep a career on the cutting edge and marketable in any business environment for computer engineering. According to Kathford University, the digital age and computer programmers have infiltrated every facet of people nowadays. Computer engineers make people’s lives easy with everyday innovation.

Studying computer engineering widens one’s creativity and provides easy solutions to a certain problem. Computer-related jobs are the highest in number in terms of availability. Astoundingly, they are among the highest paying jobs in the world. Computer engineers has an excellent job satisfaction. Freedom and flexibility of work are the two major reasons that they are provided with. Computer engineering is about much more than programming itself. It is also about inventing and building solutions.

The benefits of computer engineering as a career include great pay, job security and innovation. Computer and information technology positions pay extremely well. According to the U.S. Bureau of Labor Statistics estimated a median income of $84, 580 for these positions in 2017, which is more double the national average. Those with a bachelor’s degree, such as network architects, programmers, system analysts, hardware engineers and software developers, earn between $82,000 and $104,000 in the same year.

Most computer engineers have incredible job security compared to other professions. These jobs have been in demand for over 20 years, and there is no sign that this will slow down in the near future. Because computers and technology are constantly changing, and standards are continuously being updated, most people who work in this field, must keep learning to make certain that their skills don’t become outdated.

The Human Brain Vs. the Computer: Essay

Humans are famous for their developed brains, capable of thinking, or rather, overthinking. It is amazing how many thoughts we can think daily, and how billions of neurons lead to those thought processes. Computers can do a lot of things humans can, and at times perform better than humans ever could, but getting computers to think the way humans do is still a hurdle for the time being. However, due to their capabilities, sometimes the definition of ‘thinking’ for computers can become a little blurry. ‘Can computers think like the human brain?’ is a question that has been asked numerous times over the years, and always raises more questions than it answers. To be able to understand the significance of this question, we first need to know what direction to look into. What is thinking? Is it a process that we fully understand? Does this understanding allow us to reproduce it in something we have built?

Holyoak and Spellman (1993) defined thinking as “the systematic transformation of mental representations of knowledge to characterize actual or possible states of the world, often in service of goals”. Laid out in such terms, it seems easy to assume that something built by humans could one day achieve this. Alan Turing was one of the first people to wonder whether computers could think. He proposes the famous ‘Imitation Game’ in which, if someone is unable to differentiate between the answers given by a computer and a human, the computer exhibits human-like tendencies, and the statement that it can think seems plausible, and goes on to say that it is not ‘completely unreasonable’ to describe computers as brains. He argues that our brains can be thought of as machines, and if we could simply develop such a machine that has been programmed according to how the brain works, we could, in effect, create a machine that behaves like a brain. This argument is, of course, subject to many assumptions, and he concludes by saying that even if we somehow figure out how to make such a machine, we still cannot program something to have free will, since everything that has been programmed will be determined beforehand, and this fact leaves no choice for the computer to think or act on its own. All the statements made by Turing do not prove anything conclusive, except that computers might one day be able to think.

Indeed, many people were positive that computers would catch up to human mental capabilities and intelligence in a couple of decades, but that has not yet happened. Another train of belief says that as the main function of computers is to receive input and deliver some output, there must be some sort of thinking process going on inside the computer to be able to give us that output. But is following instructions the same as thinking? Because if it is so, then computers can think right now. Also, just because the computer can provide us with an output for which humans would have to think, it does not mean that computers are thinking in order to reach that output. As Douglas F. Stalker says in ‘Why Machines Can’t Think: A Reply to James Moor (1978), a computer is a machine – made by humans. When describing the computer and its abilities, we make note of different frameworks present inside it, but never once do we allude to it having ‘thoughts’. When making computers, we made sure they had all the instructions they needed to do different jobs, but did we ever give them instructions on how to think? Surely not. And if that is the case, then are we saying that computers are doing something that has not been instructed to it?

Secondly, if a computer is fed a story, it may be able to read and know the meanings of the words of the story, but it still does not understand the text, in the way that humans do. Why? Because it does not pause to think or ponder upon the meaning, it will solely be concentrated on doing whatever task it has been given to perform (such as translating the text). This can be seen with the ‘Chinese Room’ example, where Searle points out that a person not knowing the Chinese language could still give answers to Chinese questions if they were provided with instructions in a language that they did understand. In effect, they would give out the impression that they do understand the Chinese language, even though they did not. Simply put, computers have the syntax and the rules, but they are still lacking a semantical connection to the world. Without this connection, computers have no reason to think. This is clearly explained when the author states that minds are more related to the semantic field, and most mental phenomena have four important characteristics that make them so: intentionality, consciousness, causality, and subjectiveness. As we can see, computers do not truly have any of these characteristics.

It is easy to get confused when we look at how much can be achieved through a computer. It seems hard to accept that so many complicated procedures could be done without any thought taking place, but what should be noticed here is that even though humans need to think in order to perform a particular task, does not mean that the computer requires thinking for the same task.

If we talk about the brain, we know that neural activity happens whenever we think. We still are not clear on how it happens, and which happens first – the firing of the neurons or the formation of a thought. With such limited knowledge, it is doubtful that humans could recreate something that works exactly like our thought process when we ourselves are still figuring it out. As stated by J.R. Lucas in ‘Minds, Machines and Gödel’ (1961), if there is something that a mind can perform and the computer can not, no matter how trivial, and no matter how many other important functions and calculations the computer can do, the mind and the machine are not the same. Their workings and processes are different, and so, even though the outputs might be the same, just because humans require thinking for those processes, computers may not.

There is no doubt about the limit of the capabilities of a computer, which only grows as every day passes. There are things that computers do that humans never could, but the argument is not about their capabilities, but rather if they have the one crucial ability to think. We live in an age where there are technological breakthroughs almost every day. Technology never fails to amaze us, and it would be folly to say for sure that computers will never be able to think. As Marvin Minsky says in ‘Why People Think Computers Can’t’ (1982), as we make more and more technological advances, our knowledge grows and so do the abilities of man-made computers, and one day, it might be possible for computers to think. But right now, the human brain still has the upper hand.

References

    1. Chodosh, S. (2016). Mind Aglow: Scientists Watch Thoughts Form in the Brain. Scientific American.
    2. Dos Santos, R. (2019). Why Computers Don’t Think? Searle and the Artificial Intelligence, 3, pp.57-75.
    3. Holyoak, K.J. and Spellman, B.A. (1993). Thinking. Annual Review of Psychology, 44(1), pp.265-315.
    4. Lucas, J.R. (1961). Minds, Machines and Gödel. Philosophy, pp.112-127.
    5. McCarthy, J. and Hayes, P.J. (1981). Some Philosophical Problems from the Standpoint of Artificial Intelligence. In Readings in Artificial Intelligence (pp. 431-450).
    6. Minsky, M.L. (1982). Why People Think Computers Can’t. AI Magazine, 3(4), pp.3-3.
    7. Searle, J.R. (1980). Minds, Brains, and Programs. The Turing Test: Verbal Behaviour as the Hallmark of Intelligence, pp.201-224.
    8. Searle, J.R. (1990). Is the Brain a Digital Computer? In Proceedings and Addresses of the American Philosophical Association (Vol.64, No.3, pp.21-37).
    9. Shieber, S.M. ed. (2004). The Turing Test: Verbal Behavior as the Hallmark of Intelligence. MIT Press.
    10. Stalker, D.F. (1978). Why Machines Can’t Think: A Reply to James Moor. Philosophical Studies, 34(3), pp.317-320.

Rhetorical Essay about Computer

The concept of a computer, a technological marvel that has transformed virtually every aspect of modern life, is ripe for a rhetorical analysis. Through a closer examination of its impact, imagery, and language, we can better understand how this ubiquitous tool has become an integral part of our existence.

Introduction and Context

The introduction of the concept of a computer immediately captures our attention due to its omnipresence in contemporary society. This technology has not only changed the way we work but has revolutionized communication, entertainment, and information dissemination. Its mere mention conjures images of sleek devices and digital landscapes that have irrevocably altered our world.

Imagery and Symbolism

When contemplating the computer, we are bombarded with vivid imagery that shapes our perceptions of its capabilities. It stands as a symbol of innovation and progress, conjuring mental pictures of interconnected networks, bustling data centers, and streams of information flowing like digital rivers. The imagery evokes a sense of wonderment, underscoring the transformational power of this invention.

Language and Metaphor

The language used to describe computers is often infused with metaphors that liken them to human minds. Phrases like “artificial intelligence,” “machine learning,” and “neural networks” suggest a level of sophistication that borders on the realm of human cognition. These linguistic choices establish a rhetorical connection between the capabilities of computers and the intricate workings of the human brain.

Appeal to Authority

Given the complexity of computer technology, experts and authorities often play a pivotal role in shaping our understanding. Computer scientists, programmers, and tech pioneers have become the authority figures who guide our perceptions of this intricate system. When these experts discuss the potential of quantum computing, for instance, they tap into a persuasive rhetorical strategy that underscores the limitless boundaries of computer innovation.

Social Impact and Ethos

The computer has ingrained itself in our lives to such an extent that it possesses its own ethos, a reputation forged through its transformative impact on education, commerce, and daily interactions. The conveniences and efficiencies it provides have elevated its status to that of an indispensable tool, fostering a sense of dependency that further solidifies its ethos.

Contrast and Paradox

A rhetorical analysis of the computer concept reveals intriguing contrasts and paradoxes. It is both a symbol of connectivity and a source of isolation. While it facilitates instant global communication, it has the potential to alienate individuals from face-to-face interactions. This dichotomy creates a tension that encourages further contemplation of the computer’s intricate role in our lives.

Visual Rhetoric and Design

The visual rhetoric associated with computers also plays a significant role in shaping our perceptions. Sleek, minimalist designs of modern laptops and smartphones evoke a sense of sophistication and efficiency. The juxtaposition of clean lines and advanced functionality creates an aesthetic allure that appeals to our desire for both form and function.

Impact and Conclusion

The concept of a computer, when subjected to rhetorical analysis, reveals its profound impact on modern society. Its imagery, language, and appeal to authority have combined to create a tool that defines our era. As a symbol of progress, connectivity, and innovation, the computer has transcended its mechanical origins to become an integral part of the human experience.

Final Thoughts

The rhetorical analysis of the concept of a computer sheds light on its multifaceted nature. The interplay of imagery, language, ethos, and paradoxes showcases how this invention has become more than just a machine; it has become a symbol of our time, an emblem of innovation, and a harbinger of a digitally connected future. Through this analysis, we gain a deeper appreciation for the profound role computers play in shaping the way we live, communicate, and understand the world around us.