Thursday, October 31, 2019
Home visit Essay Example | Topics and Well Written Essays - 500 words
Home visit - Essay Example When the cardiac output decreases, the heart is not able to circulate the blood from the lungs and other body parts leading to the inadequate supply of oxygen and nutrients (Grand Canyon University, 2014). Hypertension is a chronic medical condition that occurs in instances when the force of the blood against the artery wall is high causing various health complications such as heart disease and coronary artery disease. Atrial fibrillation is a sporadic and a rapid heart rate that usually causes poor blood flow to the body. The atria and the ventricle chambers beat out of coordination in an irregular pattern causing the poor flow of blood. Dyspnea refers to the sensation of labored or difficult breathing that heralds serious complication in the lungs or the heart. Increase inaccumulated fat may result to obesity and it is usually signified by an increase in weight. Cheat pain may herald the occurrence of heart problem though may occur because of chest infections. According to the simulated ââ¬Å"Home Visit with Sallie Mae Fisherâ⬠video, the following evidences reveal the four major complications affecting the patient. Sallie Mae Fisher has a history of the chronic congestive heart failure whereby in the past six months she has been hospitalized four times in order to receive medication of her deteriorating heart failure. Her problem with hypertension is evident from her history because her blood pressure is 90/56 (Grand Canyon University, 2014). Her history with atrial fibrillation indicates that Sallie Mae Fisher has the ailment. Sallie Mae Fisherââ¬â¢s dyspnea condition is evidenced by the fact that the previous Saturday she was discharged from the hospital after a three-day stay to treat the condition. Her complication with obese is indicated by the 8- pound increase in her weight. The continuous exacerbation of Sallie Mae Fisherââ¬â¢s CFH evidence the chest pain she is undergoing. In order to manage her ill condition, Sallie Mae Fisher is required to observe
Tuesday, October 29, 2019
The bottled water industry and its effects Essay
The bottled water industry and its effects - Essay Example Another is by strengthening the practices of water conservation. By the year 2012, consumption of bottled water in the United States had risen to almost ten billion gallons representing 5.3% per capita consumption. It was estimated that every individual drank about thirty gallons yearly. Packaged water saw an upsurge in real volume more than any other category of beverage in the country. Sales had increased by 6.7 per cent totaling about eleven billion dollars (Eshleman, 7). The reasons provided for the monumental consumption of this water are that most consumers pay close attention to healthy choices for themselves as well as their families and are assured that a refreshing, safe and convenient bottle of water contains no calories, making it the most suitable choice on the menu. Many also appreciate the reliability and consistency of its quality. Both federal and state governments comprehensively regulate bottled water. The FDA (Food & Drug Administration) regulates it in the food product category, with guidelines that govern its quality as well as its safety, which are as rigorous as those of the EPA (Environmental Protection Agency) of tap water (Andrews et al., 174). In spite of this, the bottled water industry has been facing a few challenges with regard to the field of sustainability. In the recent past, colossal opposition against bottled water has developed among an eclectic assortment of such advocates as restaurateurs, activists and even religious leaders. The propositions of the sectorââ¬â¢s operations have evoked vocal protestation from local communities. Their rationale is that the production of bottled water requires a lot of energy and generates large amounts of waste that could have long-term environmental effects. Various cities like Chicago have begun taking up action in this respect by taxing bottled water. Others, such as San Francisco have completely banned bottled water from official functions. Toronto has not only banned the
Sunday, October 27, 2019
Technology Innovation And Competition In Gaming Industry Media Essay
Technology Innovation And Competition In Gaming Industry Media Essay The purpose of this paper is to explain the effect of technology innovation on the competition in a global industry. After presenting some theoretical understanding on this issue, it is further illustrated thoroughly by the example of Gaming Industry and innovations done by the major players in it and how in these days the latest technology innovation by Nintendo altered the terms of competition in the whole industry. Innovation can have radical or drastic effects. Usually innovation is seen as the method of applying technical or specific progress to the market. In this sense innovation can be in relation to processes (i.e. a new method of making something better or cheaper or both) or products (i.e. a new or considerably better product of some kind), or may be a mixture of the two. Product innovation can generate new markets or modify the segmentation of already existing markets while Process innovation have an effect on the competitive balance in existing markets. Innovation brings productivity gains, product diversity and better quality product at fewer prices. With such clear consumer benefits, it also gives innovator competitive advantage by giving the ability to present entirely new products or processes or greater competence in existing techniques. For such competitive advantage it is not necessary to be permanent and other consequence is that it encourages other competitors also And the benefits may be widespread, arising from their distribution through networks. (Peter Freeman, 2004). In other words, by innovation the incremental profits may increase the competition and thus promote RD investments aimed at escaping competition. (Philippe Aghion, et, al, 2002) Many innovations utilize technology. May be an innovation is high technology from the suppliers point of view, but if it is not apparent to the customer as improving and altering their business functions, that is radical innovation. Technological innovations are generally complex products, possessing attributes with which the potential adopting unit may be unfamiliar. Generally high technology innovations have high switching cost and costly in monetary terms. The concern is how this technology innovation alters the terms of competition in the global industry. These technology innovations may reduce cost of production or distribution and also helps in producing higher quality or innovative products that offer new benefits for the consumers. In technology markets, products of new generation often include new features instead of more core capabilities. The acceptance of technology innovation is positively associated with competition. (Thomas and Hubert, 1986). In fact, Abernathy and Utt erback (1978) have suggested that as competition increases, the type of innovations adopted changes from major product innovations to process innovations. The accessibility to innovation is most pronounced if the strategy for preempting new entry requires new technologies for cost reduction or for gaining new segments. Therefore, the conditions for a positive effect of demand uncertainty on the rate of diffusion of innovation are: when existing competition uses cost as a barrier to entry and there is a potential for price reductions and when the preempting strategy is to fill the gaps in satisfying the heterogeneous needs of the market, given that the new products or segments require a technological innovation. There have been many management practices and demonstrations in todays modern times on the requirements for companies to be innovative. It is also usually believed that without innovation companies will immediately lose their charm of competitive edge. Competitiveness of an industry is generally assessed by the number of competitors it has and also competition has reached such a level that only companies who can provide steady stream of innovative processes and products are successful in both domestic as well as international markets. The aim of technology innovation can either be to target new customers or the need of existing customers. This can be explained by taking the example of gaming industry, as gaming industry made a lot of technology innovations in memory and graphic components of gaming consoles since many years. The important feature of gaming industry is rapid and sustained technical innovation. INDUSTRY: Since 70s the gaming industry being a only factor in a short time period. It took them only few years to make their place in the market and people started becoming familiar with the gaming companies. Types of games where we stomped turtles and ate mushrooms are gone now. That time gaming industry was really successful and became a billion dollar industry, those were the days when Nintendo started launching games every month. In the early 1980s their use to be a huge increase in demand for video games and has continued with constant increases in the following years. And then in 2000s, the gaming industries supported US market of nearly $13 billionà [1]à and worldwide market of almost $24.5 billion. Right now, in the industry every firm is following different Business Model and the most successful is Nintendos Business Model as the price of their console is less and instead of following others, they are doing something innovative and this time they targeted the non-gamers in the ma rket which the other two competitors could not even think of. The gaming industry tries to improve by releasing new games one after the other. To increase the sales and beat the competition every firm in the industry is trying to improve marketing techniques and games. They launch more powerful consoles with bigger game worlds, new graphics and better soundtracks. Over the last couple of years there is a direct connection between the introduction of next-generation video game hardware and the rise in demand. Through technological upgrading, Video game console manufacturers have gradually moved from 8-bit to 16-bit to 32-bit to 64-bit, resulting in continuous improvement in performance and quality of games. As Sony and Microsoft concentrated on improving their consoles, Nintendo came up with new technology that allows the player to play physically with proper moves unlike the other consoles. The introduction of new product by Nintendo that is Nintendo Wii, game console is an easier to use interface that targets at current non-gamers where as Microsofts Xbox 360, another console is introduced as high definition gaming. So Microsofts behavior is accelerating the technology treadmill and when the new feature has an alternate presentation aspect to attract new customers as in Nintendos case, so this is referred as stepping off the technology treadm ill. So, to alter the terms of competition in the gaming industry, Nintendo came up with technology innovation and launched Nintendo Wii, console in which a motion sensitive controller is used and adopted totally different strategy and with its technology innovation altered the terms of competition in the global industry. Sales and marketing vice-president of Nintendo described the strategy of his firm by citing two popular managerial books, the Blue Ocean Strategy (Kim and Mauborgne 2005) and The Innovators Dilemma (Cristensen 1997): Looking at the current state of the video game market, we believe there is a strong argument for expanding the audience beyond the current core players, attracting players by rethinking what a videogame means, and delivering our entertaining in a more convenient and affordable fashion (Casamassina 2005). The video game market is strongly subject to changes and is highly dynamic. THE 3 GIANTS PLAYERS: The gaming industry is dominated and contested by 3 giant players, namely: MICROSOFT XBOX NINTENDO Wii SONY Play Station Once the definite global leader of the video game industry, Nintendo now for the number-one spot in the industry has to compete with Sony. For its home video game systems as well as the hand-held Nintendo DS, Nintendo itself manufactures and markets hardware and software. Nintendo DS has controlled around 90% of the U.S. hand-held market in 2003, the 16-bit Super Nintendo. In the history Entertainment System (SNES), and the performance-driven Game Cube was the fastest-selling video game system. The superior 3-D graphics of Game Cubes and well-known games (Nintendos 50% profits are derived from software) have enabled it to retain itself in the video game competition. In 2005, US gaming consoles has highest market share from Sony with 56.4% share which is followed by 24.9% share of Microsoft and then third one was Nintendo with 18.7% as shown in the figure given below: March (2005) NINTENDOs INNOVATION: Motion Controller Because of the introduction of the innovative motion controller, The Wii has been on fire since it hit the market and US unit, sales have increased to 20 million, making it the highest selling video game console in history and ushering in unique family gameplay with some of the titles such as Mario Kart Wii and WiiPlay. As Microsoft and Sony continued to improve their games, Nintendo tries its best to change the technology. They decided that rather than enhancing their cars, they would considerably build a new vehicle, which would reform the industry. Sony and Microsoft target the older players of human population with their games and consoles, instead of young people. Nintendo instead tried to bring technology innovation to the table and win over the adolescent generations, which are the future. The fact behind the Nintendo Wiis success is that its a cool technology and parents can see their kids exercise. Basically Nintendo did not introduce Wii with the HDTV where as its competito rs did with their latest consoles. This seems relatively a sensible step as the bulk of homes do not have HDTV and the acceptance rate of TV will comparatively slow because non HD TVs do a flawlessly good job. Even elder people like this console, especially if sometimes they prefer to change their inactive lifestyle, or if they are interested to lose some weight. This is why when Nintendo comes to race with its other two competitors, Microsoft and Sony it has the advantage over them. Like Sony some companies depends mostly on their reputation, whereas the ones who wins the race in the long run are those who innovate. The advantages to Nintendo are that, firstly it makes their console low-priced to manufacture, which means that they can sell the console base at a profit while their competitors have to invest in the retail price. Another advantage is that games are a lot cheaper, quicker and easier to develop. This, obviously, has immense effect on what appears generally and when it a ppears on the game shop shelf. (Peter Freeman, 2004) According to the NPD Group (which track retail sale), in November 2008, the company sold 2 million Wii players more than twice the number of PlayStation 3s and Xbox 36Os combined. And in the same month it sold 700000-plus Wii-fit exercise boards. But Nintendos success isnt limited to the Wii. Its portable DS system is the top seller in its category too. In March Nintendo sold 601,000 Wii consoles in the U.S that are more machines than Microsoft and Sony Corp. llustration The couch-potato world of video gamers was dazed when the Wii, was launched with its motion-sensitive remote control. Users can play Wii Golf, tennis and lot more games for instance, by swinging the remote like a golf club, or like a racket in the air. In September, Nintendo added one more accessory in its collection that is a $20 remote-control accessory called Wii Motion Plus that was introduced to add more accuracy to game motions, it make the Wiis motions feel more realistic. But it works only with Wii Motion Plus Games. Wii also encourages users to walk around in more ways than just playing with a remote: Its Wii Balance Board, works like a digital exercise step, which is included in the Wii Fit Plus game in a $100 bundle, It records changes in the bodys weight and all the moves for activities from wake boarding to yoga. The Internet access is included in Wii and users can compete against each other online. Around 655 packaged games are accessible for between $30 and $50. MICROSOFT PROJECT NATAL: Microsoft Corp. developed the worlds first sensor to combine multi-array microphone, an RGB camera and custom processor that allows players to control games with the movement of their bodies, this was an attempt to magnetize the casual players who have fueled Nintendos recent success. The device of Microsoft is a bend on Nintendos smash hit Wii game console, which allows users to swing a racket of tennis or other games equipment by just holding a wand of plastic in their hands. The Microsoft camera doesnt require gamers to hold any thing in their hands to control on-screen action. The camera sits near the television and captures when players move their hands, legs or head. The camera represents another attempt by the gaming industry to get to consumers with more instinctive playing methods than usual game controllers, with their range of joysticks and buttons. To give players more perfect control over games than earlier game cameras actually did. Microsofts camera uses 3-D technology SONY PS-3 MOTION CONTROL: Sony Computer Entertainment, on the other hand, will be competing with Nintendo head-on via a new PS3 motion-control technology set to launch in spring 2010. The PlayStation Eye, Sonys proprietary digital camera that detects the slightest hand gesture, reads movement on the device. On-screen, the controller can then become anything from a bow and arrow to a novelty baseball bat that opens up a wealth of possibilities for PS3 game designers. Sony is also going head-to-head with the current twin handheld device of choice, the Nintendo DS. Sony Corp. plans to upgrade its PlayStation 3 console for 3-D games with a free software upgrade, but for that consumers will have to buy a new TV and glasses. NINTENDO 3-D: Nintendo Co. is planning to sell a new 3-D gaming device without the requirement of wearing glasses while playing as everyone doesnt like to wear glasses. The device will succeed as the DS; which is the best-selling hand-held videogame till date, with more than 125 million units sold since its launch in late 2004. Especially among casual videogame fans, Apple Inc.s iPhone (Smart phones) have started to come forward as a threat to gaming stuff such as the DS. The new system will also play current Nintendo DS games. From TV sets to digital cameras, electronics companies are turning to 3-D as a way to produce better products. Source: Flurry Analytics Conclusion: The history of the video game industry belongs to Nintendo. But in 1990s, Nintendos market share was reduced completely as the preferences of video game players shifted from uncomplicated fun games to technical and superior video games offered by Sony and Microsoft, which entered the market in 2001 with the Xbox. It was basically the technological prowess of Sony and Microsoft, which stole the whole market from Nintendo. When the company was almost falling like a house of cards and it seemed that the competition in the gaming industry was only between Sony Play Station 3 and Microsoft Xbox360. Nintendo launched Wii, a console that had unconventional design. Though Wii was not in direct competition with Microsofts Xbox and Sonys PlayStation, but it managed to steal and fans of both the players and substantial market shares. The Nintendo Wii wiped the sales floor with its competitors. As a response to the massive success of the Nintendo Wii, Microsoft came up with Project Natal, ditching physical peripherals and controllers completely with the worlds first sensor to combine multi-array microphone, custom processor and RGB camera. Sony also did not lag behind as it launched a new PS3 motion-control technology to meet the competition head-on. These innovative devices again disturbed the sales of Nintendo and aiming to revive sales of portable game machines, Nintendo Co. brought about a new 3-D gaming device known as the Nintendo 3DS. So, this can be seen that through a series of innovations and technological advancements, each of the three companies has altered the terms of competition in the gaming industry. Every company is trying to capture the largest market share by bringing about innovative gaming consoles. So, in case of the gaming industry, Innovation is the main mover of the market and it helps in altering the terms of competition in any industry to a great extent.
Friday, October 25, 2019
Iagoââ¬â¢s Use of Language and Villainous Behavior in Shakespeareââ¬â¢s Othello
Iagoââ¬â¢s Use of Language and Villainous Behavior in Shakespeareââ¬â¢s Othello In Othello, Shakespeare forms the villainous character, Iago through his complex language. Iago shows his evil nature towards Roderigo through his use of demeaning animal imagery. Iago also uses an extended metaphor to try and trick the ignorant Roderigo and (unknowingly to Roderigo), insults him. Lastly, Iago uses repetition to beguile Roderigo to keep paying him. Iagoââ¬â¢s slyness is clearly seen through his deceiving language towards the end of Act I. In Act I, scene iii, line 319, Iago addresses the issue of love and lust through an extended metaphor. In this speech, after Roderigo says he wants to kill himself, Iago tries to convince Roderigo not to end his life for a woman. By doing this, he manages to give the impression that he is advising Roderigo, while at the same time insulting him and making him and others part of his plan. Iago states, ââ¬Å"Our bodies are our gardens, to the which our wills are gardenersâ⬠suggesting that our will (the ââ¬Å"gardenerâ⬠) has power over our bodies (ââ¬Å"the gardenâ⬠). Also...
Thursday, October 24, 2019
Family relationships Essay
Mary Shelley, the author of ââ¬ËFrankensteinââ¬â¢ portrays a resurrected creature as either a victim or a monster depending on the readerââ¬â¢s response. In the following essay I am going to explore whether Frankensteinââ¬â¢s creature is a victim or monster; how Mary Shelley put this across in the novel and how Mary has created complicated complex characters. A victim is considered to be someone or something that is: ââ¬Å"harmed or killed by anotherâ⬠; ââ¬Å"harmed by or made to suffer from an act or circumstanceâ⬠or ââ¬Å"A person who is tricked, swindled taken advantage ofâ⬠. The word originates from Latin, ââ¬ËVictimaââ¬â¢, which is defined as ââ¬Å"a person or animal sacrificed to a godâ⬠. These definitions link to Frankensteinââ¬â¢s creature because he is sacrificed to knowledge and science; injured emotionally and because of Victorââ¬â¢s obsessions is made to suffer. Also William, Justine, Elizabeth, Victor and the other characters who are harmed, killed and made to suffer would be considered a victim. A monster as defined in the dictionary is: ââ¬Å"legendary animal combining features of animal and human formâ⬠; ââ¬Å"any creature so ugly as to frighten peopleâ⬠; ââ¬Å"a person who excites horror by wickedness, cruelty, etcâ⬠; ââ¬Å"Any animal or thing huge in sizeâ⬠; ââ¬Å"an animal or plant of abnormal form or the absence of certain parts or organsâ⬠. The Story of Frankenstein is extremely famous and Frankensteinââ¬â¢s creature has become a legendary ââ¬Ëmonsterââ¬â¢ because of the popular novel: he could be described as legendary and combining animal and human forms due to his mannerisms. Mary Shelley describes the creature as monstrous because he frightens people with his ugliness; becomes cruel and perform horrendous acts. Dr Frankenstein would describe the creature as a cruel and wicked person for killing his family so is therefore monstrous. Theses monstrous actions are counteracted by Dr Frankensteinââ¬â¢s actions because he abandons his ââ¬Ësonââ¬â¢. Mary Shelley makes links between her life and the novel. This could be to make the novel more original and personal to her and gives a more realistic setting and set of events to novel. Examples of this are: in August 1797 Mary was born and her parents had an ethical opposition to marriage but in March, 5 months earlier to her birth, they married to give their daughter ââ¬Ësocial respectabilityââ¬â¢. This relates to ââ¬ËFrankensteinââ¬â¢ because marriage is portrayed as negative when Elizabeth gets killed after her and Victor marries. On the 10th of September, 1797 Mary Wollstonecraft, Maryââ¬â¢s mother dies 10 days after her birth. This links with Victorââ¬â¢s life because his mother dies of Scarlet fever after nursing Justine, being close to his mother this makes him think about reviving people from the dead. Having an interesting but ââ¬Ëunusualââ¬â¢ childhood in the novel she describes Victorââ¬â¢s childhood as perfect in contrast to her own. We know this in the following ways: Victorââ¬â¢s parents had a happy marriage. Evidence of this is ââ¬Ëthere was a considerable difference between the ages of my parents, but this circumstance seemed to unite them, only closer in bond of devoted affection. ââ¬Ë This shows us that Victor has a strong parent relationship as his parentââ¬â¢s age difference seemed to unite them we also know that Victorââ¬â¢s parents loved him because Mary Shelley wrote ââ¬Ëmy motherââ¬â¢s tender caresses and my fatherââ¬â¢s smile of benevolent pleasure while regarding me are my first recollectionsââ¬â¢. This emphasises the strong family bond the Frankenstein family have and shows his fist memories are positive and of his parents love for him. This links with Mary Shelleyââ¬â¢s family relationships because in contrast to Victorââ¬â¢s parents, her mother and father were ââ¬â¢emotionally distantââ¬â¢ like Victor and the creature. The Greek myth of Prometheus is said to be linked in to Frankenstein because Shelley wrote a second title to the novel, ââ¬Ëthe Modern Prometheusââ¬â¢. This is because in the story of Prometheus in order to help people Prometheus stole Zeusââ¬â¢s fire from the sun so people would have an advantage over animals since they were given the ability to make weapons and tools. As punishment, Zeus chained Prometheus to a rock where eagles ate his liver when night fell. But when day broke the next day his liver grew back for the eagle to eat again. This torture was to last for an eternity. Eventually, Hercules slew the eagles and released Prometheus. This was to counterbalance the gift of fire the Zeus sent Pandora to earth with her box of evils. Dr Frankenstein wanted to help people by giving them an advantage over animals by resurrecting the dead and stealing peopleââ¬â¢s peaceful resting. As a punishment, his creation destroyed: his mental well being by obsession to make it; his family by killing them and his life. Overall the myth of Prometheus and the modern Prometheus are about good intentions leading to negative things and life changing experience. In 1817, Percy Shelley (Mary Shelleyââ¬â¢s husband) and Byron discussed galvanism which is the idea of reanimating things using electricity. An Italian physicist, Lugi Galvani demonstrated what we now know to be the electrical basis of nerve impulses. Mary Shelley included these ideas in the novel and took scientific experiments to the extreme. Mary Shelley uses different narratorsââ¬â¢ point of view in a ââ¬ËRussian dollââ¬â¢ narrative structure which changes the narrators as another character tells a different side of the story. She uses different people to help the reader feel like they are going deeper into the story. The different characters have their own different opinions of Frankensteinââ¬â¢s creature just like the reader so our opinions change as we read/hear the story through a different pair of eyes. The three different narrators are: Walton, a sea captain who writes to his sister who tells her about Victor. Victor is the second narrator who tells Walton about his life which comes to the meeting of his creature who then becomes the third narrator. The different perspectives and angles are each biased and as a result the reader sympathises with Victor when heââ¬â¢s telling the story and the ââ¬Ëmonsterââ¬â¢ when he narrates. Mary Shelley originally wrote ââ¬ËFrankensteinââ¬â¢ beginning from the resurrecting the creature but later added Waltonââ¬â¢s narrative. Captain Walton, a sea captain, venturing out to the Artic gives a similar plot to Victor Frankensteinââ¬â¢s. This added section seemed to be slightly random but links as the story unfolds when Victor is found. Walton gives the reader a first impression on Victor, whom he rescues from the harsh bitterly cold of the Artic. Walton description of Victor makes the reader sympathise with his appearance. Walton describes him as ââ¬Ëhis limbs were nearly frozen, and his body dreadfully emaciated by fatigue and sufferingââ¬â¢ Mary Shelley includes this because it provides a comparison when Walton describes his admiration to Victor. We know he admires Victor because he writes to his sister ââ¬Ëhe is so gentle, yet so wise; his mind is so cultivated, and when he speaks although his words are culled with choicest art, yet they flow with rapidity and unparallel eloquence. ââ¬Ë Waltonââ¬â¢s admiration to Victor makes the reader also admire him so therefore is more likely to believe the positive recollection of Victorââ¬â¢s story because two opinions support it. Lost, Victor confides in his saviour as he tells Walton the story of how obsession led to death and this also is a warning to Waltonââ¬â¢s obsession for fame and glory. Frankenstein begins with his childhood where Mary Shelley describes this as perfect we know this when she writes; ââ¬ËMy motherââ¬â¢s tender caresses and my fatherââ¬â¢s smile of benevolent pleasure while regarding me are my first recollectionsââ¬â¢. This shows Shelley has made a contrast with Victorââ¬â¢s childhood and later on in his life. This also emphasises his parentââ¬â¢s love, his perfect life and his fond memories of his childhood. This also provides dissimilarity with that of the creature. Frankensteinââ¬â¢s creature never has a perfect life, fatherly love and fond memories. At the beginning the reader does not sympathise with Victorââ¬â¢s privileged background until his mother dies of Scarlet fever: Shelley included this effect to get Victor thinking about life and death and gives an emotionally felt reason to unearth and discover the secret of immorality.
Wednesday, October 23, 2019
Egyptian and Roman Empire Essay
Though there have been many greatly noted civilizations of the ancient world one might see those of the Egyptian and of the Roman Empire as two of the greatest. There were many contributing factors to the success of these two societies as well as there downfalls. One reason the Egyptians was a successful in the ancient world was due to their environment. The main reason for the strength of the early Egyptian society was the Nile. The Nile kept a majority of Egyptââ¬â¢s riverbanks full of lush greenery and plentiful natural resources. The Nile provided fresh water, free transportation, endless agricultural possibilities, as well as trade aspects. In ancient times all people depended on the river for their existence. Egypt flourished for 3,000 years because of the peopleââ¬â¢s ability to harness the power of the great Nile. The importance of the great river is reflected in ancient Egyptians daily life. It shows through in their art, religion, writing, as well as social lives. The river helped shape their society as well as their existence. Religion also greatly affected the Egyptian society greatly. Their religion was one based upon the central idea of polytheism. Where they believed in a series of many gods and goddesses. Even the Egyptian kings or ââ¬Å"Pharosâ⬠as they were called, were even referred to gods on earth. Society and their religion were based mainly upon keeping the gods happy and content. Often times offering them sacrifices and other gifts to keep the Egyptian people free of torment and disaster. Everything in life depended on the gods. From fertility, to the rising of the sun and moon, crops, as well as the great Nile. The gods could be fair or vengeful, or so was the theory of the Egyptians. Thus why they tried to keep them eternally happy. Another powerful if not the strongest civilization of ancient times was the Roman Empire. Much like the Egyptians Rome also focused on location as an ideal place for starting a civilization. Rome was a city protected by hills. It had many great routes in out and out of the city mainly used for trade. Since Rome had such a good defensive standpoint a citizen could feel safe living there. ROMs location also added up to a large amount of cultural diffusion being the center of ancient life during its time. The Roman Empire also used every one of its available resources very well. From natural resources to manmade, they used everything. From The great roman military building roads, for travel and trade, which was a large part of roman life. Romans were also very smart, using great techniques in art, architecture, and labor forms. Ancient Rome was the only place to have running water, sewers, roads, as well as an outstanding military. But they also had a peopleââ¬â¢s republic, which gave the citizen an actual voice in society. Rome also took advantage of war. With every war came more slave labor, be to used in any way shape or form that they desired. Thus making Rome the most civilized as well as the least civilized of its time.
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