Thursday, January 23, 2020

Uncle Toms Cabin by Harriet Beecher Stowe - Misery of Slavery Exposed :: Uncle Toms Cabin

Misery of Slavery Exposed in Uncle Tom's Cabin  Ã‚  Ã‚   Harriet Beacher Stowe's Uncle Tom's Cabin addresses the issue of slavery in close accordance with the style of Frederick Douglas' narrative. A theme that Stowe impresses strongly upon the reader is the degenerative effects of slavery upon both the slave and the master. Frequently in the novel the issue is raised . Even Mrs. Shelby recognizes the depravity and admits that slavery, "is a bitter, bitter, most accursed thing- a curse to the master and a curse to the slave!"(45). The injustices of slavery are frequently identified in the novel but, of course, the practice is continued. Many of those involved in holding slaves are sensitive to the problem. Mr. Shelby, for instance, is not contented by the idea but enjoys the benefits out of what he deems necessity. The inherent problem of slavery is again stated when John Van Trompe is being described. His worn appearance is attributed to the ,"workings of a system equally bad for oppressor and oppressed,"(105). The novel also dexterously demonstrates the absurdities and contradictions of slavery. For instance, Mr. Shelby's actions are strongly contradictory to his statements. He believes himself to be a good Christian man with a genuine respect for his slaves. Yet the fact that he holds slaves opposes all that he says and although his treatment of slaves is better than most master's, he still is not respectful of them. For example, in the first chapter when Shelby and Haley are discussing the ensuing trade, H arry enters the room and Shelby has him dance around like a clown and then tosses raisins at him. Also, Mr. Harris, a slave owner, in defense of his relocating George asserts that, "it's a free country sir; the man's mine,"(24). It is also ironic that after George invents a machine to clean hemp the employer congratulates not George, but George's master for owning such a fine slave. Another example that effectively illustrates the strong contradictions and absurdities of slavery and slave owners is the philosophy of Haley concerning the proper treatment of slaves. Haley, whose practice is to buy and sell people asserts that, "its always best to do the humane thing,"(16) and that it is good to have a conscience, "just a little, you know, to swear by,"(13). Another topic often addressed in the novel is exclusion of blacks in the law and the injustice of the entire condition.

Wednesday, January 15, 2020

Treibacher Industrie

Treibacher Industrie, A. G. v Allegheny Technologies, Inc (2006) Facts: The case proceeded to a bench trial, where TDY and Treibacher disputed the meaning of the term â€Å"consignment†-the delivery term contained in both contracts. ? TDY introduced experts in the metal industry who testified that the term â€Å"consignment,† according to its common usage in the trade, meant that no sale occurred unless and until TDY actually used the TaC. Treibacher introduced evidence of the parties' prior dealings to show that the parties, in their course of dealings (extending over a seven-year period), understood the term â€Å"consignment† to mean that TDY had a binding obligation to pay for all of the TaC specified in each contract but that Treibacher would delay billing TDY for the materials until TDY had actually used them. TDY now appeals. ? TDY contends that, under the CISG, a contract term should be construed according to its customary usage in the industry unless the parties have expressly agreed to another usage. TDY argues, in the alternative, that the district court erred in finding that, in their course of dealings, Treibacher and TDY understood the term â€Å"consignment† to require TDY to use and pay for all of the TaC specified in each contract. ? Finally, TDY contends that, if we uphold the district court's ruling that TDY breached its contracts with Treibacher, we should remand the case for a new trial on damages on the ground that the district court erroneously found that Treibacher reasonably mitigated its damages. SUMMARY AND FINDINGSA) By analysis of the CISG, which governs the formation of and rights and obligations under contracts for the international sale of goods. ? CISG, arts. 1, 4. ?Article 9 of the CISG provides the rules for interpreting the terms of contracts. ? Article 9(1) states that, â€Å"parties are certain by any usage to which they have agreed and by any practices which they have established between themse lves. † ? Article 9(2) then states that, â€Å"parties are considered, unless otherwise agreed, to have impliedly made applicable to their contract which under international trade and well known? All parties to contracts of the type involved in the particular trade concerned. † ? Article 8 of the CISG governs the interpretation of the parties' statements and conduct. ? A party's statements and conduct are interpreted according to that party's actual intent â€Å"where the other party knew ? what that intent was,† CISG, art. 8(1), but, if the other party was unaware of that party's actual intent, then â€Å"according to the understanding that a reasonable person ? would have had in the same circumstances,† CISG, art. (2). ? To determine a party's actual intent, or a reasonable interpretation thereof, â€Å"due consideration is to be given to all relevant circumstances of the case including the negotiations, any practices which the parties have established between themselves, usages and any subsequent conduct of the parties. † ? CISG, art. 8(3). Which Treibacher’s materials in consignment store, published usage reports and invoices to support the order made. One of evidence to goods receive parties are known the action made.In arguing that TDY knowing the term's customary usage takes precedence over the parties' understanding of that term in their course of dealings, in which states that, â€Å"parties are considered, unless otherwise agreed, to have made applicable to their contract† customary trade usages.? In support of its argument, TDY can points it out anytime when they are question and revise the contract in between themselves. If not, intended the word â€Å"agreed,† in article 9, to mean express agreement, as opposed to silent agreement by course of conduct. ? B)?The district court did not commit clear error in finding that, in their course of dealings, TDY and Treibacher defined the term â€Å"con signment† to require TDY to accept and pay for all of the TaC specified in each contract. ? The parties do not dispute that they executed, between 1993 and 2000, a series of contracts in which Treibacher agreed to sell certain hard metal powders, such as TaC, to TDY. ? Which TDY has number of times to discuss the contract and terms, also whereby how Treibacher agreed to sell a fixed quantity of materials at a fixed price for delivery to â€Å"consignment. In additional, some of material needs to install upon TDY's request and all the logistic issue follow in between Treibacher and TDY such kept the materials it received from Treibacher in a â€Å"consignment store,† where the materials were labeled as being from Treibacher and segregated from other vendors' materials with all the usage report and record. ?In each instance, TDY ultimately withdrew and paid for the full quantity of materials specified in each contract.Obviously they had been communicated each other for t he order. In regards of damages claims, the district court did not commit clear error in finding that Treibacher reasonably mitigated its damages. ? The CISG requires a party claiming breach of contract to â€Å"take such measures as are reasonable in the circumstances to mitigate the loss. †, but it places the burden on the breaching party to â€Å"claim a reduction in the damages in the amount by which the loss should have been mitigated. † ?In sum, the district court properly determined that, under the CISG, the meaning the parties assign to a contractual term in their course of dealings establishes the meaning of that term in the face of a conflicting customary usage of the term. Which in the normal practices for order and the judgment of the district court is affirmed.? The district court was not clearly erroneous in finding that Treibacher and TDY understood their contracts to require TDY to purchase all of the TaC specified in each contract and that Treibacher t ook reasonable measures to mitigate its losses after TDY breached. ?

Tuesday, January 7, 2020

About Video Games - Free Essay Example

Sample details Pages: 7 Words: 2001 Downloads: 1 Date added: 2019/04/26 Category Entertainment Essay Level High school Tags: Video Games Essay Did you like this example? The never-ending debate whether videogames are good or bad for us has been going on since the beginning of gaming systems becoming a home commodity. Parents of every generation find themselves either against videogames or defending them. This debate is reaching a new height, earning its place in the media and news articles, as the access to many different platforms and games have emerged. Videogames are a medium, just like painting and music, and as such it can have many ways of changing our views and feelings. First, it is important to know that there are videogames that are violent and games that are overly violent. In an article by Chris Suellentrop for Kotaku news, a videogame and technology news source, he talks about a game called Plague Inc. He titles his report as Plague Inc. Makes Killing Billions of People Feel Educational (Suellentrop 1). The game involves playing as a disease with the goal of taking out the entire population. The player must also stop a cure fr om being created or else the game is over. The player can upgrade their disease, such as adding weather resistance for it to infect in hot or colder regions faster. It is through this mechanic that makes the game different and Suellentrop states,its designer, James Vaughan, has achieved something more remarkable by designing a game that feels both transgressively thrilling and educational (2). The player does not visually see any dead bodies, but instead gets notifications that regions are closing their borders and a death toll counter slowly reaches the population. The mechanics within the game that allows one virus to prosper in Greenland but not in Mexico due to climate and regional differences expands a player understanding of how real life viruses work. The game became such a hit that the federal Centers for Disease Control and Prevention invited James Vaughan to talk him and his staff about the designing of their game (3). Plague Inc. is not the first game about taking out all of mankind. Games such as Destroy All Humans by Pandemic Studios has the goal to kill all humans and is in a third-person perspective of an alien shooting humans. Violence can be too visually violent, but it can be introduced and presented in mild and appropriate ways. In recent events, a game titled Active Shooter released onto the digital market. The game is setwhere players could simulate a school shooting (Molina 1). No matter the reason of creating this game there is no justification that it should be a game for any audience. The community was not happy with the release of game of that subject. Brett Molina sampled a tweet from Fred Guttenberg, an American activist against gun violence. His tweet read, I have seen and heard many horrific things over the past few months since my daughter was the victim of a school shooting and is now dead in real life. This game may be one of the worst (Molina 2). Whether or not one agrees with Guttenberg is not of importance. What is import ant is that there is no justification for creating an overly violent game about such an emotional topic. It is not just Fred Guttenberg that is addressing concern in violence in videogames but also President Trump has shared his opinion. Susan Scutti from CNN writes about how Trump blames all media as the reason for violence in children. In her passage she discusses that although Trump blames violent media as the source of violence in teens and the youth, there are several reasons that disprove his statement. First, a survivor of an actual school shooting, Chris Grady, states that even though he played violent first-person shooter videogames, they didnt make him want to take someones life (Scutti 1). Scutti also points out that a study by the American Academy of Pediatrics found, in multiple studies, that violence in media relate to violent actions and thoughts. This includes but is not limited to videogames (2). Scutti also writes that the academy wants parents to take a role in what their children play, and to take up an interest in the games their children play (2). Violence in videogames can take many forms and can offer the players a new experience like in Plague Inc. or disgust like Active Shooter. However, it is through active communities and leading figures that protection of the youth from such violence and properly protect violent videogames. The intended audience isnt always followed when seeing the Entertainment Software Rating Board (ESRB) rating on a videogame packaging. Many times, new games do not have to get a rating to publish online. However, distributors such as PlayStation and Xbox (Microsoft) require developers to get an ESRB rating before they allow the game to be sold on their digital markets. They even go as far as denying games with Mature or Adult ratings. Children still manage gain access to content that are above their age group, or that the ESRB finds rated T for Teen or M for Mature. In a news post by Jonathan M. Gitlin, he discusses the results of research that tested to see how many kids are playing violent videogames in the United States (1). The study was done using a survey for children from ages 12 to 14 years old. One result stood out the most, over 60 percent of boys and girls agreed with the statement I play electronic games because theres nothing else to do. (1). Not only are children playing violent or mature rated games because it is fun, but also because they are left nothing else to do besides that. It is possible some parents have game consoles for their own pleasure which justifies the mature content, but it is also likely that they neglect to keep this content away from their children. Not only are childrens violent patterns at risk but so are their development for academics as well as their wellness. In a case study by Dr. Marko M. Skoric and their team, Skoric tested to see how videogames affects their mental wellness as well as scholastic achievement. The study was done using 333 s tudents spanning from ages 8 to 12 years old. Skoric used a survey strategy to get information about the students addiction to videogames, engagement tendencies, and used test scores in subjects of English, Mathematics, and Science. The results of the experiment returned with multiple conclusions. First, gamers that played on the weekdays had a higher grade in English than those that didnt however, there was no increase when playing on the weekday for Mathematics and Science scores Secondly, gamers that play on the weekends had no significant correlation with any of the three subjects. Lastly, gamers that showed addictive tendencies had significantly lower scores in all three subjects (Skoric 569). With the strong correlation between addictive gaming tendencies and poor grades, it is seen how vital it is for children to get a healthy and moderated amount of videogame play time as it has long term effects on them mentally. After hearing about how videogames turn the youth into kil lers and that it rots childrens minds, it is hard to believe videogames have anything good to offer us. A psychology study done by Courtney N. Plante and their team researched if videogames used as a coping strategy was a cause for videogame addiction. In the discussion of their research and how it relates to other studies they talk about how videogames used as a form of escaping anxiety or stress are more likely to generate an addiction than those who play and create social or recreational reasons (Plante 9). This result ties well with the news article by Grant Bailey who writes about videogames being a coping strategy for stress. In Baileys article, he tells the reader about a survey that was done for a TV series that showed that videogames that brought players together yielded positive mental benefits. After surveying 1,000 gamers ages 18 to 30 years old, it showed that a player makes on average of three friends either online or in their community (Bailey 2). It was also found that about 25 percent of the surveyors said they had made more friends through the interest of videogames than another area of their life (Bailey 2). With reward systems in games stimulating the players brain, over a third of the surveyors felt a sense of achievement in them (Bailey 2). Bailey also writes, Thirty seven percent agree playing a game online with other people has helped to increase their levels of confidence (Bailey 2). Playing videogames with others reaps in positive benefits both as a pastime activity and in developing ones self in the outside world. Videogames are not limited to just being entertainment but is also able to create major change in the world for the better. In an article by Anna Washenko, she talks about 6 ways videogames are giving back to worthy causes. One of them is Games Done Quick, a speed running event where gamers use their skills and exploits in games to complete the game in outrageous speeds that the developers never intended. This event i s held twice a year and is always changing the charity organization it is partnered with each time. Washenko states that one of the more recent events raised more than $1.2 million dollars for Doctors Without Borders, an independent group of doctors offering their skills and time to areas that need them the most (2). Another example is Humble Bundle, a site that offers a bundle of digital games where users pay as much as they want for each tier and a portion of their payment goes to the charity for that bundle. With bundles changing constantly for not just videogames but also softwares and eBooks, this site offers many gamers and even others to participate in a worthy donation. Videogames and gamers dont only bring harm into the world they can bring positive change as well. Videogames have been a large part in my life and it is a goal of mine to code or program for a video game development team one day. Its a shame to see kids and adults do harm in the world and how easy it is for s ociety to blame videogames for that harm. Its also just as easy to blame music and art too, but it is not as easy to write against a person than an inanimate object. I do believe children should be taken away from mature content and that those guidelines are made for that reason. Guidelines are not laws, meaning if a parent thinks their child is ready to play a teen or mature rated game that is their choice, but neglecting a childs safety is not something people should be blaming on videogames. Personally, I dont think I struggle with confidence but gaming with friends, or even co-workers, defiantly lets me redefine myself and allows me to express myself in an environment that feels more comfortable to me. Its also great looking at Humble Bundle to see what deals they have and knowing that a portion of my purchase is going to charity. Also watching Games Done Quick and hearing the streamer read donations aloud with the users comments talking expressing their feelings and how much joy this event brings back to them is inspiring. There have also been times developers donated in thanks not only for the participant to play their game but to even share their experiences. Videogames to me are like any medium, a singer can sing a sad song, or an artist can paint a joyful drawing, its what we take away from the game that makes it harmful or not. A violent game doesnt mean to bring the violence into the real world but a game about WWII should remind us how tragic it was and how much it destroyed us as a whole world. In the end, videogames have so much to offer me, my peers, and the world that just letting the media and research show how much it harms us is propaganda and its up to people to show and defend. Don’t waste time! Our writers will create an original "About Video Games" essay for you Create order