With regard to Social Motivation, discuss Social Facilitation, Social Inhibition, Coaction, and Audience Effects.
With regard to Social Motivation, discuss Social Facilitation, Social Inhibition, Coaction, and Audience Effects.
Compare and contrast – quality measurement approaches, and quality improvement strategies.
Please review the case studies on Quality Improvement on whynotthebest.org
Select and analyze 3 case studies- compare and contrast – quality measurement approaches, and quality improvement strategies. Rank case studies according to effectiveness and justify your ranking.
Below is a series of six (6) tasks to complete using the basic elements of design.
Below is a series of six (6) tasks to complete using the basic elements of design. All work (except for task B) must be completed by hand. Use a pencil (shading with ink will give you fits) and bright white, unlined paper. Most importantly: have fun!
A. Name the Line: Create five boxes that are 2″ wide and 3″ high. Create a different line in each box then write a name below each box that describes the line.
B. Color Wheel: Create a color wheel using any kind of medium you’d like. Include primary, secondary, and intermediate colors.
C. Create a Shape: Create two boxes as you did for task A. In box 1, create a design with geometrical shapes. In box 2, create a design with organic shapes. Now draw the boxes again with the same shapes in them. In box 1, shade the positive space. In box 2, shade the negative space.
D. Texture: Create another two boxes. Draw different types of texture in each box, and describe the texture underneath each box.
E. Value Scale: Create five more boxes. Leave the box on the far right blank; it will be the lightest in value. Shade the box on the far left completely black; this will be the darkest value. Shade in the three remaining boxes to show a gradual change from lightest to darkest.
F. Form: Draw and correctly shade the four basic forms: cube, cone, sphere, and cylinder.
Tools
- Pencil
- Unlined paper
- Digital camera or scanner
- Post one or more JPEG files
Requirements: create 5 boxes | .doc fileATTACHMENTS

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Write a three hundred words essay on the advantages of adopting autonomous car technology.
Write a three hundred words essay on the advantages of adopting autonomous car technology.
Go into SCARCITY, talk about the supply and demand of the fishing market.
talk about government intervention and how it has helped/not helped.
What creative and technical advancements are you particularly impressed with and why?
Stop Motion Puppet animation is an exceptionally laborious art-form. What creative and technical advancements are you particularly impressed with and why? Please support your findings with any clips and stills wherever possible.
What do you think the drawing style might suggest about the characters?
In this scene, we see three characters (Chihiro (the girl), Zeniba (the old lady), and No-Name (the ghost). What are similarities and differences between the way these characters are drawn? What do you think the drawing style might suggest about the characters? (This is an opinion question, so you don’t need to see the movie.) Be very specific and thorough in your answer, including precise references to the image. Use the principles of art and design in animation to help support your answer.
Requirements: 150 words | .doc fileATTACHMENTS

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Design and implement a simple game on NEXYS 4 DDR FPGA boards.
Design and implement a simple game on NEXYS 4 DDR FPGA boards. The Boards include eight 7-segments, 16 Switches, 16 Leds, and (5+2) push buttons as below. (CPU RESET and PROG are also push buttons)
Description: In this game you play the role of a police to arrest a thief. Police’s and the thief’s locations are shown with (XP,YP) and (Xt,Yt) coordinates, where all indexes are in range of [0,15] (inclusive).
First you need to initialize the coordinate of police and thief. The thief’s location should be entered via the 8 switches (SW[15:8]) and police’s location is entered by other 8 switches (SW[7:0]).SW[15:12] ==> Xt
SW[11:8]
SW[7:4]
SW[3:0]
==> Yt==> XP==> YP
After you set the switches to the desired locations, the locations of police and thief should be shown in the 7-segments as below. The seven segment #7 shows the X index of the thief’s location and 7-segments #6 shows his Y location. The 7-segments #5 and #4 show the police location (Xp,Yp), respectively. All these four 7-segments should show the location in hexadecimal format. For example, if the location of thief and police are (14,9), and (3,10), respectively the number that each 7-segment should show are:
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7-segnent #7 ==> E
7-segnent #6 ==> 9
7-segnent #5 ==> 3
7-segnent #4 ==> A
The game starts by pushing reset button (BTNC). The locations should be loaded in appropriate registers in your design after BTNC is pushed. Now you can move the police by pushing BTNU (move up), BTND (move down), BTNR (move right), and BTNL (move left). Each push moves the police one location in the related direction.
The number of steps (moves) the police takes should be counted. To do so, there should be a counter in your design that whenever you push one of the BTNU, BTND, BTNR, and BTNL it counts up by 1. This value of this counter should be shown in 7-segment #1 and #0 (in Fig. 2) in decimal format. For example, if the move buttons have been hit for 15 times totally, the 7-segments should be turned on like this:
o 7-segnent #1 ==> 1o 7-segnent #0 ==> 5
Not that the thief’s location is constant, but the police’s location should be updated whenever each move happens, and so the related seven-segments needs to be updated accordingly. In fact, the thief location doesn’t change but the police location and the number of moves (number of pushed buttons counter) should be updated dynamically and their 7- segment should show the current status.
In each move, the police can go 1 location to left, right, bottom or up using the push buttons. If Police reaches to the thief location, then game is over. However, you need to follow the following rules:
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o The aim is that the police arrest the thief using shortest path or near shortest paths, i..e, if shortest path needs N moves (N times pressing push buttons) for police, then if police reaches to the thief location with at most N+5 push, the police wins and all the LES are blinking with 1Hz frequency.
o If the police reaches to the thief’s location with more than N+5 pushes (where N is the shortest path between them), the game is over but with a fail so all LEDs should show turn off.
o If police has not reached to the thief’s location yet but the path so far he moved is more than N+5 then again he fails and all LEDs should turn off.Note that it is assumed that after starting the moves, the center button and switches are not pushed (you do not need to consider the case that center button is pushed after the first move started).If the police is on the borders ,i.e.,Xp=15,Xp=0,Yp=0, orYp=15 and the new movement is towards out of the shown grid, the police will stuck in his current position. However, the pushed buttons counter should be increased by 1 by any push (even if not move because of reaching to the boarder). To make it more obvious, suppose that the police is on (15,6), and you push the PTNR, so he cannot go further than 15 and will still in (15,6)