вторник, 6 августа 2019 г.

Gesture-based Interface

Gesture-based Interface 1.1 Definition Gesture recognition is a mix on language technology and computer science which helps in achieving interpretation of human gestures with the use of mathematical algorithms. Any kind of movement made by human body is a gesture and according to current researches, gesture technology is now focusing more on emotion gestures, hand and face gesture. This technology is playing a very important role in many fields such as Smartphones, Tablets and other devices Automobiles Transit sector Electronics sector Gaming sector Gesture based interface technology have turned out to be one of the basic innovations that can decide the future of video games /computer games. In current time, video games offer interaction with players without the need of using remote controls and allows players to perform actions and exchanges with game characters and game objects displayed in the virtual world in front of their screen. But for these advancements to achieve, new algorithm and calculations have been incorporated which makes use of sensors, cameras, accelerometer sensors and visual pattern recognition devices. Trend shows that games that adapts true life experience interface have a very good chance of making a good successful name in the gaming industry. So, almost every big game producing companies are spending resources in their gaming development team and looking for more advanced technology to implement so that they can beat their competitors and can provide entertaining and more exciting experiences to their c onsumers (Rocetti, Marfia, Semeraro, 2012) Gaming industry is a multi-billion industry, so many new technological ideas and trends are emerging in this field. Video games designer of big gaming companies are gradually moving their consideration of playing games at homes, expanding their interests to games which can be played in open areas such as museums and gaming exhibitions. However, till date, only a few number of researches have been done to consider the number of problems which occurs when making a video game. This paper will help us in understanding the concept of gesture interface and how its implemented with games and other multimedia devices. Many research has been done on how to better the experience by favoring big screens for a better and more immersive experience. While touchscreen devices have significantly enriched our experience with tablets PCs for example iPad, tablets etc., technology used in large displays being used in group meetings, presentations or lectures still remain unchanged. we all know that its quite difficult to apply touchscreen technology to such huge displays. In this research paper, the author displayed a new game design Laser shoot for FPS games. Earlier, users used to play shooter games on computer using a keyboard and a mouse or a joystick controller. Currently, we use CRT display technology for real like gun interface because CRT technology can detect beam direction and able to detect shooting position. However, CRT technology does not support big screen displays because of its manufacturing limitations. In order to encourage a community oriented and experience for gaming users, the author designed a new input interface technology which includes a laser gun and a large screen which has laser enabled spot detection capability. This interface successfully creates a real like environment for gamers and according to the results, the laser-based interface makes a characteristic UI conditions which helps learners to appreciate playing a FPS quickly, and furthermore gives experienced players another gaming knowledge. Current research development The author has developed a laser shoot technology that recognizes laser movements displayed on a smart display using a computer. With this technology, users can use ordinary laser points in a way that they experience laser pointers as extended fingers on a display. So, therefore, with the use of this technology, users can now draw pictures, diagrams, bar graphs and anything using their normal pointers on large display from a normal distance with users at the same or different locations. example: during meetings, presentations etc.) This laser shoot technology has been a ground-breaking revolution when it comes to online learning and helps interacting learners, teachers, trainers from all over the globe to connect and share knowledge. It also helps people with different expertise and skills to engage is different kind of learning activities. The idea of this technology not only helps people interacting but can also be used in terms of gaming aspect and specially first person shooter games FPS so the researcher applied this technology with FPS gaming environments. The gaming interface between the player and the virtual world was improved by using a new control using laser shoot technology laser guns and a display to recognize the laser shoot signal. Their system created a reality based gaming world for players and according to the results, it allowed players to experience a better gaming experience (Shim Kim, 2016) Related works and comparing different technologies First person shooter FPS is a genre of video games where the game is rendered in the virtual world from the players point of view involves aiming guns and other weapons. FPS features elements like running and shooting. As you can see from the picture (1), modern shooter games are played on a computer machine using a keyboard and mouse and using the layout (WASD) and arrow keys to control the game. Mouse controls the free look of the game and keyboard adds to other actions like running, shooting and other variations. We can also experience shooter games using CRT display as can be seen in the picture below. A real gun interface is used with CRT monitors for aiming and CRT monitors because of their good picture render capabilities, As can be seen from the picture below, PlayStation also uses a different kind of technology which makes uses of sensors called PlayStation move which communicates with their detectable motion controller to allow users to aim and shoot and also includes some buttons which helps in walking, running, strafing etc. For this technology to work, PlayStation uses a camera which detects light signals from the controllers sensors and interprets the action on the screen. Another example of gesture based interface is pistol mouse as shown in the picture below which makes use of hand gestures to allow shooting and recognizes movements of player using webcam images Another device called chairlO was developed by Hamburg university which is similar to a joystick but make use of users body motion and is based on a stool. In this device, they created a gun which had a motion detecting product called inertiacube2 and used virtual reality Laser shoot technology has an interface which makes use of a gun with laser shooting and a display which can recognize laser. Laser shoot includes a laser gun, an active screen and last a laser beam recognizable signal processing module. The above picture shows the overall process of designing laser shoot technology In this research, the author covered many related issues going from hardware to programming design that help fabricating and new devices for a FPS game and develop a new gaming interface design for FPS gamers. In order for this research to be possible, a large screen was very important but as we know, previous technology and user interface does not support real like interface and a large display. Shooter games on PC supports large display but the use of WASD layout on keyboard is traditional and old now. Even playing FPS games on CRT makes use of a realistic gesture based gun but due to CRTs manufacturing limitation, it cannot support large screen display. So, in order to encourage an environment among users/players, they designed a new gesture based interface called laser shoot technology which makes use of a large laser recognized display and a laser gun. Their research work contributed to gaming world by using laser inputs, which can help the world in developing more immersive gam ing experience for human computer interaction. Future research works incorporate higher acknowledgment rate for three letters including 0, v and y, which are quite difficult for humans to implement. Laser Shoot makes a characteristic UI conditions which helps novices to appreciate playing a FPS quickly, and furthermore gives experienced players another gaming background. References Hyun, K., Chang, L. W., Keechul, J. (2004). Recognition-based gesture spotting in video games. Pattern Recognition Letters, 25(15), 1701-1714. Rocetti, M., Marfia, G., Semeraro, A. (2012, April). Playing into the wild: A gesture-based interface for gaming in public spaces. Journal of Visual Communication and Image Representation, 23(3), 426-440. Talbot, T. B. (2016). Making Lifelike Medical Games in the Age of Virtual Reality: An Update on Playing Games. Transforming Gaming and Computer Simulation Technologies across Industries, 103. Aker, Ç., RÄ ±zvanoÄÅ ¸lu, K., Ä °nal, Y., YÄ ±lmaz, A. S. (2016, July). Analyzing Playability in Multi-platform Games: A Case Study of the Fruit Ninja Game. In International Conference of Design, User Experience, and Usability (pp. 229-239). Springer International Publishing. Balachandra, N. (2016). Gesture recognition using proximity sensors with Mojo (Doctoral dissertation, San Diego State University). Foottit, J., Brown, D., Marks, S., Connor, A. M. (2016). A wearable haptic game controller. arXiv preprint arXiv:1604.05479. Renzi, M., Vassos, S., Catarci, T., Kimani, S. (2015, January). Touching notes: a gesture-based game for teaching music to children. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 603-606). ACM. Simor, F. W., Brum, M. R., Schmidt, J. D. E., Rieder, R., De Marchi, A. C. B. (2016). Usability Evaluation Methods for Gesture-Based Games: A Systematic Review. JMIR serious games, 4(2). Beckhaus S, Blom KJ, Haringer M (2005) A new gaming device and interaction method for a first-personshooter,in computer science and magic 2005. GC Developer Science Track, Laipzig Dardas NH, Silva JM, El Saddik A (2012) Target-shooting exergame with a hand gesture control. MultimedTools Appl 70:2211-2233. doi:10.1007/s11042-012-1236-4 Shim, J. Y., Kim, S. W. (2016). LaserShoot: a natural shooting interface for FPS gaming using laser recognizable display. Multimedia Tools and Applications, 75(6), 3409-3423. Olivas, A., Molina, J. P., Martà ­nez, J., Gonzà ¡lez, P., Jimà ©nez, A. S., Martà ­nez, D. (2012, October). Proposal and evaluation of models with and without position for immersive FPS games. In Proceedings of the 13th International Conference on Interaccià ³n Persona-Ordenador (p. 52). ACM. Opara, F. K., Aririguzo, M. I., Agbaraji, E. C. (2012). Comparative Analysis And Performance Features Of Plasma, Lcd And Crt Screens: Operating Features, Merit And Recommendations. Academic Research International, 2(2), 140. Di Natale, M., Zeng, H., Giusto, P., Ghosal, A. (2012). Understanding and using the controller area network communication protocol: theory and practice. Springer Science Business Media.

понедельник, 5 августа 2019 г.

Some Statistic About Playing Online Games In Vietnam Media Essay

Some Statistic About Playing Online Games In Vietnam Media Essay 1. Introduction The development of technology in the 21st century has been bringing to us many advantages. One of these is online games-a popular kind of game among teenagers. Online games can be simply defined as games which can be played online over the internet. Online games also can be played against different users in different locations. The trend of playing online games is getting more popular due to the different advantages they offer. Playing online games has a lot of benefits because it helps us to relax and entertain. However at the same time, online games also have disadvantages if we play too much and people should be careful. Therefore, there are many different views about online gaming. This paper, with the purpose of helping stop game addiction, will discuss the questions of what impacts do online games can bring and what should we do to avoid gaming addiction. 2. Discussion of findings 2.1 Some statistic about playing online games in Vietnam A survey done by Education and Training Department in 2010 in 1121 schools in Hanoi had shown that there were 12.724 students playing online games more than ten times a week and there were 626 students spending ten hours playing online games each time. Especially, 2920 students said that spent at least 20 VND each time. To get the money for playing, 121.365/370.387 students asked from parents, 65336 students asked sisters and brothers, and 35615 asked friends. Others sources were from their money for breakfast and tuition. That means teens were dependent on adults and they could not afford to play games. There are many kinds of online games in Vietnam market. At 2010, there were 69 approved online games; however; there were actually 102 games already circulating for sale. Many games likes Vo Lam Truyen Ky, Chinh Do involve virtual fighting, destruction, killing, dying and many images of knifes, swords and some kind of weapons like that. Most gamers have a desire to become the strongest. Therefore, they pays lots of money and effort to purchase weapons, spend plenty of time playing online games to increase their level and participate in individual or group no matter night or day. 2.2 The advantages and disadvantages of playing online games 2.2.1 The advantages of playing online games The first benefit we can see is that online games are much more convenient than traditional games (Jim 2009). After a busy day from school, children can go home or go to the Internet shop to play games. Just by few clicks, they can play a lot of different games. Everything is done on computers so it is also easier for children. Moreover, the cost of online games is cheaper than other ones, so online players can enjoy free games and just need pay from five to ten VND to the shop (gamek.vn 2011). According to some researches on the Internet, playing online games allows players to be more flexibility and variety, and can stimulate the players, even make the players become more resourceful and clever. As the network game, there are many and varied tasks or fight for gold to carry out, so it can train that players thinking and adaptability. When playing games, teens can make friends through the Internet and learn how to deal with relations and mutual respect. In addition, although the virtual world is a fictional world, the friends are still real so they can feel the friendship between players. By playing online games, teens can learn the spirit of unity, cooperation and teamwork such as how teams work together to deal with evil powerful enemies and do team tasks. When teens with their team join in the war, they need to find many ways to help and to save each other, so that they can beat the rivals and finish the game (itemah.com 2011). 2.2.2 The disadvantages of playing online games Of course along with the advantages, there are a few disadvantages of playing online games but only if teenagers have no control over their actions. Online games can be very addictive, and the addiction can seriously have a negative influence on the younger in term of physical and mental health. Online game is an indoor and sedentary activity. Therefore, spending a lot of time playing games can lead to some health problem like headache, short-sightedness, stress, absent-mindedness and many more. The article Online games ruin gamers lives (Saigon-gp.com.vn 2009) has given an example of a gaming addict-a young girl who stayed at the shop for one week and barely left her computer for one minute or a boy played online games continuously for six days-smelt very bad and looked exhausted. This example indicates that teens now can spend most of their time sitting in front of the computer screens from early morning until midnight without eating anything or doing something else. Moreover, this can lead to lack of physical activities among teens and they will lose or gain weight quickly, become lazier, less active and communicative. Troubles with work, psychological and breakdowns in personal relationships are some consequences too. They also do not care about everything around or talk with no one else (John 2012). Furthermore, online games addiction was found to be associated with lower grade point average and school performance (Daria and Mark, 2012, p.10, cited in Chan and Rabinowitz, 2006; Gen-tile, 2009; Choo et al., 2010; Gen-tile et al., 2011) Another obvious consequence of online game addiction is violence or crime. Tauqueer H (2011) stated: This will not only harm individuals and families but it will also have an extreme negative impact on the society. Most of the disasters that happen in families start from online gambling activities that encourage the players to attack their family members or steal their assets besides committing other offences. Also having the similar opinion, Prof Bushman also said: Those who played violent online games always looked at the world through the aggressive eyes and that the world is a place of aggression and hostility. He concluded: Gaming is not the only cause of aggression but it is a very important factor affecting to teens behavior which grows over time. (C.Nguyen 2012). They emphasized the fact that violent can seriously affect children through online game and this can not be dismissed if we do not want bad things happen to our children. 2.3 Solutions It is has been suggested in the article Toa thuoc nao khi con nghien game (baomoi.com 2009) that there are four ways to prevent gaming addiction. The first way is letting teens play if his grade is good. That means if he did well at school like pass the exam with high scores or his grade is better than before, being allowed to play games can be considered as a reward. The second step is letting the child use computer if you sit next to him/her. Of course he can be uncomfortable but that is the only way you can watch him and tell him when to stop playing. The third important solution is encouraging teens to participate in outdoor activities like playing sports, camping, shopping. This action can help them more active, flexible and help them to forget about playing online games all day. However, if teenagers have been addicted for playing online games for a long time, you may have to delete the software associated with the game or block the related websites. People can also go to the psychologists to ask for advices. 3. Conclusion: From the findings above, it is clear that game online addiction in Vietnam is still a big issue. The number of teenager playing online games is increasing and adults somehow can not control their children. However, there are also reasons to believe addiction in online games will decrease in the following years if we know how to take advantages of online games and the solution to avoid addiction. Then, hopefully, no one will have to worry about letting their children play online games. (Word count: 1334 words)

воскресенье, 4 августа 2019 г.

School Construction: Wrong Decision :: Personal Narrative Argumentative Papers

School Construction: Wrong Decision My only ‘normal’ year of high school was my freshman year. I don’t know if any part of high school is normal, but the last three years for me were miserable. Those years were full of construction. Greeneville High School was built in 1950 and was in serious need of help. The town had to make a decision on what they wanted. They weren’t sure whether to build a brand new school in a new location or remodel and expand right where it is. They chose to rebuild and expand. That meant my last years there would be one big headache. I’m not saying the decision to leave the school in its existing location was wrong, but I do believe that no one really took into consideration the hassle it would cause. At the beginning of freshman year, the school system sent out surveys asking the parents what they thought of fixing up the school. Everyone in my town knew that something needed to be done years ago. I was surprised the building hadn’t collapsed already. You sat in class and looked outside through the cracks in the walls. Most of the town wanted to build a new school at a new site. It would help ease the overcrowding and parking conditions. They could build on at another location with no problem, as it became needed. That dream was shot down when the announcement came that the school would remain where it is. What happened? The two men that would pour money into the new school got to decide where the school went. (the men are not being named so no one is offended that may know them) They were afraid if the school moved from its existing site, the downtown area would lose money. These two men got to decide everything without considering the repercussion s. So with this decision, my high school years were forever changed.

суббота, 3 августа 2019 г.

The West African Regional War Essay -- Politics Government Africa War

The West Africa Regional War For observers of the West Africa regional war, the recent calm in the war-torn Mano River Union (MRU) states Liberia, Sierra Leone, and Guinea has given rise to optimism. Guarded, as this optimism might be, the decrease in violence in West Africa during the second half of 2001 is an important development given the scope and intensity of fighting that gripped these states earlier in the year. While observers agree that the current absence of widespread violent conflict in the MRU is a much-welcomed development, it must not mask the profound cleavages within these societies, the tenuous nature of the UN-imposed peace in Sierra Leone, and the continued serious threat of renewed warfare in the region. A brief overview of the horrendous and persistent conflicts that have engulfed the MRU over the past decade underscores the need for vigilance by the international community in its pursuit of lasting peace in West Africa. The past dozen years of violent conflict in West Africa have led to the death, injury, and mutilation of hundreds of thousands of people and the displacement of millions more. Conservative estimates place the total number of war-related deaths during the seven-year civil war in Liberia (1989 1996) at 150,000, more than 5 percent of Liberia's estimated population (SIPRI Yearbook, 1996). But this number only begins to tell the story of the horror that civil war brought to this small nation of 2.8 million [United Nations Development Program (UNDP), Human Development Report, 1995]. Hundreds of thousands more Liberians were injured, displaced, and terrorized by the conflict, and today the tiny state remains the hostage of its corrupt and brutal dictator, Charles Taylor. After the war spread into Sierra Leone in 1991, it had a similarly devastating effect. As in Liberia, armed insurgents preyed on the rural populations, raping, pillaging, and forcefully inducting children into their ranks. During the eight years of warfare that followed, it is estimated (conservatively) that over 60,000 of Sierra Leone's estimated 4.2 million inhabitants were killed and hundreds of thousands more injured, mutilated, and displaced (SIPRI Yearbook, 2001; UNDP, Human Development Report, 1995). The 2001 UNDP Human Development Report ranks Sierra Leone last out of the 162 nations rated on the human development index (HDI), a composite ... ...ll play in the future of the region. 6.  Ã‚  Ã‚  Ã‚  Ã‚  Develop a mid- and long-term regional plan for West Africa that accounts for big-picture economic and human development trends. 7.  Ã‚  Ã‚  Ã‚  Ã‚  Implement the Africa Growth and Opportunity Act as soon as possible and draft and then implement AGOA II, thus extending the number of products covered by the legislation. 8.  Ã‚  Ã‚  Ã‚  Ã‚  Buttress socio-economic development in Nigeria, the most populous and perhaps most important U.S. ally in sub-Saharan Africa. 9.  Ã‚  Ã‚  Ã‚  Ã‚  Cut off financial resources to warlords who gain sustenance from non-state profiteers like diamond and timber buyers as well as from state actors intent on creating instability to further their own political and economic goals. 10.  Ã‚  Ã‚  Ã‚  Ã‚  Continue military assistance to the key regional armies to professionalize them and build linkages with the United States. 11.  Ã‚  Ã‚  Ã‚  Ã‚  Speed up debt forgiveness, especially for those countries that play by the rules and are in the process of socio-economic liberalization. 12.  Ã‚  Ã‚  Ã‚  Ã‚  Increase aid to the region as an investment in stability, socio-economic development, and the creation of new markets for the United States and to help prevent state collapse.

пятница, 2 августа 2019 г.

Free College Essays - William Shakespeare - Man or Myth? :: Biography Biographies Essays

Shakespeare - Man or Myth?  Ã‚   Was the man we know as Shakespeare really the author of the "Shakespearean Works"? We know little about the man called Shakespeare, Did he really write the plays, or is he just a man that got confused within history? (Sobran 44) There is not even a correct spelling of this mans name, Some of the spellings include Shakspere, Shakespeare, And Shaxpere. Shakespeare, Is it the man, Or is it another? (Hayes 1D) Shakespeare is both fact and fiction, he was no concern until nearly two hundred years after he perished, and there is still no definite or probably will there ever be a conclusion to this mystery. (Sobran 44) There is another man that can be attributed with the works of "Shakespeare", His name is Edward DeVere, the 17th Earl of Oxford. (Bethell 47) The man known as Shakespeare does not fit perfectly into the necessary criteria to determine the author of these works. Thomas Looney invented a series of criteria that had to be filled, in order to be a possible can didate for the authorship of the Shakespearean works. To have all the knowledge that is portrayed in the works, the author must have accomplished many things. These including a superior education, from what we know of "Shakespeare", this was not a possibility.(Bethell 46) We do not even know if Shakespeare has ever written anything in his life, Nor do we know that he was paid for writing these works. The man Shakespeare does not even make a claim that he is the author.(Bethell 50) He may not have been able to write the simplest thing of all, His own name.(Hayes 1D) Its not how little we know about Shakespeare that causes confusion and difficulty, Its the things that we do know about this man that cause the confusion and difficulty. We know Shakespears father, a glover, could not write. When he signed documents, he simply made an "X", This is why it is beleived that Shakespeare could not write also, Because he probably did not attend school therefore his education was passed down from his father. (Bethell 48) We do know much more about the man Edward DeVere. We know that because deVere was a nobleman, he could not have his name written upon his writings because he would be considered of a lower class.

четверг, 1 августа 2019 г.

Modern and Traditional Families

Have modern families changed over the past few generations, or have people remained the same in playing each of their own leading gender role responsibilities in modern families? Some statistics show that times have now changed in spite of the man’s perception of women being stay at home mothers to their children. In addition, women can also be the breadwinner in their families rather than the father going to work. In fact, traditional families in contrast with modern families have exponentially changed as time has passed.To better understand the context of this paper I will discuss the differences and similarities between modern and traditional mothers. In my opinion I believe there are three key important responsibilities in a traditional and modern family childcare, education, and healthcare. In addition, there are various things to consider when taking care of child. For example, in the article of â€Å"The Men We Carry in our Minds,† by Russell Sanders, realizes as a young lad that hard working men like his father would have to go to work leaving his mother to stay at home and take care of young Russell.Secondly, in the story Russell talks about men and realizes that men can sometimes be overbearing and view power, competency, efficiency and achievement more importantly (Sanders, R. 1984). To cite another example, in early human history women were frowned upon to tend to their kids because of the high death rate which consequently led mothers to take the task of nurturing their children at home. (Henslin, J. M. 2009). In contrast, there are some moderate differences between modern and traditional mothers in childcare and education.Even though, we live in a modern time there has been a 16% percent increase in traditional mothers still taking care of their children. In addition, studies done in a class group together found that younger parents, as opposed to older parents, were placed in the 73 percent and placing traditional mothers at 86 perc ent. On the other hand, educating a child is equally important so the parents must decide how they will educate their children; in traditional families it is usually the mother who tends to educate the children.For example, one of the parents  may feel more strongly about supervision, discipline, and education to the child, In particular, the same cannot be said about modern parents. In fact, the reason being is because there has been a 13% percent decrease in modern mother taking care of their children because of work related problems. (See Appendix, in Figure 1). Furthermore, healthcare is another major form of responsibility for the mothers. In most households it is usually the mothers that are left behind to fend for their child throughout the first forty days of the baby being born.Moreover, this may sometimes abrupt verbal disputes, misunderstandings, and communication problems about how they want to raise their child. In Addition, one of the parents may feel stronger about the habits and health of the child. (Neuman. F, 2013). In the same way, modern mothers are taking the leading role in taking care of the child’s health. In comparison, between modern and traditional mothers people are still see a declining percentage in modern parents in regards to caregiving and healthcare. So people can conclude that there are some negative changes in modern families even though women still tend to the children.There are two more additional factors in a household that must be decided when it comes to providing for the family. This leads to the second question in the matter of who will work, and who will be in charge of balancing the books as well as paying the bills. Modern and traditional mothers have always had the capability of working, paying bills, and balance check books, but because of the plain definition and meaning of the word â€Å"gender† has some biological adherence, and has resulted in mothers being socially deemed incapable. (Henslin, J. M. 2009) Whereas today, modern mothers are now less likely to be stay at home mothers.In contrast, modern mothers today, rather than traditional, have drastically changed and can now multitask just as well as fathers. For example, mothers today can now pay bills, work, and balance check books without the help of the father. In fact, people are now seeing mothers today playing the role of the breadwinner a lot more. Lastly, families are still seeing traditional and modern mother cleaning and doing most of the household duties around the house. Modern and traditional families are now noticing a slight differential change in mother helping outside of the home.Although, there has been a small change in modern and traditional mother helping their families outside of the home. For instance, cutting the grass, or fixing the fence, and repairing things around the house. As a result, mothers today are more open to the meaning of household duties. In conclusion, to the discussion presente d in this paper people can conclude that traditional mothers in comparison with modern mothers today have a higher percentage rate in childcare, wage earnings, and household duties rather than modern mother.All in all, I truly believe that it is very important for families to have equality in order to have functional family. In addition, I still believe men should strive to do more for their other half’s. In my opinion there has been a greater significant change over the past generations in mothers, Ultimately, it seems that modern families have relatively remained the same, and traditional families have continuously increased over the past generations.

Contrasting Attitudes in Two Campers in Cloud Country by Sylvia Plath Essay

Sylvia Plath’s poem â€Å"Two Campers in Cloud Country† displays tones of naturalization and of objection to society. The speaker expresses his distaste for the mundane life and his respect for nature by incorporating style with literary devices. In Sylvia Plath’s poem â€Å"Two Campers in Cloud Country† the speaker uses diction and figurative language to portray attitudes of mockery towards civilization and awe towards the freedom of nature. First, the speaker opens the poem by saying â€Å"In this country there is neither measure nor balance† (l. 1). This has a negative connotation and is the initial expression of how the speaker uses diction to display negative feelings to society. Another negative connotation is when the speaker calls the clouds â€Å"man-shaming† (l. 3). The speaker also refers to people as â€Å"trolls† (l. 6), insinuating that people are slaves to society. These negative connotations are directed towards the mundane city life with it’s â€Å"labeled elms† (l. 9) and it’s â€Å"tame tea-roses† (l. 9). Another portrayal of the speaker’s mockery of society is the use of sound devices. This is important when considering the diction because the plosive sounds give the reader a subconscious understanding of how the speaker feels. For example, the word â€Å"gesture† (l. 4) presents the naturalistic view on how insignificant people are in comparison to the clouds. As seen in line six, â€Å"trolls† also is used for a sound device coupled with negative connotations. Another example of coupling plosive sounds with negative connotations would be â€Å"Public Gardens† (l. 7). The plosive sound devices are purposefully placed by the speaker to create a more apparent dissatisfaction in his diction. More often than not the speaker makes blatant statements towards the harsh and confining life in the city. By stating â€Å"one wearies of the Public Gardens† (l. 7) the speaker is deliberately pointing to the civilization’s tedious lifestyle. In line 17 the speaker says â€Å"It is comfortable, for a change, to mean so little†. This implies that the speaker’s bondage to society is broken by the freedom of nature. More subtly are sardonic inserts used to portray the speaker’s mocking tone. For example, â€Å"Here on the last frontier of the big, brash spirit: (l. 12) displays a tone of sarcasm towards how cities may view themselves. Whether it is blatant or subtle, the speaker delivers his attitude of mockery through diction. Second, the speaker expresses an attitude of awe towards nature after a tone shift. The tone shift in the beginning of stanza five changes from that of sardonic to admiration. The speaker describes the horizons as being so beautiful that â€Å"the colors assert themselves† (l. 14). Not only does this give an appealing and vibrant connotation. It shows respect for nature’s ability to be independent and control itself with or without the encouragement of man. In line 19 the speaker describes the rocks as â€Å"conceiving a dynasty of perfect cold†. To those who are not like the Two Campers this may be an oxymoron; to the Two Campers it deems true. This quote also shows how the speaker finds refuge in the outdoors. The tone remains to be in veneration but shows more dreamlike characteristics when the speaker announces â€Å"Tell me I’m here† (l. 21). The tone’s tendencies to be rather naturalistic become more apparent in the final two stanzas of the poem. The speaker also uses sound devices to exhibit the comfort of nature. Soft sounds such as â€Å"simplicities sough† (l. 25) and â€Å"Sleepily as Lethe† (l. 26) make lulling and peaceful sounds. Another soft sound used by the speaker is â€Å"lightest sighs† (l. 24). These sounds are comforting to the reader and are deliberately used to create a subtle liking for nature as opposed to the plosive and harsh sounds of the city. The tone shift of stanza five gives way to an important attitude of awe that the speaker portrays with his diction. Another way the speaker portrays the initial attitude of mockery is through figurative language. The speaker uses personification to contribute. The speaker expresses the want of a trip where â€Å"trees and clouds and animals pay no notice† (l. ). Personifying the trees and clouds seems that the speaker is acknowledging that nature is unconcerned with humans and the city due to it being held in such high esteem. It seems that nature looks down upon the city for attempting to mimic or recreate the fresh environment with â€Å"labeled elms† (l. 9) and â€Å"Public Gardens† (l. 7). The speaker further mocks the city by holding nature in such high esteem and becoming bored by the monotonous society, encouraging nature to â€Å"pay no notice† (l. 8). Plath also uses alliteration to mock civilization by calling the tea-roses â€Å"tame† (l. 9). In order to portray the speaker’s attitude in the comparison of nature to civilization, the speaker incorporates symbolism. For example, the speaker states â€Å"The pines blot our voices up in their lightest sighs† (l. 24). This is symbolic of how nature is preventing the troubles of society from disturbing nature and all of it’s grandeur. These figurative language devices contribute significantly to the speaker’s attitude. Unlike the figurative language supporting a sardonic tone to society, other devices are found after the tone shift to contribute to the tone of veneration to nature. The speaker expresses his awe by acknowledging that the country is alive. The speaker says that â€Å"night arrives in one gigantic step† (l. 16). Plath applies personification when at the sunset the â€Å"colors assert themselves† (l. 14). Once again, this gives nature an independence. The speaker uses alliteration, such as â€Å"blank-brained† (l. 27), to reassure the reader that the environment is stress-free. Another example is when the speaker admires the reflection of the stars in a lake by saying â€Å"Planets pulse in the lake like bright amoebas† (l. 23). Coupled with a sound device, the allusion to â€Å"Lethe† (l. 6) refers to the mythological river which was sought after for its peaceful forgetfulness. This also symbolizes the comfort and refuge in the calming wilderness that the speaker finds. The uses of these figurative language devices are greatly significant in the speaker’s expression of attitude. In conclusion, Sylvia Plath’s poem â€Å"Two Campers in Cloud Country† expresses two contrasting attitudes. Through the use of diction and figurative language, the speaker’s attitudes are clearly portrayed. These devices contributed immensely in making concrete the expression of the two tones.