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Howdy !
It's me Scarlett !
Detailed topics are as follows
Hope you enjoy the topics.
With luv
Scarlett
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- Blind date : 소개팅 [발음시 blind에 강세]
- Set up two friends : 두 사람을 연결시켜주다.
- Spontaneously: 즉흥적으로
- Awkward[억’꾸월드] : 어색한 not enjoy, unconfortable
- I felt awkward : 나 완전 불편했엉
- Distance : v. 거리감을 두다.
- Do not go that well: 잘 되지 않는다.
- Go out : 사귀다. Are you going out anyone? 너 누구 사귀는 사람 있어?
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‘Snowpiercer’ On Our Cold, Class-Stratified Future
ALYSSA ROSENBERG/ JUL 8, 2013, 5:02 PM
I like me some bottle episodes, postapocalypses, innovative action, and Tilda Swinton, so it makes all the sense in the world that I’d be excited for Bong Joon-ho’s Snowpiercer:
But besides the obvious appeal of a lot of people armed with axes preparing for a climactic assault on a train engine room, Snowpiercer is an example of two emerging trends: a vision of the post-apocalypse that’s cold, rather than hot, and the idea that the primary division of the future will be along the lines of class, rather than race or faith.
It’s easy to think that global warming will produce a world that’s simply hotter than the one that we live in now, where melting polar ice caps swamp the coasts and reduce the amount of livable land available to support a growing population. But Snowpiercer is part of a school of fiction that considers another side of that scenario, that global warming could produce not just a uniformly warmer world, but one prone to extreme weather. It’s not yet clear why humanity is living on a continuously moving train in the movie, but it is obvious that the world has gotten dramatically colder, and that it’s not feasible for humanity to support itself on a large scale under those environmental conditions. Anna North’s novel America Pacifica takes place in a world with a similarly polarized climate. Most humans live on tropical islands that have been built out on landfill material, but some survivors live independently in much colder regions of the world. These alternate scenarios offer possibilities not just for new and innovative worldbuilding, as is the case in both of these works, but for meditations on how climate affects society. Cold obviously leads to different styles of dress and poses different challenges to humans who are trying to survive in large-scale settlements, but what happens in a world where some people live in extremely hot climates and others in extremely cold ones, with nothing in between? Who’s more resilient? Who will be more prepared if the climate swings dramatically again.
And Snowpiercer also is part of an even more wide-spread trend that assumes that the primary divide between humans in the future will be along class lines, rather than religious, racial, or even gender-based divides. In this movie, that division is expressed by space: wealthier people live closer to the front of the train, in more luxurious compartments, where they presumably have first dibs on heat generated by the engine, and would be the last to be jettisoned away if the train needed to shed cars to keep up its pace, or to outrace whatever might be compelling its flight. In Neill Blomkamp’s forthcoming Elysium, the divide is even sharper: the poor live on a destroyed and resource-depleted earth, while the wealthy have escaped to a space station that provides them with luxurious accommodations and amenities like robot butlers and high-end health care. Even The Dark Knight Rises depended substantially on the idea that Gotham was primed for class war, an urge that Bane exploited in the early days of his takeover of the city, a framework that ditched the racial implications of Bane’s origin story.
None of this is to say that I think rising income inequality is a problem that we’ll resolve quickly or neatly, and certainly not in the short term. But it’s intriguing, and telling, that there’s some sense that we’ll have largely gotten over racism (or, as is the case in District 9, that we’ll collectively transfer racial animus to crash-landed aliens) that’s in keeping with the idea — really the wishful thinking — that we’re almost over race as an issue in the present day. Even as Egypt is publicly undergoing a crisis occasioned by the alignment of secular rule with military power and a philosophy of governance rooted in religion with the democratic process, there’s something optimistic, and maybe reflective of Hollywood’s lack of publicly-stated religiosity about the idea we’ll have sorted that out that set of problems as well. And God forbid a blockbuster touch the idea that the future might involve a very different power structure along the lines of gender: that radical idea will have to stay in the pages of books like Sherri Tepper’s The Gate To Women’s Country. Income inequality is pressing, but it’s also a hot issue that risks offending very few people. In other words, class issues in the future are perfect for Hollywood in the same way race and gender equality issues are perfect for period pieces.
Article source : https://thinkprogress.org/snowpiercer-on-our-cold-class-stratified-future-d7889f064477/
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In 'Snowpiercer,' A Never-Ending Train Ride And A Society Badly Off Track
June 29, 20145:03 PM ET
The world has frozen over in the movie Snowpiercer. Set after a climate change disaster, all the action happens aboard a train that has to keep circling the globe for its passengers to stay alive.
The movie itself is uniquely international: Snowpiercer is based on the French graphic novel Le Transperceneige by Jacques Lob, Benjamin Legrand and Jean-Marc Rochette. It's directed by a Korean auteur and stars Hollywood A-listers including Tilda Swinton and Ed Harris. The movie opened in South Korea last summer. Since then it has played all over the world, and certain Americans have been wildly impatient for Snowpiercer to open here.
What kinds of Americans, you ask? Well, film nerds, science fiction nerds, Tilda Swinton nerds and fans of director Bong Joon-ho.
Grady Hendrix, who co-runs the New York Asian Film Festival, says Bong's movies, such as 2003's Memories of Murder, masterfully subvert genres. "His serial killer movie was actually an amazing movie about Korean history but also delivered the thrills you want in a serial killer movie," he explains.
And Bong's 2006 movie The Host was both a sly critique of American intervention in Korea dating back to the Korean War — and about a giant monster eating people. The Host smashed South Korean box office records and became an international sensation.
So it was hardly a surprise when the director's next big action film — Snowpiercer — was immediately snapped up by Hollywood distributors Bob and Harvey Weinstein.
"Uncle Harvey. We had a long process," Bong wryly remembers during an interview at NPR West in Culver City.
Snowpiercer's U.S. release was delayed for months as Bong and Weinstein — known in the film world as Harvey Scissorhands — wrangled over Weinstein's insistence over cutting 20 minutes from the two-hour film and adding a voice-over. Bong adamantly refused. The international film community rallied behind Bong Joon-ho. Eventually, the Weinsteins agreed to release Snowpiercer intact.
"Their idea to simplify was a very silly one," Hendrix observes. "The movie is incredibly simple. It is a train. The poor people live in the back. The rich people live in the front. And the poor people in back want to get to the front."
Bong says an oppressed underclass rebelling against huge wealth gaps is not exactly science fiction right now. "[It's] similar to Occupy Wall Street in terms of the 99 percent versus the 1 percent," he says. "That's something that happens in other countries and also in Korea."
The film has been getting rave reviews, partly because of Bong's knack for keeping viewers off balance. Take a meditative, dreamlike scene where the freedom fighters pause for a snack in a train car that's also an aquarium and a sushi counter. (Of course, sushi is sort of shorthand for the preferred food of the 1 percent.)
"Outside the window, you can see the frozen ocean, where the fish inside the tanks used to swim," Bong says.
Before the ocean was ruined — partly to make this food. Such pointed, ironic juxtapositions are Bong's stock in trade.
"It's really about having fun with the audience," he explains. "People go to the movies with certain genre conventions in mind. They go to the movies to have certain expectations met. It's always fun to play around with those expectations, to deliver what they came to see, but also give them things they didn't expect."
Like a message about income inequality or environmental cataclysm — in a high-octane summer action flick. That's what Bong delivers — along with violence, explosions and special effects.
Article source : https://www.npr.org/2014/06/29/326154752/in-snowpiercer-a-never-ending-train-ride-and-a-society-badly-off-track
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< Questions >
Q1. What is the most impressive movie? Why?
Q2. Did you watch the movie 'Snowfierecer'? What did you feel after watching this movie?
Q3. Do you think what the Snowfiercer stands for?
Q4. Do you see any class division issue in Korea?
Q5. Do you think Korean society guarantee the equal opportunities to reach our own goals without systematical disturbances?
Q6. Assuming that you are in Snowfiercer, where do you reside in this train compartment?
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‘Gaming Disorder’ To Be Recognized By WHO As A Mental Health Condition
December 23, 2017
Reports state that the World Health Organization will be making this designation when it updates its International Classification of Diseases in 2018.
Spending too much time playing video games may seem more benign than many other forms of addiction, but the World Health Organization’s official literature on diseases will be listing “gaming disorder” as a mental health condition next year, when it gets updated for the first time in almost three decades.
Since the WHO’s creation in 1948, the International Classification of Diseases (ICD) has been used by the agency for classifying and analyzing diseases and other health issues, and for providing a snapshot of the health situation of countries and populations. According to the WHO’s ICD fact sheet, the literature was originally known as the International List of Causes of Death when it was first adopted in 1893, and has gone through 10 published editions, with the last update having been endorsed in May 1990.
With the WHO set to publish the ICD’s 11th update (ICD-11) in 2018, the agency will be adding a number of new diseases and conditions, including gaming disorder. According to a report from New Scientist, the WHO is still finalizing the language that will be used to describe the condition in ICD-11, but there are some drafted guidelines that medical professionals can use to determine if someone is playing too many games for their own good. These include prioritizing gaming to a point where the activity “takes precedence over other life interests,” and does so for at least a year, and insisting on gaming even if a person is aware of, and has suffered from its “negative consequences.”
At the moment, the WHO has yet to list other similar technology or gadget-related conditions, such as smartphone or internet addiction. According to the Daily Mail, there still isn’t enough evidence to prove that these conditions are “real disorders.”
In a statement, WHO Department of Mental Health and Substance Abuse coordinator Vladimir Poznyak said that clinicians should be aware that addiction to gaming is a clear and present danger to the health of individuals, due to its “serious” consequences.
“Most people who play video games don’t have a disorder, just like most people who drink alcohol don’t have a disorder either. However, in certain circumstances overuse can lead to adverse effects.”
While reports on the dangers of gaming primarily center on the potentially deleterious effects of video games, the WHO stressed that gaming disorder is a broader condition that covers various types of games. It is estimated, however, that the percentage of computer gamers who suffer from the condition could range from as low as 0.2 percent to as high as about 20 percent.
Although a previous report from WebMD cited multiple experts who, even before the news of the WHO listing gaming addiction as an official disorder first broke, warned about the dangers of video gaming, IFLScience noted that there are experts who firmly believe that video game addiction in particular should not be considered a mental illness, as it may result in gamers getting stigmatized, and lead to the trivialization of more serious mental disorders. These include psychiatrist Allen Frances, who had previously headed the Diagnostic and Statistical Manual of Mental Disorders (DSM), and refused to list internet addiction because he didn’t want to mislabel or over-diagnose people who happen to spend a lot of time on their gadgets.
“Billions of people around the world are hooked on caffeine for fun or better functioning, but only rarely does this cause more trouble than its worth,” Frances commented.
Article source : https://www.inquisitr.com/4699428/gaming-disorder-to-be-recognized-by-who-as-a-mental-health-condition/
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< Questions >
Q1. What images are in your mind when you hear the word 'gaming'?
Q2. What did you think when you read the headline?
Q3. What do you think of when you hear the word 'addiction'?
Q4. How useful is gaming? What's your favorite game, and why?
Q5. Do you think too much gaming is a disease? Is gaming a waste of time?
Q6. Why can't some people stop gaming?
Q7. What 'negative consequences' might there be from gaming too much?
Q8. Let's talk about these topics or words from the article.
What will the article say about them? What can you say about these words and your life?
WHO / gaming / mental / health / problem / diseases / interests / disorder / negative
aware / addiction / consequences / alcohol / adverse / coffee / functioning / rarely
Q9. How serious are these addictions? How can we treat them? How dangerous?
And How can we threat the addiction?
Gaming / Internet / Smartphone / Chocolate / Shopping / Gambling
Q10. Spend one minute writing down all of the different words you associate with the word "health". Share your words with your partner(s) and talk about them. Together, put the words into different categories.
Q11. Rank these with your partner. Put the best at the top. Change partners often and share your rankings.
- sports games
- chess
- role play games
- children's games
- video games
- phone app games
- board games
- card games
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7 facts about the STEM workforce
BY NIKKI GRAF, RICHARD FRY AND CARY FUNK / JANUARY 9, 2018
Employment in science, technology, engineering and math (STEM) occupations has grown 79% since 1990, from 9.7 million to 17.3 million, outpacing overall U.S. job growth. There’s no single standard for which jobs count as STEM, and this may contribute to a number of misperceptions about who works in STEM and the difference that having a STEM-related degree can make in workers’ pocketbooks.
A new Pew Research Center analysis of U.S. Census Bureau data takes a broad-based look at the STEM workforce from 1990 to 2016 based on an analysis of adults ages 25 and older working in any of 74 occupations. These include computer, math, engineering and architecture occupations, physical scientists, life scientists and health-related occupations such as health care practitioners and technicians, but not health care support workers such as nursing aides and medical assistants.
Here are seven facts about the STEM workforce and STEM training.
1STEM workers enjoy a pay advantage compared with non-STEM workers with similar levels of education. Among those with some college education, the typical full-time, year-round STEM worker earns $54,745 while a similarly educated non-STEM worker earns $40,505, or 26% less.
And among those with the highest levels of education, STEM workers out-earn their non-STEM counterparts by a similar margin. Non-STEM workers with a master’s degree typically earn 26% less than STEM workers with similar education. The median earnings of non-STEM workers with a professional or doctoral degree trail their STEM counterparts by 24%.
2While STEM workers tend to be highly educated, roughly a third have not completed a bachelor’s or higher-level degree. A substantial share (35%) of the STEM workforce does not have a bachelor’s degree. Overall, about three-in-ten STEM workers report having completed an associate degree (15%) or have some college education but no degree (14%). These workers are more prevalent among health care practitioners and technicians, computer workers and engineers.
Some 36% of STEM workers have a bachelor’s degree but no graduate degree. Roughly three-in-ten STEM workers (29%) have earned a master’s, doctorate or professional degree. Life scientists are the most highly educated among STEM workers, with 54%, on average, having an advanced degree.
3About half of workers with college training in a STEM field are working in a non-STEM job. Among workers ages 25 and older with at least a bachelor’s degree, one-in-three (33%) have an undergraduate degree in a STEM field of study. But only about half (52%) of these STEM-trained workers are employed in a STEM occupation.
Among non-STEM occupations, management, business and finance jobs attract a substantial share of college graduates with STEM training (17%), particularly those who majored in engineering. Roughly a quarter (24%) of engineering majors are in a managerial, business or finance job.
Overall, among adults with a STEM college major, women are more likely than men to work in a STEM occupation (56% vs. 49%). This difference is driven mainly by college graduates with a health professions major (such as nursing or pharmacy), most of whom are women.
But, 38% of women and 53% of men with a college major in computers or computer science are employed in a computer occupation. And women with a college degree in engineering are less likely than men who majored in these fields to be working in an engineering job (24% vs. 30%). These differences in retention within a field of study for women in computer and engineering occupations are in keeping with other studies showing a “leaky pipeline” for women in STEM.
4STEM training in college is associated with higher earnings, whether working in a STEM occupation or not.Among college-educated workers employed full-time year-round, the median earnings for those who have a STEM college major are $81,011, compared with $60,828 for other college majors.
The earnings advantage for those with a college major in a STEM field extends to workers outside of STEM occupations. Among all non-STEM workers, those who have a STEM college degree earn, on average, about $71,000; workers with a non-STEM degree working outside of STEM earn roughly $11,000 less annually.
5The share of women varies widely across STEM job types. Women are underrepresented in some STEM job clusters, but in others they match or exceed their share in the U.S. workforce overall.
In fact, women comprise three-quarters of health care practitioners and technicians, the largest occupational cluster classified as STEM in this analysis, with 9.0 million workers – 6.7 million of whom are women.
And women’s gains since 1990 in the life sciences (up from 34% to 47%) have brought them roughly on par with their share in the total workforce (47%), a milestone reached in math occupations (46%) as well.
Women remain underrepresented in engineering (14%), computer (25%) and physical science (39%) occupations.
6Women have made significant gains in life and physical sciences, but in other areas their shares have been stable and in computer jobs it has declined. While there has been significant progress for women’s representation in the life and physical sciences since 1990, the share of women has been roughly stable in several other STEM job clusters.
In engineering, the job cluster in which women have the lowest levels of representation on average, women’s shares have inched up only slightly, from 12% in 1990 to 14% today.
And, the share of women has actually decreased in one of the highest-paying and fastest-growing STEM clusters – computer occupations. In 1990, 32% of workers in computer occupations were women; today women’s share has dropped to 25%.
7Blacks and Hispanics are underrepresented in the STEM workforce. Overall, blacks and Hispanics are underrepresented in the STEM workforce relative to their shares in the U.S. workforce as a whole. This underrepresentation is evident across all STEM job clusters, with one exception: 11% of health care practitioners and technicians are black, similar to the share of blacks in the total workforce.
Within job clusters, however, the share of blacks and Hispanics varies widely. For example, 37% of licensed practical and licensed vocational nurses are either black or Hispanic. By comparison, other health-related jobs have smaller shares of workers who are black or Hispanic, including physicians and surgeons (11%), pharmacists (10%), dentists (9%) and physical therapists (9%). Just 5% of optometrists, veterinarians and chiropractors are black or Hispanic.
Asians are overrepresented across all STEM occupational groups, particularly among computer workers and life scientists. They account for 19% of workers in both of these fields, which is much higher than their share in the workforce overall (6%).
The share of Asians varies substantially within occupational groups, however. For example, in engineering jobs the share of Asians ranges from 30% among computer hardware engineers to 2% among surveying and mapping technicians. Among health care practitioners and technicians, about one-in-five (21%) physicians and surgeons are Asian. But Asians comprise a far smaller share in other occupations, such as veterinarians (3%) and emergency medical technicians and paramedics (2%).
Article source : http://www.pewresearch.org/fact-tank/2018/01/09/7-facts-about-the-stem-workforce/
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< Questions >
Q1. What does STEM stands for?
Q2. Do you think you are involved in a STEM occupations? If yes, do you think your working field is more promising than other occupations?
Q3. What is the most promising working field among STEM job types?
Q4. Which STEM field would you recommend for your children?
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