Hi,
I need to ask you, English speaking kirupians, for a little help. I have translated this text for our school project into English and before it can be published on website and printed it needs correction of some mistakes a non-native speaker cant discover even with spell checker (as stylistic mistakes).
Please help me with this as I have just a little bit of time and no one else who could provide me with help.
Thanks a bunch
,Matthew
and here it goes…
INTRODUCTION
It’s year 2006.
Rapid technology expansion during 20th century caused the largest change in ways of interpersonal communication since last thousands of years.
Massive implementing of the Internet into every home has undeniable influence on integration of an individual and society evolution.
Prejudice for electronic communication are gone and people often prefer this way instead of personal contact.
Even partner selection on discussion and match servers is a standard practice for a modern man.
Where is the edge between the use and the abuse of electronic communication at the expense of one’s own social life?
OUR VISION OF THE FUTURE
We move somewhere to the future. Human society has changer radically. There is no longer a use for out physical bodies. Thanks to automatising of all manufacturing and food gathering processes, man’s firstly virtual life became his real and only life. This way of living solved many more or less important problems of mankind. There was an absolute globalization. All cultural differences and language barriers were gone. Wars, criminality, racial hatred, poverty and even ecological issues were gone. These problem partially transferred into the virtual world but they were of no real menace for society. There was no way nor reason to harm anybody else in this virtual would. But still, over all those positives, this state has it’s own even worse causes. People, who entered the system lost any reason for further cultural and personal progress. They lived limited lives. But still behind every avatar in network there was a living and thinking person. So question of reproduction is at hand. It is highly possible, that friendship and even love exists here and when two entities decide to live common life, they unite into one and the system, by the laws of mutation and recombination of parent’s genes, creates their descendant who will be connected to the network since beginning of it’s life.
What do we want to point out with our project?
Because we are found in company of people who spend most of their time at computer either playing on-line games or at discussion boards, we can say that some of our peers prefer the ease of virtual living from reality. For experiment purposes we tried how easy it is to become addicted to some of MMORPG games ourselves. Simple game system, high playability, presence of other people as players and mostly easy way to be successful dangerously unbinds a person from his/her real life. If we compare these people to drug users we are going to find out that they are in the same state when they are running away from school, parents, work and failure in personal life as problems with integration into the society and thus their situation gets worse.
GATHERING INPUT DATA AND IT’S PROCESSING
We will get input data by two different ways.
From out own source, that is, a “booth” made for this purpose.
From external sources, that is, other sociological research.
One rule of computer simulation is to keep everything as simple as possible so it could still provide believable results.
What information are then for success of simulation crucial?
So we could describe structure of society we need to provide a possibility to create friendship and love. Friendship can vanish but love, which ends in union of two entities, last forever. Each entity has a limited number of friendships it can maintain as a time. Chance that two entities will meet and a friendship will form between them is the higher the more mutual friends they have. Strength of friendship is expressed by a number which lowers after certain amount of time has passed when they didn’t meet. The union of two entities will happen when they match each other’s taste and their friendship lasts for some time or has survived specific number of other friendships break. Taste of an entity is given by a function. Something matches one’s taste when that function with a parameter of other’s entities property returns value exact or near to one entity’s own property.
[Va - f(Vb)] + [Vb - f(Va)] = 0
(perfect match)
When talking about friendship we take taste of little importance and thus it is not going to be used in calculations. It is probable, that with these conditions entities will form societies spontaneously. Information we will truly need as an input values will be as follows: First, adaptability. This will affect propensity to integrate average properties of a group. Second, awareness. This will specify number of friendships one can maintain at a time, it’s strength and decay time.
SYSTEM CONSTRUCTION
Visitors of the Socioskop website will have a possibility to view current progress of the simulation using Adobe Flash technology. The client will connect to socket server application using XMLSocket class at a specific port, on which the application, made in Java, will listen. The Client will send requests asking for initialization data needed to visualize simulation. Socket server will save information about connection to client for further communication and will pass requested data. It will get that data from simulation running as a separate application. The simulation program will be also made in Java and it will save calculated data in a database in case of application, server restart or other technical problems.