(Kobe) The second and third stops on our itinerary bring us to another Pacific archipelago, and the ports of Yokohama and Kobe, Japan. With its blend of modern industry amidst preserved ancient culture, Japan presents a variety of options for experiential learning. Students often enjoy getting a glimpse into traditional Geisha culture, taking a train to Tokyo, or exploring the many options for top-notch Japanese cuisine in Yokohama’s Minato Marai 21 neighborhood or the Harborland district in Kobe.
I've had the 2002 Chrysler Voyager for 9 years. Mine has the 3.3L V6 FlexFuel engine. It handles great! Manuevering it is so easy, it feels like a car. And the ride is smooth, too, and I haven't replaced my shocks for 9 years. The road is somewhat noisy, and speed bumps hurt, but on the freeway, the ride is smooth and confident. The engine is a little weak (180 HP) compared to today's minivan engines (260 HP). The interior is somewhat roomy. There is a lot of storage space; a glove compartment, a compartment under the radio, and one under the front passenger seat. Front and middle leg room is adequate, but the backrow is cramped and hard to move in. Not a lot of storage space in the back, but it's enough; and space next to the 2nd-row seat makes up for it. There's only one thing wrong with this car: reliability. Nearly half of all the mechanical components have broken down and have been replaced. Transmission is the most consistent problem. But, what would you expect from a 9-year-old American car, with over 195,000 miles on it? It could use a few more features; all I have is an AM/FM radio with a cassette player, nothing else. But it's all you need.Overall, a pretty good car for its price. Powerful enough, nice ride, and adequate interior quality. It's great for families.

In Journey, the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance.[1] The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller.[2] The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music.[3] These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.[1]

Jonathan Swift, Gulliver’s Travels. In this work of 1726, which was an immediate bestseller, Lemuel Gulliver actually visits four different fantasy worlds, but the one that’s especially interesting here is the world of the Houyhnhnms, horses endowed with reason and speech, and a world in which humans are yobbish Yahoos flinging their muck around. Gulliver interprets the Houyhnhnms’ society as a utopian world, though whether Swift is inviting us to agree, or to distance ourselves from Gulliver, remains a contentious point.

Whether hiking Table Mountain for one of the world’s best views, riding horseback on safari, or engaging with local entrepreneurs in Cape Town, students always fall in love with South Africa. Full of adventure and captivating sights, Cape Town offers countless opportunities for cultural and natural exploration. Cape Town is also home to world-renowned social rights activist Archbishop Desmond Tutu, who students just may have the opportunity to meet as he is a member of the Institute for Shipboard Education Board of Trustees… and a big fan of Semester at Sea!
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Hythloday, speaking in Book 1, agrees with Plato and the people of Utopia that "as long as everyone has his own property, there is no hope of curing them and putting society back into good condition." (48) More disagrees and believes, along with Aristotle and Aquinas, "that no one can live comfortably where everything is held in common. For how can there be any abundance of goods when everyone stops working because he is no longer motivated by making a profit, and grows lazy because he relies on the labors of others." (48)

I bought a used 2005 Pontiac Sunfire two weeks ago from 507 Motorsports. Before I purchased the car, I had it professionally inspected for any issues (I paid $250 at Brown's Auto Care (nearby), to include a compression engine test - engine tests are expensive -- a regular inspection is about $100). The only issue that was found was a leaky oil seal. 507 Motorsports adjusted the price accordingly. One week later, I discovered that my windshield washer fluid dispenser wasn't working due to a huge crack in the reservoir. 507 Motorsports owner, Jason, tried to fix it for me for free with heavy duty epoxy, but there is still a small crack in it. He said that if I bring him a new water reservoir, then he'll fix it for free. I don't think that the car was sold to me with a broken reservoir (I checked it before leaving the lot, and the windshield washer fluid dispenser worked). After I bought the car, several people (snow tire installers, back-up camera installers, Brown's Auto Care - to fix the leaky oil seal) messed around near that area, and perhaps it was accidentally cracked. At any rate, I bought a car in good mechanical condition (the important stuff is working perfectly) with new tires at 507 Motorsports for a really good price, so I'm happy (I discovered that when I had my snow tires installed that my car came with new all-season tires). My recommendation is that if you are serious about buying a car at 507 Motorsports (or any used car dealership that doesn't offer a warranty/guarantee), it's best to pay $100 or so for a semi-thorough inspection at a nearby auto shop, and if something is broken, the dealership will work with you to fix it before you buy it because they want happy customers. Otherwise, go to a place that sells certified, warrantied pre-owned vehicles (you will be paying much, much more for the car than a measly $100 inspection) and buy your car there.
A vision shows the player crumble before reaching the destination, but the player chooses to continue the journey into the remains of a once sprawling city at the base of the mountain. Eventually making it safely to the mountain, the traveler begins to climb it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain. Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again. As the credits end, the player is shown the PlayStation Network IDs of the other travelers who shared part of the trek.
Denis Diderot's Supplement to Bougainville's "Voyage" (1772) is a prime example of the eighteenth-century vogue of primitivism which was spurred by Rousseau's thesis of the "noble savage" and which generated such novels as St. Pierre's Paul and Virginia and Chateaubriand's Atala. Diderot's book makes a case for the simple, natural ways of a South Sea Island culture as reported by Bougainville, a French explorer. The central portion of the story presents an imaginary dialogue between a French chaplain and a native of Tahiti (Orou) in which a comparison is made between the customs and institutions of Europe and those of Tahiti. The way of life of the islanders is eloquently defended, and that of the Europeans discredited. According to the Tahitian, man's natural instincts, which are equated with the laws of nature, are interpreted as justifying complete freedom in sexual relations. Their observance of community property is defended as minimizing personal conflicts and legal entanglements and promoting a general concern for the welfare of the community as a whole.
There are several religions on the island: moon-worshipers, sun-worshipers, planet-worshipers, ancestor-worshipers and monotheists, but each is tolerant of the others. Only atheists are despised (but allowed) in Utopia, as they are seen as representing a danger to the state: since they do not believe in any punishment or reward after this life, they have no reason to share the communistic life of Utopia, and will break the laws for their own gain. They are not banished, but are encouraged to talk out their erroneous beliefs with the priests until they are convinced of their error. Raphael says that through his teachings Christianity was beginning to take hold in Utopia. The toleration of all other religious ideas is enshrined in a universal prayer all the Utopians recite.

Equality for all mankind is not a realistic goal in Wells's view. That, he believes, would mean a loss of individuality, and individuality is an inherent requirement of human nature. Similarly, competition is necessary to a thriving society. Taking what he considers a practical position, he sees the new society as divided into four classes of persons which he calls poietic, kinetic, dull, and base. There is a leader caste, called Samurai, which is drawn primarily from the poietic group, though some from the kinetic class may qualify. Persons who volunteer for Samurai membership must meet stringent requirements, both physical and mental; and they must pledge to conform to the rules of the caste, which forbid eating meat, smoking, drinking, gambling, and participation in public sports or entertainments. The Samurai furnish the World State with its administrators, legislators, lawyers, doctors, and other leaders. Furthermore, they are the only voters in the commonwealth. The male members of the Samurai are encouraged to marry women of comparable qualifications, and they are encouraged to produce children with the aim of improving the quality of the population. The lower classes of citizens, the dull witted, the criminals, and the deformed are exiled from society and prevented from childbearing.
The religious history of the period is a dramatic one. Christianity, which for more than a thousand years had been represented throughout all of Western Europe by one church, the Roman Catholic Church, experienced a tremendous upheaval during the 16th century. The first overt action of revolt came in 1517 when Luther defied the authority of Rome. That marked the beginning of the Protestant Reformation, the consequences of which were that Europe was divided into numerous divergent sects and into warring camps. Actually, all of that turmoil occurred after More wrote his Utopia, but the causes of the Reformation were of long standing and had been a source of concern to conscientious Christians for at least two centuries. Among the principal evils alleged in the attacks against the church were arbitrary exercise of papal authority, greed of the clergy as revealed in the selling of pardons and of church offices, and the traffic in holy relics. Intelligent people were indignant over the propagation of superstitions to anesthetize the common people, and social critics were bitter over the enormous opulence of the church amid the poverty and squalor of the majority of Christians.
Utopia is an ideal community or society possessing a perfect socio-politico-legal system. The term has been used to describe both intentional communities that attempt to create an ideal society, and fictional societies portrayed in literature. It has spawned other concepts, most prominently dystopia. Many books that deal with "utopia" are actually putting out a plot or message of a "false utopia".
As one of the most populous nations in the world, India is bustling with a vibrant culture influenced by a variety of religions, including Hinduism, Jainism, Buddhism, and Sikhism. Explore the Taj Mahal, one of the world’s seven wonders, or travel to the holy city of Varanasi on the Ganges River. Get a taste of how 70% of Indians live by visiting the rural, traditional Chendamangalam village.
The reader, following the narrator's shifting attitude from admiration to surprise and finally to contempt, is led to believe that the author is bent on demonstrating the vast inferiority of the Erewhonians to his fellow Englishmen; but it gradually becomes clear that he attributes to Englishmen much of the irrationality and the ingenious equivocations that make the Erewhonians look foolish. The difference is only one of degree. The technique is close to that of Swiftian satire. In some places it is confused and inconsistent, but in other passages it is both clever and devastating, worthy of the master.
On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4, ported by United Kingdom studio Tricky Pixels;[22] owners of the digital PlayStation 3 version of the game were able to download the new version for free.[23] The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and framerate and improved texture quality.[24][25] According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge".[24]
The history of utopian literature from the mid-seventeenth century to the present cannot be treated in detail here, since there are more than 50 works that ought to be included in such a study. A brief survey will have to suffice for present purposes. A few of the better known and more influential works will be analyzed briefly and classified according to the main directions of development of the theme.

The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by walking, or a variety of other means.[4] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly.[3] Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.[2]
Each city has not more than 6000 households, each family consisting of between 10 and 16 adults. Thirty households are grouped together and elect a Syphograntus (whom More says is now called a phylarchus). Every ten Syphogranti have an elected Traniborus (more recently called a protophylarchus) ruling over them. The 200 Syphogranti of a city elect a Prince in a secret ballot. The Prince stays for life unless he is deposed or removed for suspicion of tyranny.

The film depicts the life in the futuristic and idyllic utopian society where wealthy people live very comfortable lives. Carefree life of one of those citizens - Freder Fredersen, comes to an end when he discovers that below the residences of the wealthy is located an underground world of the poor who work their entire life on maintaining the machinery that makes the Utopian civilization on the ground functioning. He becomes involved in the attempt of the underground leaders to unite the two societies, bringing equality among two classes.
The features of Erewhonian society that surprise the author are those that differ from the England that he knew. According to the early impressions of the travelers, the people all appear to be exceptionally healthy, exceedingly handsome, and altogether contented. Their life style is characterized by simplicity and gracious manners, best described as Arcadian. Gradually, however, oddities, or what appear to be oddities to the visitor, begin to surface. Duplicity pervades every aspect of thought and action. The natives habitually profess agreement to a proposition although they do not believe in it, and their friends are perfectly aware that they do not mean what they say. There are two separate banking systems in operation and two sets of religions. The people give lip service to what they call the Musical Banks, but they transact all serious business with the currency of the other chain of banks. Similarly they recognize a group of deities representing the personification of human qualities — justice, hope, love, fear — and erect statues to them; but their pragmatic morality is evidently dictated by a goddess — Ydgrun (Grundy). More and more they reveal themselves to the traveler as victims of self-deception and inverted logic. Their universities are called Colleges of Unreason, and the principal course of study is Hypothetics.

A Modern Utopia (1905) by H. G. Wells – An imaginary, progressive utopia on a planetary scale in which the social and technological environment are in continuous improvement, a world state owns all land and power sources, positive compulsion and physical labor have been all but eliminated, general freedom is assured, and an open, voluntary order of "samurai" rules.[27]

The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by walking, or a variety of other means.[4] Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly.[3] Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.[2]
Radical changes have transformed England both in appearance and in its social patterns. The new society is structured according to the pattern of ideal communism: no money, no private property, perfect equality for every citizen. Labor is shared by every member of the community. These are all familiar attributes of utopian societies. One of the distinctive features of Morris's plan is that labor is regarded as a pleasure rather than a necessary chore, the reason being that everyone works at a task that he can do best and consequently takes pride in the product of his labor. This essentially Medieval attitude toward the achievement of the workman turns production into something of an art, whether the product is a dish, a meal, a doorknob, or a bridge. The revival of that ancient pattern of individual workmanship has been made possible by the elimination of all but the simplest machinery. Factories have all been destroyed, and the former pattern of urban industrial crowding and squalor has disappeared. Where London used to be there is a collection of scattered villages. The age is described as post-industrial.
The new Boston of 2000, Julian West discovers, is a city of beauty and grace, with many splendid public buildings, reflecting an undreamed of prosperity; but, more important, it is populated by people who are remarkably healthy and happy. The basic reason for these conditions is that equality has been attained throughout the population. There are no more rich, no more poor.

Samuel Butler, Erewhon. This hugely inventive 1872 satire by the author of the anti-Victorian novel The Way of All Flesh is perhaps more accurately described as ‘anti-utopian’, though it follows the utopian narrative structure. The fictional land of Erewhon – almost ‘nowhere’ backwards – is the setting for this novel. Among the things satirised by Butler in this book is the rise of the machines, which Butler argues will evolve at an ever-faster rate – along the lines of Darwinian evolution – until the machines eventually overtake humans.
Italy was unquestionably the fountainhead of Renaissance civilization. As early as the 14th century, men of enlightenment, notably Petrarch and Boccaccio, were introducing Renaissance concepts and proclaiming a new allegiance to classical antiquity, and through the 15th century a feverish development toward new attitudes and styles marked the work of brilliant artists, scholars, philosophers, and men of letters. Through most of the 15th century, the achievements were predominantly Italian, but by the beginning of the 16th century the movement was spreading to other countries of western Europe; at the same time that Italy was losing her political independence through conquests by French, Spanish, and Austrian armies, she gradually yielded her preeminence in the arts and letters to France, Spain, and England.
The "classical revival" was at the center of the intellectual and artistic agitation of the age. It involved a realization — or rediscovery — that a very great civilization had flourished in ancient Greece and Rome and a conviction that conscientious study and imitation of that civilization offered the key to new greatness. The Renaissance artists studied ancient works of architecture and sculpture, not only for their form and technique but also for their spirit. Renaissance scholars came to appreciate the literature of the ancients as a storehouse of wisdom and eloquence, and through their study they acquired attitudes and developed tastes of enormous value: to challenge dogma, to recognize the authority of nature, and to regard living a full life in "this world" as an opportunity and an obligation. They came to believe in their right to accept and enjoy physical beauty and the whole sensory world. Finally they acquired a sense of the worth of the individual and of the dignity of man. Growing gradually out of these concepts came the philosophy of "humanism" and the magnificent achievements in the fine arts.
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins on a sand dune in a vast desert. In the far distance looms a large, mysterious mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones where the traveler rests and has visions of meeting a large, white-robed figure in a circular room. Art adorns the walls, describing the rise and fall of the player character's civilization, which also mirrors the player's journey. The player must also contend with roaming, ancient automatons left over from a war that ended the civilization.
Margaret Cavendish, The Blazing World. Cavendish’s work is frequently interested in the idea of utopia, such as the all-female university she imagines in The Female Academy and The Convent of Pleasure, in which a group of women remove themselves from society in order to devote themselves to a life of pleasure. But The Blazing World, published in 1666 when London was quite literally ablaze with the Great Fire, is her most representative utopian work, a fictional account of a young woman’s fantastic voyage to an alternative world, which she accesses via the North Pole. Cavendish’s looking-glass utopia anticipates the world of Lewis Carroll’s Alice books in a number of startling ways.
Looking Backward (1888) by Edward Bellamy, the most successful and influential American author writing in the utopian vein, presents a vision of a glorious future society. Julian West, a young, aristocratic Bostonian, falls asleep under a hypnotic trance in 1887, but through a remarkable set of circumstances, is awakened in the year 2000. His host family in this new age introduces him to their amazing society, explaining their institutions and the rationale for their system.