experiences. It is intended to provide a respite from real life in venues such as theme parks, casinos, and virtual reality games.
In esthetic entertainment, audiences immerse themselves in a cultural experience with a visual component of the moment, such as standing at the rim of the Grand Canyon, visiting an art gallery or museum, or sitting in a Parisian café observing passers-by.
subscription is receipted, they can receive the product at home or VEGE's special refrigerator at near retailer shop that consumer wanted. Especially VEGE also place VEGE's refrigerator at Smoothie King and some fitness clubs, so major target 2030 women can enjoy it comfortably.
Like this, VEGE is kind of our team's invention that can satisfy seller's and consumer's needs at the same time.
to sign in and play, regardless of the inconvenience and time away from other online or offline responsibilities. With built-in loyalty created by the rules of the game, users find themselves spending considerable time maintaining their role in the game to prevent virtual failures. Furthermore, this real/unreal connection creates a sense of responsibility for virtual good and creatures. A player
to clarify the issue. We’ll deal with adolescent’s physical, psychological and social issue.
Puberty is marked by the sudden enlargement of the reproductive organs and sexual genitalia and the development of secondary sex characteristics.
2. Physical changes in adolescence
①The growth spurt
The adolescent growth spurt affects virtually the entire body including most aspects of the
to connect with music.
Some six years later in August 1994, Jason and his twin brother, Matthew, created CDnow in their parents’ Ambler, Pennsylvania, basement to provide music buyer with knowledgeable recommendations, convenience, and a large selection. In its first month, CDnow made a $14 profit from $387 worth of business
At the time, the Web was only beginning to emerge as a platform f