Thursday, August 27, 2020

Essay Sample on Color Naming My Own Research

Article Sample on Color Naming My Own Research So as to investigate the manners by which American’s judge similitude and distinction of hues, I talked with two of my male collaborators, and two female companions. The guys that took an interest in my task were more than 40 years old. They were the two graduated class of the University of Connecticut, and had both come to work for UConn a few years after the fact. The two females were current understudies at UConn. One was a drug store major, the other an English major. I happened upon my first issue immediately. What precisely comprises a shading name? The conspicuous answers are â€Å"red, blue, green†¦ etc† however shouldn't something be said about â€Å"grass green†? Does putting a thing before the name of an essential shading establish its own shading? On the off chance that this were the situation, there would be no limit to the shading names we use. â€Å"Coca-Cola Red†, â€Å"Laser-Jet Printer Gray†, â€Å"The Carpet in the Office I Work At Blue† would all be shading names under this framework. In any case, the members seemed to have a point. â€Å"Sky blue† is positively viewed as a shading by the vast majority. Who chooses what is or isn't a shading? The website specialists at Netscape and Internet Explorer have pronounced there are 140 potential hues to browse when you see a site. The have names, for example, â€Å"palevioletred† and â€Å"snow†. Ought to â€Å"snow† be viewed as a shading? Will the article on the planet that comes in that shading, characterize a shading? Assuming this is the case, which shade of snow is the shading â€Å"snow†? I myself have seen more shades of snow then I might check. What about â€Å"palevioletred†? That is just two shading names set up with a descriptive word. Are â€Å"brightbluegreen† and â€Å"darkwhitebrown† likewise hues? Maybe to respond to these inquiries, we ought to ask the shading specialists at Crayola. They at present have 120 distinctive shading names in their biggest box of colored pencils. Some of them incorporate â€Å"Fuzzy-Wuzzy Brown†, â€Å"Macaroni and Cheese†, â€Å"Banana Mania†, and â€Å"Mountain Meadow.† what's more, they have an assortment of extraordinary shading sets including â€Å"Glitter†, â€Å"Pearl Brite† and â€Å"Techno Brite† hues. It likewise appears to merit referencing that Crayola has changed the names of certain hues, for example, â€Å"Prussian Blue† to â€Å"Midnight Blue†, and resigned others, for example, â€Å"Indian Red†. Does this imply â€Å"Prussian Blue† is not, at this point a satisfactory shading name, or that it just was not the right name to reference the shade that is currently known as â€Å"Midnight Blue†? A couple of searches on the web carried me to some shading name word references that I thought may be useful. I found that â€Å"Gray 1† completely through â€Å"Gray 100† are viewed as shading names by a few. I need to ask why every essential shading doesn't have a similar posting, for as I get hues, there ought to in this manner additionally exist â€Å"Red 1† through â€Å"Red 100†. My decision was that there is only no authoritative rundown of shading names. I in this way continued to permit my subjects to compose names, for example, â€Å"Christmas Tree Green†, â€Å"Sparkle Red† and â€Å"Screaming Green.† If Crayola can do it, I guessed my members could as well. The following thing I discovered was that character appeared to impact the manner in which the subjects approached the undertaking of isolating out the â€Å"most different† chips. Immediately, every one of my subjects rehashed â€Å"Most different?† with a look of unadulterated disarray on their countenances. Obviously this was not a recognizable undertaking for them. I would rehash, â€Å"Yes, which one do YOU feel is the most different?† It appeared that once I indicated that it was an individual judgment they expected to make, and not a set in stone answer, they were increasingly happy with settling on the choices. The more seasoned guys still appeared to have more issues then the more youthful females. They went ahead with questions, for example, â€Å"What do you mean different?† â€Å"They’re ALL extraordinary, how would I pick which is most different?!† One even appeared to get disappointed at the undertaking, however each of the four consented to proceed, and at long last their answers were fundamentally the same as. I can't help thinking that they were settling on their decisions naturally. Whenever asked â€Å"why† they picked a particular card, they didn’t have an answer. They couldn't articulate why the yellow of chip E was progressively unique in relation to its nearest chip D, at that point the greenish chips of F and H. I accept this is the reason they experienced difficulty with the errand at the outset. Whenever quite possibly there are correct or wrong answers, how might they settle on decisions that they couldn't verbally back up? Americans are educated to be intelligent about their decisions. They are alright with answers being correct or wrong. At the point when given a rationale question, most Americans will abstain from including data from their own lives or incidental data, and rather will offer you right legitimate response, in any event, when it conflicts with everything in reality. I see it as intriguing that something we experience as frequently as shading names, is something we’ve permitted to be so counter-intuitive and unclear. We have no genuine shading naming framework and no genuine shading looking at framework. When does a shade of red become â€Å"pink†? What number of various hues would we establish as â€Å"green†? There don’t appear to be any conclusive responses to these inquiries, despite the fact that PC can gauge shading without any problem. We can compute the proportion of the essential hues in a given shade, and its dimness to effectively duplicate a shadin g. For what reason does that shading not have an authoritative name? One may figure that we don’t have names for each shading in light of the fact that there are just too much. Be that as it may, there are an interminable number of numbers we can make reference to, and each and ever one has its own unmistakable name. Why aren’t hues named by number? Maybe we can't separate between hues enough to perceive a given shading alone, so we could never realize which shading name applied to a given shade. In any case, lets state I let you know there are 100 shades of yellow. â€Å"Yellow 1† is the nearest yellow shade to green, and â€Å"Yellow 100† is nearest to red. â€Å"Yellow 50† would be the most flawless shade of yellow you can envision. Would â€Å"Yellow 75† be progressively explicit then â€Å"Reddish Yellow†? Assuming this is the case, what might you call â€Å"Yellow 93†? Maybe you would state, â€Å"More Reddish Yellow† or â€Å"Orangey Yellow Red†? Perhaps â€Å"Sunset Yellowà ¢â‚¬  would be your answer. Taking everything into account, I need to state that shading naming isn't an accurate science. It’s not so much as a speculating game. It is by all accounts an out of control situation in which anybody can allude to any shading with any title they like. Contrast it with different hues, for example, â€Å"Bluish-Green†, put a thing before it, for example, â€Å"Sea Green†, or concoct a totally irregular name, for example, â€Å"Green Whisper† and regardless, no one would ever contend that it is anything but a shading. On the other hand, no one will ever know to which accurate shading conceal you are alluding. In like manner shading similitude decisions appear to be an obscure, instinctive speculating game where individuals can settle on decisions that are fundamentally the same as their companions, however that no one can verbally back up. Maybe we just come up short on the language to depict our choices, maybe there is an inner scale we utilize yet still can't seem to acknowledge and carefully record. Perhaps sometime shading naming will be an accurate science. Maybe it will never should be.

Saturday, August 22, 2020

Transforming Complaints into Commitments Essay Example | Topics and Well Written Essays - 1750 words

Changing Complaints into Commitments - Essay Example I, in this manner, thought of an arrangement that I accepted would be the best arrangement. My arrangement was to call a Towing organization at whatever point I found a vehicle left in my space. I was, in any case, worried about my security and that of my property. I accepted that on the off chance that I call the towing organization to tow people’s vehicles away, they may blow up and vandalize my vehicle, particularly as a result of the costly tow bills. The individuals may likewise turn their resentment on me. I built up an alternate method to manage the issue. My answer was to converse with the condo the executives to put a greater sign telling individuals that the parking spot was held. I saw that some didn't see that it was a held parking spot. I am likewise willing to cordially advise individuals to quit stopping on different people’s spaces at whatever point I see them. Course ideas utilized are qualities and suppositions. Qualities are my convictions on what is correct or wrong. My qualities guided my dynamic since it made me consider taking care of the issue. I built up an improved method of managing the circumstance. In view of my qualities, that is, the others should regard my privileges, I thought of including the towing organization. My qualities impacted my suspicions for I thought of the impact the cost of towing a vehicle would have on their proprietors. My qualities affected my choice. I trust in what is correct, however I likewise esteem harmony. Towing the vehicles could tackle the issue, however it could make another progressively significant issue. The individuals could blow up, and this could place my life at serious risk. They could even choose to vandalize my vehicle. I, hence, thought of increasingly unobtrusive hazard. This was speaking with the individuals to tell them about my parking spot. This would yield nearly similar outcom es, yet was an increasingly humble way. I utilized presumptions to manage my dynamic on a humble method to manage the issue. I initially thought of an answer which would work, which was to call a

Friday, August 21, 2020

The Best Use Of Entertainment Essay Topics

The Best Use Of Entertainment Essay TopicsEntertainment essay topics are your vehicle to enter the world of essay writing. When you focus on an article that touches on topics that you enjoy doing, you have taken the first step to writing effectively.With this type of writing, you will be exploring different ideas and topics that can add fresh and original story to your assignment. No matter what you decide to write about, be it a science fiction novel, a biography, or a memoir, you can always write about something that you enjoy.Once you have decided on the topic, you need to begin creating your essay. If you are a writer who is new to essay writing, the first thing you need to do is decide what style you want to use. If you do not know how to write an essay, you can always choose from several styles to get you started.Once you choose the style you want to use, you need to find the topic you want to write about. You should have researched this topic before you start writing the essay . It is also important to research your topic because if you do not research well, you will end up with writing that is lacking in the credibility of the topic.In order to write a quality entertainment essay, you need to focus on the whole picture in the essay. Your audience is the reader and when you think of your audience, you must always consider their background, their beliefs, and the motivations that drive them.Themes and sub-themes are great ways to keep you focused on the theme of the essay. Even if you are writing about the most important issues in your life, if you do not include an important theme, then your reader will lose interest.Finally, the best part of writing an essay is that you have the freedom to express yourself. You donot have to follow the format or structure of any school or college essay. Because of this, it is important that you read as much as you can from literature, popular culture, and any other source you can find that will help you express yourself and make your topic appealing.Once you choose your entertainment essay topics, you can spend some time doing research. After you have gathered the information you need, you can then put it all together and start writing.

Monday, May 25, 2020

Kid-Friendly Elephant Toothpaste Demo

The elephant toothpaste demo is one of the most popular chemistry demonstrations, in which a steaming tube of foam keeps erupting from its container, resembling a smooshed tube of elephant-sized toothpaste. The classic demo uses 30% hydrogen peroxide, which is not safe for kids, but there is a safe version of this demonstration that is still very cool. Materials Empty 20-ounce plastic bottle (or other container)3% hydrogen peroxide solution (available at nearly any store)Packet of active yeast (from the grocery store)Liquid dishwashing detergent (such as Dawnâ„ ¢)Warm waterFood coloring (optional, but it looks nice) Make Elephant Toothpaste Pour 1/2 cup hydrogen peroxide solution, 1/4 cup dishwashing soap, and a few drops of food coloring into the bottle. Swish the bottle around to mix the ingredients. Set the bottle in a sink or outdoors or some other place where you wont mind getting wet foam everywhere.In a separate container, mix a packet of active yeast with a little warm water. Give the yeast about 5 minutes to activate before proceeding to the next step.When you are ready to do the demo, pour the yeast mixture into the bottle. The reaction occurs immediately upon the addition of the yeast. How It Works Hydrogen peroxide (H2O2) is a reactive molecule that readily decomposes into water (H2O) and oxygen: 2H2O2 → 2H2O O2(g) In this demonstration, yeast catalyzes the decomposition so it proceeds much more rapidly than normal. Yeast need warm water to reproduce, so the reaction wont work as well if you use cold water (no reaction) or very hot water (which kills the yeast.) The dishwashing detergent captures the oxygen that is released, making foam. Food coloring can color the film of the bubbles so you get colored foam. In addition to being a nice example of a decomposition reaction and a catalyzed reaction, the elephant toothpaste demo is exothermic, so heat is produced. However, the reaction just makes the solution warmer, not hot enough to cause burns. Christmas Tree Elephant Toothpaste You can easily use the elephant toothpaste reaction as a holiday chemistry demonstration. Just add green food coloring to the peroxide and detergent mixture and pour the two solutions into a Christmas tree-shaped container. A good choice is an Erlenmeyer flask because it has a cone shape. If you dont have access to chemistry glassware, you can make a tree shape by inverting a funnel over a glass or making your own funnel using paper and tape (which you could decorate, if you like.) Comparing the Original Reaction With the Kid-Friendly Recipe The original elephant toothpaste reaction, which uses a much higher concentration of hydrogen peroxide, can cause both chemical burns and thermal burns. While it produces a larger amount of foam, its not safe for kids and should be performed only by an adult using proper safety gear. From a chemistry perspective, both reactions are similar, except the kid-safe version is catalyzed by yeast, while the original demonstration is usually catalyzed using potassium iodide (KI). The kids version uses chemicals that are safe for children to touch. The lower concentration of peroxide can still discolor fabrics. Care should be taken to avoid ingestion because the project includes detergent, which can cause vomiting. Key Takeaways The elephants toothpaste chemistry demonstration produces heated foam when chemicals are mixed.The original demonstration results from decomposition of hydrogen peroxide catalyzed by potassium iodide. Detergent solution captures gases to form the foam. The kid-friendly version uses a lower concentration of hydrogen peroxide, with the decomposition catalyzed by yeast.While both versions of the reaction may be performed for a young audience, the original version uses concentrated hydrogen peroxide, which is a strong oxidizer, and potassium iodide, which may not be readily available.The kid-friendly version uses chemicals that are safe for children to touch, in case of a splash.As with all chemistry demonstrations, adult supervision is recommended. Sources Dirren, Glen; Gilbert, George; Juergens, Frederick; Page, Philip; Ramette, Richard; Schreiner, Rodney; Scott, Earle; Testen, May; Williams, Lloyd. Chemical Demonstrations: A Handbook for Teachers of Chemistry. Vol. 1. University of Wisconsin Press, 1983, Madison, Wis.Elephants Toothpaste. University of Utah Chemistry Demonstrations. University of Utah.

Friday, May 15, 2020

60 Writing Topics for Extended Definitions

Simply put, a definition is a statement of the meaning of a word or phrase. An extended definition goes beyond what can be found in a dictionary,  offering an expanded analysis and illustration  of a concept that might be abstract, controversial, unfamiliar, or frequently misunderstood. Take, for example, writings such as William James Pragmatic Theory of Truth or John Bergers The Meaning of Home. Approaching the Abstract Abstract concepts, including many of the broad terms in the list that follows, need to be brought to earth with an example to relate what they mean to your reader and to get your point or opinion across. You could illustrate the concepts with anecdotes from your personal life or examples from the news or current events, or write an opinion piece.  Theres no single method for  developing  and  organizing  a paragraph or essay by extended definition. The 60 concepts listed here can be defined in various ways and from different points of view. Brainstorming and Prewriting Start with brainstorming your topic. If you work well with lists, write the word at the top of the paper and fill the rest of the page with all the things that the word makes you think of, feel, see, or even smell, without stopping. Its OK to go off on tangents, as you might find a surprising connection that could make a powerful, insightful, or even humorous essay. Alternatively, brainstorm by writing the word in the middle of your paper and connect other related words to it and each other. As you develop your angle, think about the concepts background, features, characteristics, and parts. What is the concepts opposite? What are its effects on you or others? Something in your list or word map will spark a writing idea or theme to use to illustrate the abstract concept, and then its off to the races. If you run into a dead end the first time, go back to your list and pick another idea. Its possible that your first draft turns out to be prewriting and leads to a better idea that can be developed further and can possibly even incorporate the prewriting exercise. Time spent writing is time spent exploring and is never wasted, as sometimes it takes a bit of pursuit to discover the perfect idea. If seeing examples will help spark your essay, take a look at Gifts, by Ralph Waldo Emerson, Gore Vidals Definition of Prettiness, or A Definition of Pantomime, by Julian Barnes. 60 Topic Suggestions Looking for a place to start? Here are 60 words and phrases so broad that writings on them could be infinite: TrustKindnessSexismGumptionRacismSportsmanshipHonorModestySelf-assuranceHumilityDedicationSensitivityPeace of mindRespectAmbitionRight to privacyGenerosityLazinessCharismaCommon senseTeam playerMaturityIntegrityHealthy appetiteFrustrationOptimismSense of humorLiberalConservativeA good (or bad) teacher or professorPhysical fitnessFeminismA happy marriageTrue friendshipCourageCitizenshipSuccessA good (or bad) coachIntelligencePersonalityA good (or bad) roommatePolitical correctnessPeer pressureLeadershipPersistenceResponsibilityHuman rightsSophisticationSelf-respectHeroismThriftSlothVanityPrideBeautyGreedVirtueProgressA good (or bad) bossA good (or bad) parent

Wednesday, May 6, 2020

Analysis Of The Poem Suicides Note - 776 Words

The poem â€Å"Suicide’s Note† by Langston Hughes is a deep and emotional poem that is shown as the result of the imagery and literary devices present in the poem. Imagery is a strong element that helps portray a lot of internal feelings for the audience to fathom with, thus creating an experience that the audience can enjoy. Imagery is the language represented by sense experience and a literary device that helps create a mental picture for the reader to understand what the writer is trying to say to the audience (Johnson, Arp 779). The following is the poem by Langston Hughes: â€Å"The calm,/Cool face of the river/Asked me for a kiss.† (Hughes 1-3) When examining the poem, â€Å"Suicide’s Note†, it is full of imagery with only three lines present. The†¦show more content†¦The tone is the speaker’s attitude toward a certain subject (Johnson, Arp 887). When describing the tone of this poem many would say is it depressing or tragic. However, once encountering this poem and being through the very experience that the speaker is going through others would describe this poem as calm, relaxed, and tender. This poe m is calm and relaxed because the speaker is ready for death to take over his body. The speaker is more relaxed than ever due to the very potent response that the speaker is ready to kiss the river. If this character in this poem was not contemplating suicide, then he would of never even wrote this poem. This speaker is ready to give up life as he/she dies. This poem is tender being the author implements a feeling of control for the reader, which makes you feel like if you do or say one wrong thing then the speaker’s life would come to an end. The author puts the life of the speaker into the audience’s hands to decide what they will do with it, thus why leaving the poem as an opened ended poem. The speaker portrays a tone of tenderness, but also helps portray mood throughout this also. Though given tone, the author also implements mood into the poem. Mood is the emotional feeling created in the reader throughout the poem. One of the many ways that mood is created is through the tone of the author. Creating mood through tone is when â€Å"The attitude of the writer, speaker, or narrator evokes feelings and emotions

Tuesday, May 5, 2020

Scenes from an Execution Essay Example For Students

Scenes from an Execution Essay In English playwright Howard Barkers black comedy Scenes from an Execution, Galactica, a 16th-century woman painter, is commissioned by the Venetian republic to commemorate a bloody battle until her honest portrayal of the event has her condemned as an enemy of the state and imprisoned. Director Robert Allan Ackerman, who directs the plays U.S.-premier production, running through May 9 at Los Angeless Mark Taper Forum, was drawn to the script because he found the politics in the play all too similar to those just across town in Hollywood. He was happy to discover that acclaimed British actor Juliet Stevenson (whom he directed in London in Lanford Wilsons Burn This, and who makes her American stage debut as Barkers foursquare heroine) detected the same parallel which is one reason she suggested the play to the Taper in the first place. Ackerman, who recently directed the PBS film Mrs. Cage, says Barkers play calls to mind the movie industrys proclivity for judging artistic merit on the basis of a single work, noting that heads can roll if a film doesnt do what its supposed to. Scenes from an Execution designers Richard Macdonald (scenic concept) and Yael Pardess (sets) juxtapose contemporary Hollywood clothing with Venetian architecture, using stone and lattice to evoke the labyrinthine quality of the ancient citys streets. For Ackerman, the thematic correspondences reflect the timeless struggle between the desire for fame and the need to maintain artistic integrity. I think those tensions can be found in almost any serious artist, he reasons. Thats why the play is accessible.

Saturday, April 11, 2020

Szabist Essay Example

Szabist Essay Service offering And Variety Augmenting the Core Product: The shostack’s molecular model can help identify the tangible and intangible elements involved in service industry. For Szabist the intangible element includes the knowledge they provide to a student in different fields for example BBA, media sciences etc. The grooming of personality, to work in teams, the education which is the core product of Szabist. The tangible element includes the degree provided by Szabist. Nature of Service Offering: Core Product: The core product Szabist provide is quality education. Supplementary Service: The supplementary service Szabist includes extra-curricular activities such as computer labs, libraries, sports room, the societies and affiliation to foreign universities. Delivery Process: Szabist delivery process is through the faculty they hire for providing quality education. The documentation of all the records of student all over the time period till they are studying. The Flower of Service: Information Clearance Classes Degree Education Consultation Fees Submission The flower’s petals are the supplementary service shown in the clockwise pattern in which they are often encountered by customers. Information: When a student comes in for admission they are provided with the admission form and guided about the procedure through which they can join Szabist. Consultation: The student can consult in which program they fit the most and what are the requirement criteria for that particular program. Fees Submission: Once the student went through the admission process they are asked to submit their fees beforehand. We will write a custom essay sample on Szabist specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on Szabist specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on Szabist specifically for you FOR ONLY $16.38 $13.9/page Hire Writer Classes: The classes are conducted on daily basis for whatever program a student is rolled in. Clearance: Once the student completes his/her credit hours criteria all payments are settled between the student and Szabist before the degree is granted. Degree: Degree is awarded by Szabist to the successful candidate who completes his/her course requirement. The Service Product mix: Width: Graduate Programs EMBA, MBA, MS (Computing), MS (Media Sciences), MS (Management Sciences), MS (Social Sciences Economics) and Ph. D. Undergrad Programs BBA, BABS, BS (Computing), BS (Media Sciences), BS (Social Sciences), BE Mechatronics, Biosciences and LLB. Length: The total number of courses offered by Szabist. Depth: EMBA SZABIST offers a two years EMBA degree for the executives and the middle/level managers who strive for excellence and greater challenges in their professional life. The EMBA is a two years program spread over six semesters and consists of 66 credit hours. 20 courses, 1 Business Project (3 credits) and 1 Research Project (3 credits) are required to graduate. Maximum time limit to complete the EMBA degree is five years. MBA SZABIST offers MBA degree in the specialized fields of Management, Human Resource Management (HRM), Marketing, Finance, Supply Chain Management, Islamic Banking, MIS and Economic Policy Management. Both MBA (Day) and MBA (Evening) programs are offered. For students with a 4-year BBA degree, the duration of the MBA Program is 1. 5 years. 10 MBA courses (30 credits) and a research project (6 credits) are needed to graduate. Students are also required to complete a 6-week internship. The maximum duration to complete this degree is 5 years. For students with a 4-year non BBA degree / relevant degree, the duration of the MBA program is 2 to 2. 5 years. 24 courses (72 credits) are needed to graduate. Students are also required to complete a 6-week internship and clear the SZABIST comprehensive exam. The maximum duration to complete this degree is 5 years. For students with a 2 to 3 year undergraduate degree the duration of the MBA program is 3 to 3. 5 years. 30 courses (90 credits) are needed to graduate. Students are also required to complete a 6-week internship and clear the SZABIST comprehensive exam. The maximum duration to complete this degree is 5 years. MS (Computing) SZABIST offers MS degree with majors in Information Technology, Software Engineering and Computer Sciences. The MS is an evening program only and consists of 8 courses and a Thesis / Research Project / Course Work. For students with a 4 year BS or 2 year MCS degree, the MS is a two year program. 9 MS courses and Thesis/ Research Project/Course Work are needed to graduate (33 credit hours). For students with a 4 year professional degree (BE, MSc etc. ), the MS Program is a two year program. Deficiency conversion courses and 9 MS courses and Thesis/Research Project/Course Work are needed to graduate (33 credit hours +18 credit hours of deficiency courses. ) For students with a 3 year BCS degree, the MS Program is a three year program. One year of deficiency conversion courses and 9 MS courses and Thesis or Research Project are needed to graduate (33 credit hours + 30 credit hours of deficiency courses. ) The maximum time limit to complete the MS degree is five years. MS (Media Sciences) SZABIST offers the MS Media Sciences degree. The MS Media Sciences is an evening program only and consists of 8 courses and a Thesis. For students with a 4-year BS Media Sciences or relevant Bachelors or Masters degree, the MS Program is 1. 5 years. 8 MS courses (24 credits) and a thesis (6 credits) are needed to graduate. Students are also required to complete a 6-week internship. The maximum duration to complete this degree is 5 years. For students with a 4-year non-relevant Bachelors or Master degree, the duration of the MS program is 2 to 2. 5 years. 24 courses (72 credits) are needed to graduate. Students are also required to complete a 6-week internship and clear the SZABIST comprehensive exam. The maximum duration to complete this degree is 5 years. For students with a 2 to 3 year undergraduate degree, the duration of the MS program is 3 to 3. 5 years. 30 courses (90 credits) are needed to graduate. Students are also required to complete a 6-weeks internship and clear the SZABIST comprehensive exam. The maximum duration to complete this degree is 5 years MS (Management Sciences) SZABIST offers the fifth year MS degree in the specialized fields of Management, Human Resource Management (HRM), Marketing, Finance and IT (MIS/ E-Business). The MS program is an evening program only and consists of 8/10 courses and/or Thesis (30 credits). The maximum time limit to complete the MS degree is five years. MS (Social Sciences Economics) SZABIST offers the fifth year MS degree in Social Sciences Economics with majors in Psychology, Sociology, International Relation, Political Science, Economics, Media Studies, Education, Public Administration, NGO Management, Gender Studies, Philosophy, Law Human Rights and Public Policy. The MS Program is an evening program only and consists of 8/10 courses and/or a Thesis/ Independent Studies (30 credit hours). Ph. D. SZABIST offers the Ph. D. degree in Management Sciences, Computing and Social Sciences Economics that can be completed during the evenings in two years after the MS / MBA degree. 6 Ph. D. courses and a dissertation are required to graduate. A total of 48 credit hours must be completed. For candidates with a 4 year professional (BBA / BS / BE / MBA / MCS / MSc / MA) degree, the Ph. D. Program is a three year 78 credit hours program. MS degree (30 credits) must first be successfully completed. In Management Sciences, specializations include Organizational Structure, Human Resource Management Development, and International Business Strategy Development, e-Business Strategy, Leadership, Corporate Restructuring, Corporate Ethics Governance, Advanced Financial Management, Marketing Communication and Not-for-Profit Management. In Computing, specializations include Database Management Systems, Data Warehousing Mining, Networking Communication, Business Intelligence, Process Modeling, Telecommunication, Mobile Communication, Mobile Computing, Technology Management, Artificial Intelligence, Software Engineering, Agent Systems, Speech Recognition, Multimedia HCI Systems and e-Business, Mechatronics and Machine Vision Image Processing. In Social Sciences Economics, specializations include Economics, International Relations, Political Science, Media Studies, Education, Public Administration, NGO Management, Gender Studies, Philosophy, Psychology, Sociology, Law Human Rights and Public Policy. The total time to earn a Ph. D. degree after a four-year university degree is a minimum of three years to a maximum of seven years. BBA SZABIST offers a four year (eight semesters) BBA degree program with majors in Management, Marketing, Finance, and IT. The BBA Program is essentially a day program and consists of 46 courses and a thesis (six courses per semester) with a total of 144 credit hours (all electives and certain courses may be offered in the evening) and an Internship. The maximum time limit to complete the BBA degree is seven years. BABS SZABIST offers the 3 years BA (Hons) Business Studies of the University of Wales, Newport, UK. Students can earn BABS, UK, and Degree after completing two years of study at SZABIST and one year at Newport, UK, through an articulation agreement. Students aiming for a UK degree can join this programme and save 2 years UK cost. Two years study at SZABIST is fully mapped and matched with University of Wales BA (Hons) Business Studies curriculum. Please refer to separate SZABIST brochure for details of this program. BS (Computing) SZABIST offers a four year (eight semesters) BS (Computing) degree with majors in Information Technology, Telecommunications, Software Engineering and Computer Sciences. The BS Program is essentially a day program and consists of 40 courses (six courses per semester) with a total of 130 credit hours (all electives and certain courses may be offered in the evening), Internship and the passing of the comprehensive exam. The maximum time limit to complete the BS degree is seven years. BS (Media Sciences) SZABIST offers a four year (eight semesters) BS (Media Sciences) degree with majors in Production and Advertising. The BS Program is essentially a day program and consists of 46 courses a thesis (six courses per semester) with a total of 144 credit hours (all electives and certain courses may be offered in the evening), and an Internship. The maximum time limit to complete the BS degree is seven years. BS (Social Sciences) SZABIST offers a four your (eight semesters) BS (Social Sciences) degree with majors in Psychology, Sociology, Economics, Political Sciences and International Relations. BS Program is essentially a day program and consists of 48 courses (six courses per semester) with a total of 144 credit hours, Internship and the passing of the Comprehensive Exam. The maximum time limit to complete the BS degree is seven years. BE Mechatronics SZABIST offers a four year (eight semesters) BE (Mechatronics Engineering). The BE program is essentially a day program and consists of 43 courses (five or six courses per semester) with a total of 142 credit hours (all electives and certain courses may be offered in the evening), Internship and the passing of the comprehensive exam . The maximum time limit to complete the BE degree is seven years. Biosciences BS Biosciences at SZABIST is a four year program spread over 8 semesters and consists of 135 credit hours of teaching, 44 courses, internship of at least six weeks, and research project are needed to graduat LLB SZABIST offers the LLB University of London International Programmes This is an evening program and can be completed in three years. The University of London, UK will award the LLB degree. Please refer to the separate SZABIST brochure and to the University of London web site. www. londoninternational. ac. uk for details of this program. Reference: http://khi. szabist. edu. pk/programs

Tuesday, March 10, 2020

Free Essays on Parson Adams

Although the title of the novel by Henry Fielding is, â€Å"Joseph Andrews†, it is Abraham Adams who captures the main interest of the reader. Parson Adams, who is a friend of Joseph Andrews, is an idealistic clergyman as well as the comic hero of the novel. The following is a brief character evaluation of Parson Adams. Parson Adams appearance does not depict the typical well-dressed and neat parson that we expect to come across. In fact he is quite contrary to the anticipated ideals. He is a middle-aged man of about fifty years old. Adams is a strong, healthy, and energetic man. His physical appearance is quite interesting as he has a, â€Å"comical† face. He has deeply wrinkled cheeks and a bearded chin. Parson Adams legs are considerably so long that they almost touch the ground when he rides on horseback. His fists are, â€Å"rather less then the knuckle of an ox†, with wrists, â€Å" which Hercules would not have been ashamed of.† Abraham Adams wears a periwig, which he turns inside out at night and binds it with a red spotted, handkerchief to his scalp. His attire matches his comical features for he usually wears a dilapidated old cassock, which is imperfectly hidden by a greatcoat that hardly reaches halfway down his thighs. He adorns his head with an old, tattered hat, which goes quite well with the rest of his out-fit. Adams accessories include an old pipe, and a heavy as well as a stout, crabstick. For a middle-aged man of fifty years, Parson Adams has immense, physical strength. He is magnificently strong and healthy. We can see an example of this in the incident where he plunges into the midst of danger and rescues Fanny by knocking her attacker down with his huge fists. He also fights like a mad man when the squire’s men at The New Inn attack him. He is capable of a good brawl when the situation and circumstances arise. It is important to mention here that he never indulges in a fight unless it is in self-defens... Free Essays on Parson Adams Free Essays on Parson Adams Although the title of the novel by Henry Fielding is, â€Å"Joseph Andrews†, it is Abraham Adams who captures the main interest of the reader. Parson Adams, who is a friend of Joseph Andrews, is an idealistic clergyman as well as the comic hero of the novel. The following is a brief character evaluation of Parson Adams. Parson Adams appearance does not depict the typical well-dressed and neat parson that we expect to come across. In fact he is quite contrary to the anticipated ideals. He is a middle-aged man of about fifty years old. Adams is a strong, healthy, and energetic man. His physical appearance is quite interesting as he has a, â€Å"comical† face. He has deeply wrinkled cheeks and a bearded chin. Parson Adams legs are considerably so long that they almost touch the ground when he rides on horseback. His fists are, â€Å"rather less then the knuckle of an ox†, with wrists, â€Å" which Hercules would not have been ashamed of.† Abraham Adams wears a periwig, which he turns inside out at night and binds it with a red spotted, handkerchief to his scalp. His attire matches his comical features for he usually wears a dilapidated old cassock, which is imperfectly hidden by a greatcoat that hardly reaches halfway down his thighs. He adorns his head with an old, tattered hat, which goes quite well with the rest of his out-fit. Adams accessories include an old pipe, and a heavy as well as a stout, crabstick. For a middle-aged man of fifty years, Parson Adams has immense, physical strength. He is magnificently strong and healthy. We can see an example of this in the incident where he plunges into the midst of danger and rescues Fanny by knocking her attacker down with his huge fists. He also fights like a mad man when the squire’s men at The New Inn attack him. He is capable of a good brawl when the situation and circumstances arise. It is important to mention here that he never indulges in a fight unless it is in self-defens...

Sunday, February 23, 2020

The Tension between Centripetal and Centrifugal Forces in Australia Essay

The Tension between Centripetal and Centrifugal Forces in Australia - Essay Example The Australian Commonwealth of States was set up in response to the need among the people to withstand and oppose the forces of colonialism, as symbolized by the rule of Britain. The authors of the Commonwealth of Australia Constitution were Chief Justice Griffith and Justices Barton and OConnor, who had intended that the Constitution of Australia should exist on its own merit and not merely as a British statute. The Australian Commonwealth Act of 1900 has accorded Federal powers to the Commonwealth such that Constitutional control of the Privy Council is retained, while central powers are reduced to their narrowest limits and in this manner, has made it possible for the States to unite under one common umbrella of central defense to proclaim national independence in the future. The Federation of six Australian States was formulated with the knowledge that the Commonwealth and the States were in and of themselves, sovereign states with their own spheres of authority. In formulating the Australian federation, the founders were not anxious to toe the Canadian line which was deemed too centralist and were more inclined to favor the loose administrative style of the American Federation that was more decentralized3. Through this, the Commonwealth was conferred with the powers to maintain the peace and to make laws for peace, order and for the good of the Commonwealth in all the areas that had been designated under Section 51 of the Constitution, whereby the States were permitted to retain all their powers, with the exception of those powers that were wrested away, for the common good of the Commonwealth. Such areas included defense and foreign affairs. Areas not specifically identified under the â€Å"central† jurisdiction are  designated as â€Å"resid ual powers† which in the case of a Federation like Australia are considered to be within the purview of the States, since Australia has a decentralized federal system, unlike Canada that has a centralized federal system of Government.

Thursday, February 6, 2020

Is Royal Mail justified in offering and promoting its direct mail Research Proposal

Is Royal Mail justified in offering and promoting its direct mail services - Research Proposal Example Under the Postal Services Act 2000, the UK government decided to introduce Postcomm as the regulator of a universal framework designed to protect the customers from unreasonable price increase of post stamps and poor quality postal services such as delayed, damaged or lost letters and parcels. (Postcomm, 2008; BBC News, 2004) As part of increasing the efficiency of post mail services throughout UK, the local government decided to open the post mailing business to other private operators. (BBC News, 2004) In line with the growing competition in the post mail industry, the researcher will answer the research question ‘Is Royal Mail justified in offering and promoting its direct mail services?’ by examining both the positive and negative impact of ‘junk mail’ under the British Royal Mail services. In the process of justifying the pros and cons of ‘junk mail’ services, the researcher will discuss the size of volume increase in direct mail; the commercial and social effects of increasing the ‘junk mail’ volume as well as the ecological effects of ‘junk mail’ services. There are pros and cons with regards to the delivery of ‘junk mail’ also known as the unsolicited or unaddressed commercial mails to households. To evaluate the benefits and consequences of junk mail, the researcher will discuss the following: According to the Local Government Association (LGA), roughly 78,000 tonnes of junk mail reaches the landfill sites each year. (Oliver, 2006) In 2005, as much as 4,002 million personal mails and 1,132 million commercial mails were distributed all over UK. (DMIS, 2006: 2) This figure reflects a 62% increase in Direct Mail in the last 10 years. (See Table I – Direct Mail Volume 1990 – 2005 on page ) The main social and commercial problem attached with the increasing volume of junk mail is the fact that not all households that constantly receive junk mail are reading the mails. As a major social consequence of increasing

Tuesday, January 28, 2020

Disclosure of material facts by proposer of insurance Essay Example for Free

Disclosure of material facts by proposer of insurance Essay A fact is considered to be material as per the provisions of Section 18(2) of the Marine Insurance Act 1906 if it would influence the judgment of a prudent insurer in fixing the premium, or determining whether he will take the risk. This rule applies is also applicable to non-marine insurance and despite the proposals of the Law Commission not being addressed to marine insurance, undoubtedly the decisions of the courts on disclosure of hull risks will have repercussions for householders. The degrees of influence are given below. The three degrees of influence. (A) Information type A is so material that the insurer, if he had known about it would have refused to enter the contract or in the alternative the insurer would have made further investigations resulting in refusal to do so. (B) Information type B consists of facts, which if the insurer had been aware of, would have resulted in the insurer’s making the contract of insurance but on quite different terms especially in respect of premium or conduction of a further investigations leading to insurance on a different set of terms altogether. The proposer has to reveal the material facts known to him whilst proposing insurance. However, in Berger Ltd. v. Pollock , non-disclosure of certain information, was held to be immaterial because the judge was far from satisfied that, if the undisclosed matters had been fully reported and explained to these underwriters, they would in fact have declined to accept this declaration under open cover or have sought to vary its terms or to require an increased rate of premium. (C) Information type C is that information, whose knowledge would have made the insurer consider it relevant but would not have resulted in the insurer’s refusal of the contract or insistence on different terms. It is information, which though affecting his judgment would have, in conjunction with other facts, had they been present, would have resulted in a different contract, but, which of its own accord, would not have affected the particular contract or its terms. This is the present position in England and is the consequence of the judgments of the Court of Appeal in CTI v. Oceanus . It has been suggested that this case propels English law in the direction suggested by the Law Commission. However, the Court of Appeal’s objective was to respect the Courts view of precedent. The reality is that the Court has succeeded in distancing the law from precedent, principle and the interests of the assured. This decision has met with almost universal concern and disappointment. CTI v. Oceanus CTI entered into an insurance contract successively with A, B and Oceanus. A and B being dissatisfied with the claims experience wanted a change in the terms of cover which were not acceptable to CTI . Hence, CTI insured with Oceanus on the basis of an account of their past claims record which, was not complete or entirely fair and accordingly Oceanus endeavoured to avoid the policy for misrepresentation and non-disclosure. Lloyd J. held that, even in the event of disclosure of all the relevant information the insurer would have made this contract on the same terms and that such information, which could be classified as belonging to type C, not being material, the contract could not be avoided. On appeal the Court held that the undisclosed information was to be classified as type B and not type C and therefore the decision at first instance had to be reversed resulting in the avoidance of the insurance. Nevertheless, the Court also stated obiter but after hearing argument, that there is no requirement that the particular insurer should have been induced to take the risk or charge a lower premium than he would otherwise have done as a result of the non-disclosure. The consequence of all this is that information of type C in English law is material and its concealment enables the insurer to avoid the contract of insurance, without any reservations in respect of commercial insurance and most likely in other lines too. It was hinted by Kerr L. J. that this rule might differ in respect of consumer insurance but the Law Commission has refused to countenance a special rule for consumers. Practicality. First, despite the absence of an absolute standard, the test of materiality is that of the prudent insurer, which is an objective test controlled and applied by the court on the basis of expert evidence. This is similar to that of a reasonable man in tort. In the parlance of insurance practice this test of a prudent insurer is no more a genuine inquiry into a particular person’s mind than it is in relation to the other reasonable or prudent persons who populate the rules of law to legitimise the dominant role of the judge. Secondly, despite the objective nature of the materiality test, it is not understandable as to why it is easier and therefore more pragmatic and definite to state that a fact has some influence or is of the type C, rather than to state that it has a decisive influence or that it can be classified as type A or type B. Thirdly, if the proposer has to perforce disclose information of the type C, then there is the further objection that probable assureds will be better off by exercising caution and not taking any risks by indulging in a total disclosure. The decision in CTI v. Oceanus does not take into cognizance the basic nature of misrepresentation and non-disclosure as connoting something that vitiates consent, in this case the consent of the insurer. It becomes to accept that the consent of the insurer was vitiated and that consequently the contract should be avoided, if the insurer would have made the same contract on the same terms, despite the lack of misrepresentation or disclosure.

Monday, January 20, 2020

Effect Of Tension On Resonance And Amplitude :: Papers

Effect Of Tension On Resonance And Amplitude PLANNING Aim The aim of the experiment is to investigate the effect of tension on resonance and amplitude of a string. Basis Personal Knowledge This experiment is based on the resonance, frequency and amplitude. From what I have learnt in class and everyday life, I know that when a string of any kind is plucked, it moves to and fro. The movement causes the air molecules around it to vibrate. When it moves fast enough, the vibrations cause a sound to be heard. Research Some research was carried out into the principles on which the experiment is based. The frequency of an oscillation is defined as the number of cycles executed per unit time (Salters Horners Advanced Physics) That is for a spring the time taken for it to move to and fro once is its frequency. Frequency is measured in Hertz (Hz). Each object has its own natural frequency. (Physics For You by Keith Johnson). Resonance occurs when the applied frequency equals the natural frequency of the object. Therefore when the string to be used in the experiment is plucked and the applied frequency equals its natural frequency then resonance occurs. The resonant frequency of a string can be increased by: * Shortening the length * Increasing the tension * Using a lighter string Variables and Constants The experiment is basically concerned with the effect that the tension will have on the frequency and amplitude. Therefore, the basic variable will be the tension of the string. The constant in this case would be the thickness of the string, as it will not be changed. This should ensure that the experiment is fairly accurate as its thickness can affect the resonance. Application of Principles The principles of frequency, resonance and amplitude are largely applied in many engineering projects. The understanding of the above principle is vital to ensure that bridges are safe to travel on.

Sunday, January 12, 2020

Global video games market Essay

?Introduction The global video game market, or the so called interactive entertainment industry, is the economic sector which focuses on the development, marketing and sales of video games. The worldwide video game sector includes video game console hardware and software, online, mobile and PC games and has reached $ 93 billion in 2013, up from $ 79 billion in 2012. Currently, the video game industry is a massive source of development; profit still stimulates technological advancement which is then applied by other industry sectors. Though not the main driving force, casual and independent games proceed having a considerable incidence on the industry, with sales of some of these titles such as Minecraft exceeding millions of dollars and over a million users. While outgrowth for consoles and PCs is not inert, development of mobile games is still active. As of 2014, newer game companies arose that vertically incorporate live procedures and publishing, rather than relying on a traditional publishers, and some of these have increased to significant size. The computer and video game industries have expand from small-scale markets to mainstream. They took in about US$9. 5 billion in the US in 2007, 11. 7 billion in 2008, and 25. 1 billion in 2010 (ESA annual report). The video game industry settled in 1971 with the launching of the arcade game. The insertion of video games to the domestic market with the release of the early video game console was effective the following year. Nevertheless, the video game crash of 1977 was the result of a one game domination and a market’s saturation, sparking a renascence for the video game industry and paving the way for the golden age of video arcade games. The game’s success influenced arcade machines to become widespread in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores†¦ By the end of the 1970s, the personal computer game industry initiated designing from a hobby culture, when personal computers just set out to become broadly available. The industry augmented along with the headway of computing technology, and often drove that progress. Modern personal computers owe many advancements and innovations to the game industry: sound cards, graphics cards and 3D graphic accelerators, faster CPUs, and dedicated co-processors like Physx are a few of the more notable improvements. Sound cards were promoted in addition of digital-quality sound to games and only later mended for music and audiophiles. Since the beginning, graphics cards were displayed for more colors. Subsequently, graphics cards were valorized for graphical user interfaces (GUIs) and games; GUIs drove the necessity for high resolution, and games led off using 3D acceleration. They also are one of the only pieces of hardware to enable numerous hookups (such as with SLI or CrossFire graphics cards). CD- and DVD-ROMs were instituted overall for mass distribution of media, notwithstanding the capability to store more data on inexpensive readily distributable media was instrumental in driving their ever higher speeds. Modern games are amongst the most demanding of applications on PC resources. Many of the high-powered personal computers are purchased by gamers who seek the rapidest equipment to power the latest cutting-edge games. Thereby, the inertness of CPU improvement is due partially to this industry whose games require faster processors than business or personal applications. The first part of the decade acknowledged the lift of home computing, and home-made games, particularly in Europe and Asia. This time also saw the uprise of video game journalism, which was later expanded to include covermounted cassettes and CDs. In 1983, the North American sector crashed due to the output of too many gravely marketed games (quantity over quality), resulting in the drop of the North American industry. The industry would ultimately be regenerated by the launching of the Nintendo Entertainment System, which resulted in the home console market being overpowered by Japanese companies whereas a professional European computer game industry also began materializing with great sized companies. Segmentation The global video games’ market can be divided into several parts according to several criteria. Technical factor-different platforms: Table 1: global video game sector revenue (Data source: GLOBAL GAMES INVESTMENT REVIEW 2014). The platform refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. 1 Based on this technical factor, we can separate the whole market specifically. The global video game has 4 types. It follows console games, online games, mobile games and PC games. Currently, the console games is prominent in the market because of higher revenue. In every subset market, the competition is very fierce among international and domestic corporations. Geographic factor: Table 2 : regional video game market revenue. (Data source: GLOBAL GAMES INVESTMENT REVIEW 2014) Regarding the geographic location, generally in business and administration, lots of global corporations tend to segment the market into four parts: North America, EMEA, Asia Pacific and Latin America. From the view of market revenue, we can see that video game market in Asia Pacific has increased significantly. It is also a huge potential market to develop. World video game market Key Success Factors The video game industry is balanced with an important growth, but many sectors have already matured. Video games are a vast and expanding market. Our goal is to highlight the major sectors, which are interesting for reasons including significant technological evolution, high growth rates, new products’ development. The core hardware and game software markets are quite mature. The best markets for investment are those that supply valuable goods and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. Key success factors of Console games: Brand: It’s a tautology, but the brand is important. 10 years ago, before the advent of the Playstation, we can say that Nintendo and SEGA were synonyms of â€Å"console videogames†. When Sony decided to â€Å"attack† the console market, they pushed on marketing, on brand valorization, on advertising. They made a lot of investments to become popular in this market too. And they were successful. The same did Microsoft 5 years ago, with their first XBOX. Nintendo strategy was different and the result was that both the XBOX and the Playstation brand became really popular. Nintendo lost some of their popularity, but thanks to the portable console segment they were able to â€Å"survive†. Now, these 3 competitors can count on greats and strong brands, which make really unlikely the arrival of new comers. Costs: Costs are critical. Even if we are talking about big companies, this aspect should be taken into consideration not to transform a well-done strategy into a failure. Nintendo kept the productive costs low, so to make revenues from each console sold and at the same time being aggressive on the price. Microsoft did a long-time strategy. Their console cost more, but they took advantage from being the first in the market. Unfortunately their hardware is not reliable, obliging the company to spend a lot in free assistance. Sony did the worst: they produced an expensive console, with expensive components. Exclusive games: Each company has its own game and it makes difference to the other. For example, Nintendo can benefit from their own games (maybe the best in terms of gameplay). Plus a set of exclusives like the RE: Umbrella Chronicles and Monster Hunter 3 by Capcom, Microsoft worked hard on exclusives. Apart from halo3 or Mass Effect or Bioshock, Microsoft was able to steal a lot of titles to Sony: Devil May Cry 3, Ace Combat 6. Sony is losing advantage, and this is mainly due to Microsoft efforts. But the game is not over: Little Big planet, Gran Turismo 5, Metal Gear Solid 4 are titles that no real gamer should miss. Innovation: There are a lot of ways to innovate: game play, graphic, audio, online†¦ Microsoft and Sony focused on the last 3 aspects, while Nintendo made the game play the basis of their strategy (and the result was Wii and its incredible Wii remote). Online features: No console can be considered successful without an online platform. Even Nintendo had to admit it. Microsoft has the lead, with its Xbox live service. Sony is trying to reach Microsoft, with a free service (Playstation Network) but still to be improved. Nintendo is only tasting the market, with a light. Price: Value for money or Premium price? Nintendo chose to sell hardware less powerful, but at low cost. Sony did the opposite. And Microsoft positioned their product in the middle, thanks to the modularity of the Core and Pro versions of their console (†¦WI-FI only optional†¦). Technology: It’s clear: games must be more and more beautiful to see. However, with the Wii, Nintendo demonstrated that this is â€Å"only one key success factor†, not â€Å"the only one†. And everything depends on the market segment to be covered. For example, Sony and Microsoft focused on hardcore gamers. Timing: Timing is fundamental. Microsoft was the first this time, and they benefited from that. Imagine what could have happened if Sony had been able to be in the market during the same time, with a console more expensive, ok, but reliable. We can say that Microsoft were both good and lucky. There would be a lot to say about â€Å"timing†. Key success factors of mobile games : Compatibility: Playing a mobile game as an activity might meet the needs of a specific consumer group, including commuters with time to spare. Facilitating conditions: Payment options impact adoption, billing conditions and support options might impact on users’ willingness to adopt. Trialability: Mobile gaming has a level of â€Å"addictiveness†. Free trial might lead to addiction and subsequent adoption. Self-efficacy: Due to device limitations, a large group of potential â€Å"aged† gamers might not be able to play and also, technical serviced need to match the requirements need of different customer segments. Complexity: The ease of use of an entertainment application is of utmost importance as it is expected to be an enjoyable experience. In mobile game playing clear navigation influences response time and might have implications for the decision to play. Trust: Perceived fear of privacy invasion and/or lack of security might influence consumer choice. Relative advantage: The ubiquity and accessibility of mobile entertainment may satisfy the demand for a â€Å"killing time† and relaxing â€Å"fun† service. A technology based advantage is the offer of interactive multi-player games. Observability/ communicability: Refers to the ability to communicate with a peer group; to be observed playing which might be of social importance. Image: The personalized use of a mobile phone might lend its owner status-related features. Normative beliefs: Playing the same game as one? s friends might facilitate social acceptance; social pressures influence customer perceptions and decision making and facilitate building a critical mass. High-speed networks conjugated with the technological capabilities of smartphones (delivery of data). Key success factors of PC games: Sociable: The PC games enable to socialize with some friends for cybernetics with a combination of fun. Accessible: It is more common for people to have a pc at home that a console and almost everyone has at least one computer in their home. Low cost: Only need to buy the game to play, however, to play with console the cost increases because you have to buy the console and games separately. PC games make it so real that people feel they belong to play to that reality, for example, when playing car race people also feel that adrenaline you feel when driving a real car. Key success factors of online games: Ability to quickly adopt new technology: Being online can make any changes or updates directly Aggressive marketing/franchising: Now everyone remain constantly connected which is easier and faster to get to them to publicize products or services. Also, when you are playing you can go to receive more information or upgrade without having to resort to a place Accessible and cheaper: You can buy and purchase the game wherever you are, because you only need to be logged in and you don’t have to go to a specific place to buy the game and the machine. Safe time: Since you only need to be logged in, you save time to find a store where they sell and then go there to buy it. Massively Multiplayer Onlie Games (MMOGs) allow players to participate in all worlds’ areas. The derivatives’ sales (â€Å"advergaming†) represent a vast part of the market through advertising that encourage primary gamers to buy products related to the reality of each game. Geographic factors: Key success factor of video game in Asia: IP, part one: Major licenses may be easier but be aware of the localization and culturalization challenges. Major brands do carry significant weight in Asia, but not all western brands will succeed there. IP, part two: Original IP needs great design and technology. Using proven engines and middleware would be an option worth considering. Experienced development teams: If you’re not from Asia, then allow Asian companies and players to be involved in early testing. Listen and understand their comments. Funding: You must allow enough money for changes to the game later on. Incorporating Asian MMO traits will make the game ultimately better for the western markets too. Great Asian contacts: Look for contacts across multiple markets. There are different elements and requirements to be learned from each major market. Partnering in Asia: Find companies you can have shared goals with and trust. The ongoing support of the market partner for beta testing, updates and specific changes is absolutely critical. Support and listen to them. Openness and local help: The ability to communicate across different languages and cultures is critical. Unlike single player games, you do not walk away from them after launch. The development and support needs to be market focused and ongoing. Time: Unfortunately funding can direct launch timing. As with most games there is no second chance. Developers use various technologies to ensure faster and cheaper conception of online games: there is real opportunity to explore new kinds and methods of gameplay. Key success factor of video game in Latin America and North America: In the mid 1990s when Latin America privatized its telecommunications industry and saw the return of important flows of investment into the region for that specific area (Inter-American Development Bank Annual Report 2000). Significant amounts of capital were allocated to telecommunications, media and computing sectors, especially in Brazil, Mexico, Costa Rica, Venezuela and Argentina. Latin America is today one of the fastest growing regions in the world, even though is still a marginal market in comparison to the US, Europe and Asia. Latin America is interested in developing manufacturing lines and infrastructures to satisfy the local market, since US high-tech companies are interested in both the current potential of the local market and the future use of Latin America as a platform to export to the US and Canada. Latin America not only lies with the market itself, but also with the unrealistic perception of the region as a possible platform for exporting and improving global sales. Latin America could respond more to its potential as a low-cost producer and exporter rather than to its potential as a consumer-market like North America. Latin America has important social disparities of income from one social stratum to the other, â€Å"the patterns of consumption are very similar to the developed world. † (Euromonitor International, 1999) Latin America has knowledge, technology and a manufacturing capability to develop hardware. The model of the Maquila has been operating since the 1970s and takes advantage of the potential of the North American Free Trade Agreement (NAFTA), which not only facilitates access to cheap labour, but also provides exporting facilities based on a substantial reduction of tariffs to the US market. Evidence suggests that companies such as Microsoft and Nintendo are investing in Mexico, Costa Rica and Brazil in order to develop low-cost production centers capable of exporting to the US market using the opportunities that NAFTA and other inter-regional agreements provide. Key success factors of video games in EMEA: The production costs of video games are growing, as is increasingly required greater technical and visual quality. Despite this, note that the cost of sequel is significantly lower due to the reuse of components and technological developments of the previous versions. Merger of companies: For example, buying video game developer Activision by the French company Vivendi to merge with its subsidiary video game Blizzard, becoming the largest game development company in the world or the merger of Parmenion and solutions group. Low cost: Its production is technically simpler and therefore cheaper, also can be produced in large quantities allowing entry into this sector to smaller companies. Have casual games that are simple, both in game play and developing and easy to learn. Launched innovative product, targeting new demographics (adult female audience†¦). French Foreign Ministry created an internet portal called FRANCE GAME which aims to promote French videogame industry abroad. Competitive System Matrix Console games Mobile games PC games Online games Brand Compatibility Sociable Quickly adopt new technology Cost Facilitating conditions Accessible Aggressive marketing/franchising Exclusive games Trialability Low cost Accessible and cheaper Innovation Self-efficacy Real effects Safe time Online features Complexity Price Trust Technology Relative advantage Timing Observability/ Communicability Image Normative beliefs Competitive system analysis: †¢ Console games: – Relatively strong differentiation(Brand,Cost,Exclusive games,Innovation,Technology) – Strong advantage †¢ Mobile games: – Strong differentiation (Compatibility, Facilitating conditions,Complexity, Device advantage, Observability/ Communicability) – Relatively strong competitive advantage (As mobile devices continue to grow, mobile game category will show the biggest growth) †¢ PC games: – Relatively weak differentiation (sociable and accessible, technology) – Relatively weak competitive advantage (more common for people to have a PC than console at home) †¢ Online games: – Relatively strong differentiation (quickly adopt new technology and Aggressive marketing/franchising) – Relatively strong differentiation (â€Å"online revenues set to reach US$30bn in 2017, consumers are merely shifting from pay to own to pay to play†). Conclusion Nowadays, the video game industry has a considerable incidence on the economy through the sales of significant and complex systems and games. Over the next five years, video games will extend at a CAGR of 6. 5% to attain US$86. 9bn in 2017, up from US$63. 4bn in 2012. Consumers’ spending on console games will increase by a CAGR of 5% from US$24.9bn in 2012 to US$31. 2bn in 2017 as Sony’s PlayStation 4 and Microsoft’s rumored new Xbox console revive appeal in console gaming. That development will lead to North America surpassing Western Europe to regain in 2014 its number one position in console sales. â€Å"In many entertainment and media segments, China will overtake Japan in terms of size by 2017; in some cases, it has already. This is not the case in video gaming, however, because Japan will retain its position as the world’s second-largest market, at US$13. 7bn in 2017, behind the US at US$18. 2bn but ahead of China at US$11. 4bn. Although PC revenues remain stagnant, consumers are not abandoning the platform. With online revenues set to reach US$30bn in 2017, consumers are merely shifting from pay to own to pay to play. Online spending will increase by an average of 8% per year over the next five years. By 2017, the online platform will have almost reached parity with consoles; and US$97 will be spent on online games for every US$100 spent on console games. Driven by strong mobile gaming and video game consoles and software sales, the market is forecast to reach $ 111 billion by 2015, it added. The research firm said mobile games are the fastest growing segment of the (gaming) market, with revenue set to nearly double between 2013 and 2015 from $ 13. 2 billion to $ 22 billion. As mobile devices (smartphones and tablets) continue to grow, mobile game category will show the biggest growth due to the entertainment value provided by games compared with other app categories. This growth is fuelled by healthy sales of premium mobile devices globally and consumers’ desire to play games on these multi-function devices that are capable of displaying increasingly sophisticated game content, he added. 2013 was an important year for the game industry as Sony, Microsoft and Nintendo are releasing their next generation video game consoles to a market that may be moving in another direction due to the popularity of mobile devices†(quotation, see the bibliography). Sony and Microsoft have released their game consoles in November 2013 and a repressed demand for them has caused a temporary reduction in console hardware sales during the last year. But, the augmentation will restart in 2014 and sales of existing console hardware are foreseen to increase from $ 15. 9 billion today to $ 22. 7 billion in 2015. Video game industry customs are comparable to those of other entertainment sectors (e. g. , the music recording industry), but the video game industry in particular has been charged of handling its development predisposition poorly. This promotes independent development, as developers leave to establish new companies and projects. In some notable cases, these ingoing companies grow extensive and impersonal, having endorsed the business habits of their forebears, and ultimately perpetuate the cycle. However, unlike the music industry, where modern technology has permitted a wholly professional yield to be scheduled exceedingly inexpensively by an independent musician, modern games necessitate crescent amounts of manpower and equipment. This dynamic makes publishers, who fund the developers, much more important than in the music industry. The industry insists on software piracy being a proper issue, and implement repressive measures to struggle against this widespread phenomenon. Nonetheless, digital rights management and other restraints have proved to be obviously unpopular among gamesters. Bibliography http://www. pwc. com/gx/en/global-entertainment-media-outlook/segment-insights/video-games. jhtml http://www. gartner. com/newsroom/id/2614915 http://www. wikinvest. com/industry/Video_Games http://www. theesa. com/games-improving-what-matters/families. asp http://en. wikipedia. org/wiki/Video_game_industry Gretz, R. T. 2010. Hardware quality vs. network size in the home video game industry, Journal of Economic Behavior & Organization Palmer, R. a. and Millier, Segmentation: Identification, intuition, and implementation, Industrial Marketing Management T. N. S.and Project, M. B. A. F. The Video Game Industry: an Industry Analysis, from a VC Perspective, Online Smith, Product differentiation and market segmentation as alternative marketing strategies, Journal Of Marketing http://www. wepromite. com/2007/10/14/strategy-analysis-of-the-console-market-%E2%80%93-part-1-key-success-factors/ http://www. irma-international. org/viewtitle/32750/ http://www. gamasutra. com/view/feature/132098/a_path_to_western_online_games_. php? print=1 http://www. gamestudies. org/0202/lugo/ http://www. pymesonline. com/uploads/tx_icticontent/R02403_lbvideojuegos. pdf.

Saturday, January 4, 2020

The Effects of Bullying in Students - 1124 Words

THE EFFECTS OF BULLYING TO THE SECOND YEAR STUDENTS OF TAGOLOAN NATIONAL HIGH SCHOOL SY: 2014-2015 by: Fernandez, Dimple A. Besa, Lindsay Q. Canoy, Richel Mae V. Dael, Bema A. Damiles, Jewel D. Parlocha, Michelle B. Pil, Riza Jane A. Introduction Bullying is the act to threat a weaker being to make them do something and hurt them emotionally or physically which later on affects a victim’s everyday life. From the looks of it, some students, especially those who are victims may have not seen the end of their situation yet. Some studies today found out that most students in grade school and high school have experienced different forms of bullying either from their peers or from their teachers in actual like†¦show more content†¦Parents, teachers and even the students are alarmed and worried because the number of this certain problem have outgrown every single day. Some may have been suffering in this kind of situation from time to time that not even one of us notice. How will we find out that a person is a victim of bullying? What could be the possible reason why some kids grow up to be bullies? What are short and long-time effects of bullying in the psyche of both in bullied and bully kids? What cou ld be the nature of this problem that some schools are facing? Why is bullying prevalent in our society? As researchers, we also want to know the answers to this problem and its all out effects to the society itself. Methodology Our team decided to find answers with these problems by conducting a research about this certain situation’s role in a community where a student takes part. A research must be systematic or orderly and sequential to procure a study’s exact goal and purpose. In presenting a problem, the reason why the study is conducted must be included. Since a research must be controlled, researchers must conduct field study and Observations after presenting a problem to test hypothesis and assumptions. Notes/permits and some necessary letters need to be implored in the study as a procedure. Since researchers chose primary data, some individuals or an entire section of classShow MoreRelatedBullying And Its Effects On Students895 Words   |  4 Pagesworkplaces, universities, colleges and especially high schools. According to National Association of School Psychologist in United States, one out of seven students used to bully others or being the victims. Despite of the common assumption that bullying is a normal part of children in their early years, the consequences can strongly effect on students well-being. Lasting for years or even the whole life, it makes the victim feel frustrated, despondent, useless, fearful or isolated. Apparently, it isRead MoreBullying Schools : Its Causes And Effects On Students899 Words   |  4 Pages Bullying is a worldwide issue that affects millions of individuals every day. To some it could be meant as a joke but the reality of the matter is that it could cost someone their life. One article written about the causes and effects of bullying in elementary schools’ explains, â€Å"bullying may include verbal and physical assaults, threats, ‘jokes’ or language, mockery and criticizing, insulting behavior and facial expressions†(Jan,2015). Bullying is not just narrowed down to one specific remark;Read MoreThe Effects of Bullying in School for Students Essay3240 Words   |  13 Pagesï » ¿The Effects of Bullying in School for Students Violence in the education which happens frequently is the fact. In Jakarta, students’ brawl almost happens every week, so that it is no longer interesting for those journalists. So far, when talking about the violence in students’ life, the topic that often presents is about students’ brawl, whereas there is the other kind of violence in students’ life that has more dangerous effects. It is bullying. Bullying often occurs in students’ society at bothRead MoreThe Effects Of Bullying On Students Within The School System920 Words   |  4 Pagessome students or children carry. Bullying. Bullying over the course of the years still plays a role in the education system. Although the form of bullying has changed from the past to now, it still has an effect on students within the school systems. In the past there was the physical form of bullying where â€Å"jocks† would push the â€Å"nerds† into lockers or their books out of their hands. An other typical term used by bullies that anybody can recognize is, â€Å"give me your lunch money,† but bullying has evolvedRead MoreThe Effects Of Cyber Bullying On School Students Essay1751 Words   |  8 Pagesenjoying the real life. Such circumstances led to the expansion of the newly-appeared issue of the cyber bullying that mostly affects school students. 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Researchers typically categorize the negative effects of school bullying in terms of short and long term consequences and in terms of its impact on individual students and the climate of a schoolRead MoreThe Effects Of Bullying On High School Students Academic Performance2172 Words   |  9 PagesThe Impact of Bullying in Schools Bullying has been a long existing problem in schools and unfortunately it still is today. â€Å"20% of U.S. students in grades 9–12 experienced bullying† (Youth Risk Behavior Surveillance — United States, 2013, 2014). Olweus (1996) stated, bullying is when â€Å"a student is exposed, repeatedly and over time, to negative actions on the part of one or more other students† (p. 275). The results of bullying can lead to a lot of negative problems in a student mentally, physicallyRead MoreBullying And How It Can Effect A Student s Education1777 Words   |  8 Pages Bullying and How it Can Effect a Student’s Education Bullying such as physical or verbal or cyber can distract a student and get him or her to only think about the hurtful things that are done to them causing them to fail one class or more. Bullying cannot only effect the life of a teen student but can also effect their education. These actions can drive a student towards the path of not graduating high school and failing to meet their goal.It has been proven on a recent interview by Ellen Daniels-URead MoreBullying And Its Effect On Students s Physical And Emotional Safety At School854 Words   |  4 PagesBullying in schools is one of the most common social issues associated with education in the United States. This issue has no particular specification for who is a target, no limit on how it is rendered and it can have an effect on student’s physical and emotional safety at school. In addition to physical and emotional upset, bullying can also negatively impact the student’s ability to focus on, understand and retain the information being taught in classes. As research shows approximately 28%, roughlyRead MoreEffects Concerning School-Age Bullying: A Retrospective Examination of College Students Experiences3654 Words   |  15 Pagesï » ¿Retrospective examination of college students experiences and effects concerning school-age bullying Table of Contents Abstract: 3 Introduction: 4 Childhood Teasing: 4 School age bullying: 6 Experiences of college Students: 7 Long term Consequences: 8 Relationship with Interpersonal Functioning: 9 Relationship with anxiety and depression: 10 Relationship with trust: 11 Relationship with quality of friendship: 12 Coping Strategy: 12 Conclusion: 13 References: 15 Abstract: