Friday, April 10, 2020
Defining Your Topic
Defining Your TopicIn order to make a proper definition of your topic, you must go back to the beginning. No matter how much you may have studied a word or phrase, if it is not explained clearly, then you will not be able to give the definition of that particular term. It is necessary to first define the topic before you go on to make the definitions.Now when you are in the middle of writing your essay, you must search for those words that you wish to define and go back to the subject for clarification. The definitions should also be related to the terms that you want to define. To add more clarity, keep a copy of your definition in front of you at all times.Go through each sentence of your article with a different way of looking at the same text. Try to make a definition that is clear and easy to understand. If your topic is simple, this process will be easy for you.The second most important component of your definition is the explanation. The explanation should provide a solid foun dation for the term.Go through the various issues of any specific articles you have written, and ask yourself if it has been properly defined. Once you come to the end of your article, you should look for the information on definition as you begin to look at the explanations of the concepts that were taught in the essays.If you cannot make head or tail of the definitions of your articles, then it is advisable to write the definitions on the page proofs. This will help you decide the correct explanation to include. Remember, we are writing on words, not from pages to pages.Now, the final step for you is to prepare for your definition essay. The essay itself can make your definition essay simple and easy to understand.
Saturday, March 21, 2020
The one free essay sample
Technology advancement through the years have changed peopleââ¬â¢s lives and opened new horizons. Technology is fast paced and it is becoming more advanced and sophisticated day by day. Game design and production is a fast paced, hit-driven, technology-based field. Hardware used in game consoles and personal computers continues to improve, getting faster and cheaper at a dizzying pace. This new project with increases the computational resources, and a long list of cool features they liked to incorporate. As it is widely reported across many media, computer and video games are increasingly popular. The computer is one of the toolsused in the upgrading of our technology which is one of the products of high-quality technologies. Information technology plays a big role in economic growth and development worldwide. Computer innovations are rampant but it is not only the hardware component that keeps pace with the fast changing technology, but also the software that underlies it. We will write a custom essay sample on The one or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Now, mobile games are part of rapidly evolving mobile technology. Users become interested of the aid of mobile graphics, which are used to create design and mobile animation. Many individuals are fond of playing mobile games to spend their free time. Android is a fast emerging platform for cell growth and have a really fast rising mobile market; this raises the bar as one needs to be technically sound and imaginatively progressive to seize some of its share. Every single day, everyone sees new and fresh innovative ways on how an organization can make it big by the social media markets. Project Context Android is a fast emerging platform for cell growth and have a really fast rising mobile market; this raises the bar as one needs to be technically sound and imaginatively progressive to seize some of its share. Every single day, everyone sees new and fresh innovative ways on how an organization can make it big by the social media markets. The game will be supported by an android OS that can give knowledge and enjoyment to the users. This game entitled ââ¬Å"Aquatic Quest: An Edutainment Android Gameâ⬠it will be develops not only to entertain but also to test the intellectual ability of user. Purpose and Description The proposed study introduced a platform which can be used in developing a game. The development of this game provides proofs on the efficiency of using the Android OS, and it serve as an entertainment yet an educational tool, for the players. Aside from fun and entertainment, studies say that playing this kind of game can give anti-aging benefits. Solving a game problem can exercise the playerââ¬â¢s mind. This game can help enhance and test the scheme in terms of word gathering. This also teaches young individuals to become a computer literate and help them to improve their concentration. To the developers, this study enhanced their activity and programming skills using Java Language in developing a mobile game. In the entire development of the game, the developers elaborated every aspects of the study such as design, game play, and interface as well as the software documentations. Furthermore, this study would help the researchers to their future endeavors in the real world-that is outside the school, after their graduation. To the gamers, this mobile game does not isolate from social contact but promotes social interactions. Playing this game develops the learning process in a form of leisure that is entertaining. To the future developers, this study could serve as an additional reference for those who are interested to develop a mobile game and as a guide for other researchers engaging the same topic. This study can improve the new perceptions of an open platform accessible for carriers and establish an open platform for developers to build innovative mobile applications. But the main beneficiaries of the study are the students, teachers, and researchers as they are provided with pleasant and new kind of technology in mobile activities. Objectives of the Study The general objective of this study is to develop an Educational Game for Android OS. The following are the specific objectives: To study existing games related to marine life. To develop an android game that is educational, enjoying and entertaining. To test and evaluate the functionality of the developed game as to its: Game Play Game story Game Mechanics Game Usability Conceptual Framework Figure 1 IPO of the Current System Figure 1 shows the Conceptual Framework of the proposed game. The Input shows where to begin the game. At the process the game starts and you should beware of destruction and earn points. As the product, it display the high score and start again. Scope and Limitations of the Study This proposed study focus mainly in developing a game using Android OS. The developers used Android OS because it is very in demand in the market. Using this OS is very effective for the developer objectives. The game developed to promote a quick thinking, fast analysis, hand-eye coordination and motor skills. The game is platform game type which deals with different platform and obstacle to encounter in each level. The game is made available only for mobile devices which uses the Android platform. Aquatic Quest was designed into 2d computer graphics. The game application used Java as the programming language, Eclipse as the software development environment, Java and android as the development kits and the Adobe Fireworks as the graphics editor. The game is designed to run on Android devices with version 2. 3 (Gingerbread) or higher. The screen resolution should be 1024 x 600 pixels; the game features are limited on the performance based of the capability of the tablet and its specification to have this game available for the users. The game can only played by a single player and It is non-network game. Definition of Terms In designing and developing the proposed system, the researcher was able to identify some terminologies that may be useful in order for the client to understand some of the terms that are used here. Technical Terms Technical Terms of the study are the following: Adventure Game- It is a computer-based game in which the player assumes the role of the character in an interactive story driven by exploration and puzzle-solving instead of physical challenge. The genres focus on story allows it to draw heavily from other narrative-based media such as literature and film, encompassing a wide variety of literary genres(Buzzle, 2012). Educational Game-It is game that had been designed to teach people about a certain subject, expand concept, reinforced the development, understand an historical event or culture, or assist them in learning a skill as the user play. It serves as educational tool for the user (Galoor, 2012). In this study, the game is said to be educational because of the word that the player must complete to pass to next stage. Edutainment- This term is created by the developers, part of the title of this study to emphasize that aside from being educational; it also gives entertainment to the user or player. Edu is the shortened term for educational and tainment for entertainment. Game- It is a structured or semi-structured activity, usually undertaken for enjoyment and sometimes used as an educational tool (Buzzle, 2012). IDE- (Integrated Development Environment) Itis a software application for software development (IDE, 2012). Map Editor -It is used to edit the maps of the game. We used Tiled Map Editor for designing the map. Single Player- It refers to the variant of a particular game where input from only one player is expected throughout the course of the gaming session. Touch Screen-It is typically found on larger displays, in phones with integrated PDA features. Most are designed to work with either your finger or a special stylus. Tapping a specific point on the display will activate the virtual button or feature displayed at that location on the display (Buzzle, 2012). User- It is the person who uses or plays the game. Undersea- It is the large area of saline water that composes a large part of a planetââ¬â¢s hydrosphere. It serves as the map of the game. CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES This chapter presents a discussion of the existing systems that motivates the developers in pursuing this study. It also covers the related literature and technical background related to study at hand. RELATED LITERATURE The researchers have searched the internet and have read several books to collect information needed to complete the related local and foreign literatures symmetrical to this study. Foreign Literature The game Treasure Ocean developed by flash arcade in 2006 A very exciting yet nice game, to pass to next level the player must collect all the treasures. An underwater photography is the only way to convince the government that new funds are needed. It was developed in java and one of the best ocean adventure game in that time. The game Fish Tales developed by BigFishgame in 2011 Meet sunny, a small fish vast ocean. Eat the fish smaller that yourself. It is so fun you must have eye and hand coordination to get to the next level. It also develop by the used of java. The game Sprill: Aqua Adventures Underwarter developed by MyPlayCity in 2011. The cat, the main hero, may be bored on the way so we decided to provide it with a funny assistant-a green fish which may be of a great help. A spectacular underwater game challenges you to gather coloured balls in threes to make them disappear. Be careful and donââ¬â¢t let the balls fill in all the playing field, or else you The Game 4 pics. And 1 word, a game created by LOTUM gmbh that is available in the adroid market, according to a blog , Its incredibly easy to get into 4 Pics 1 Word, with no instruction required. It quickly becomes addictive, 4 Pics 1 Word is a smooth, fun and well-designed game thats free to play and can offer hours upon hours of entertainment. With now millions of downloads in the Play Store, this game is certainly doing something right. Players of any age can get hours of entertainment out of this game, and the price is certainly right. One of the success of the game application 4 pics. And 1 word is that they bring a great enjoyment for the users/players who love to play trivial games. Just like 4 pics and 1 word the proponents wants to bring such experience from the proposed game application pics for a million. Local literatures Zeenoh games released and introduced Patintero Playtime in November of 2011. It is an IPhone and android game app patterned to the traditional Patintero street game that most Filipinos know how to play. Zeenoh purposely designed this app in order for Filipino children who forgot to play the game and also for those who unfortunately missed the chance of experiencing the game itself Patintero Playtime forâ⬠¦(GDAP, 2011). Patintero Playtime offers a unique gameplay , a 2 dimensional game, though the rules of the original Patintero games apply power ups and human vs. human play are some of its amusing features. With this to consider, Filipinos are now more than ready to take on markets like the IPhone app store and others alike. Sipa literally meaning ââ¬Å"kickâ⬠in Filipino is one of Philippinesââ¬â¢ many traditional games. It involves an object which is made out of rubber and washer sometimes a 5 centavo coin and a piece of candy wrapper. The objective of the game is to kick the object upwards as long as it takes without the object hitting the ground, the one who kicks the object the longest time wins. Since this game is widely played by Filipinos in their childhood days the developers of this game Team Buthchokoy were inspired to make ââ¬Å"Sipaâ⬠, a mobile app to show their love for the game itself and to cater their nationalistic efforts in introducing Filipino culture to the global market. Sipa according to their main website ââ¬Å"The inspiration here is not just to develop a mobile game but to prove and inspire other Filipinos that even with limited resources and know-how, one can create something if you put your heart and soul for itâ⬠Every Filipino isâ⬠¦( Butchokoy. com, 2011). Sipa also features different levels that show different landmarks found in the Philippine like the Luneta, University of the Philippines, Quiapo Church and Mt. Pulag. The game was featured in both television and on multiple sites and blogs, according to an interview by Tj Manotoc in TV Patrol one of Team Butchokoyââ¬â¢s leader Dale David ââ¬Å"We developed this game most probably for them to be encouraged to play Sipa in the streets even sometimes(translated)â⬠Larong ââ¬Ësipaââ¬â¢ patokâ⬠¦(ABS CBN News, 2012). Sipa is currently available in Appleââ¬â¢s App Store and in the Android Market as well. Tongits is a card game that originated in the Philippines. It involves players to pair up cards according to suites, the objective of the game is to take turns drawing a card from a deck and releasing a card from a playerââ¬â¢s hand until the playerââ¬â¢s hand is empty. Since the advent of Poker app games on Facebook, developers reach out to Filipinos and made Tongits Wars. There is also Tongits game available on Adobe Air which was developed by Rico Zuniga. The game can be downloaded as a trial version and is available for $15 for unlimited play. Zuniga also made the same game using C++ and is playable on mobile phones according to Zuniga An Open Sourceâ⬠¦( Zuniga,2011) ââ¬Å"The biggest problem during those times was, you guessed it right, device fragmentation. Developers had to deal with different screen resolutionsâ⬠. Even though the mobile game did not quite sell it led him eventually to develop Tongits in Adobe Air which became popular and sold to fans of the game. (Macutay, 2007) mentioned 2 games that are made by Filipino game developers. Anito: Defend a Land Enraged was released by Anino Games is an RPG game for PC and features 16th century Asia as its setting. The game won 2004 Role Playing Game of the Year in the 2004 Independent Games Festival. Another game that was developed by Filipinos was Terra Wars: NY Invasion released Ladyluck Digital Media. It is a first person shooter game that involves aliens as enemies. Unfortunately however for Terra Wars IGN had given them a 2 out of 10 review, according to IGN Terra Wars:â⬠¦(Bitton, 2006) ââ¬Å"Terra Wars is simply the latest addition to the horde of generic first person shooters available on the market today. Even though Terra Wars did not quite work for Ladyluck Digital Media but through the years they eventually worked with clients such as Activision, Ubisoft , Sony, EA and many more proving that Filipinos has already reached its potential in the field of game development. RELATED STUDIES This section presents the writing of different personalities conduct by the developers during their research, which have relevance to the present study. Local Studies The study of Agito, Cuevas, and Lago (2012) the Treasure Hunter 3D an educational game which is mind game. The developers came up with the title because it is a mind game with treasure seeking quest in 3D (three dimensional). The concept of the game is General Information and the setting is in the forest. The game concentrated on different aspects of learning. It aimed to help the users to enhance their ability and knowledge to play this game. Treasure Hunter 3D is developed using JavaScript, Adobe Photoshop as the images editor, while Unity and Auto Desk Maya is used in scripting and creating 3D objects. Both have used Adobe Photoshop for image editing and both are somewhat have the process if the game play. The thesis game developed by Borbon and Mendoza (2011), the Sassy Treasure Quest is an adventure type of game that was designed for touch mobile unit with a platform of Flash Lite 3. 0. The game has six stages and each stage has treasures, which are guarded by monster, which must be collected by the protagonist to clear the game. Movement are classified as up, down, left and right wherein interaction from the user corresponds on the four sides of the mobile unitââ¬â¢s screen. The player must guide ââ¬Å"Sassyâ⬠through different places where she faces obstacles along the way to the treasure. The quest is non-turn based and the player canââ¬â¢t attack, throw spell, retreat or defend. Every stage adds extra point to Sassyââ¬â¢s stamina. The game keep has a very stylish art concept and can keep you entertained for a few good minutes. Both games are intended to get the safety box to pass on the next stage. And obtain the high Score. Sassy Treasure Quest use Macromedia Fireworks The study of Abel and Paglinawan (2007) entitled Herbarrio which is a fascinating adventure game where the town Herbarrio has been cursed by the evil spirit. The game made use of Filipino concept for uniqueness and used Netbeans Mobility Pack 5. 5 in developing a set of modular software components called modules, J2ME platform for configuration of Macromedia fireworks NX for designing the user interface. Map Editor is also used for the structure of the map which has the drag and drop tool features. Both games are adventurous type game and can give excitement to the players. This study also used Map Editor to create map for the game. The study of Capuz and Ortega (2007) The Adventure of Pedro Penduko that features three exciting levels and three environment to explore. The study considers the need to reinstate and promote Filipino Superhero. This is an amusement that facilities psychological health by relieving stress and depression. In this study, both games feature an excitement, alertness and strategic skills in playing it. The features of the game have the same objectives and that is to successfully complete each level. Both games can be installed in mobile devices and today tablet devices can serve as mobile devices. The thesis of Olimba, Reyes and Robles (2009), entitled Freaky Maze of Babel. This study targets to develop a mobile game intended to gain the interest and would entertain user. The game is consists of adventure in a form of a board and mini-games to add excite and fun factor. Movement of the main character is based on rolling the dice, the numbers on the dice will decide on how many steps or platform you will end up. Platforms or blocks will be the way in following the maze and each platform will generate or represent a mini-game that you must accomplish, the faster you finish the mini-games the faster you will gather treasures and gains its goal. Both games give excitement and entertainment it also gives strategy to finish the game. Moreover, these games also can be installed in mobile devices and today tablet devices can also serve as mobile devices. Foreign Studies The study of Rich Molloy and Pat Griffith (2005) entitled Voyage a round Catalina. This game provides a unique and fun way to learn an ancient topic. Playing VAC will compliment most nautical learning experiences, whether these are an organized courses or independent study. Learners are those interested in the objectives. While, anyone with some interest in learning nautical terms and navigational rules can play VAC, the game will be most fun for those who have some reason or context in which to learn the material (e. g. , learning to sail, thinking of buying a boat, own a boat but know little about subject matter, joining the Coast Guard or Navy, etcâ⬠¦). Both games provide fun and adventure, the ocean is serves as the map of the game. Both games use 2D graphics design with cool colors, object blending effects, and animated menus with drop shadows; they also require developers to get down and dirty with pixels, lines, curves, rectangles, polygons, and all kinds of other graphics primitive. The game Endless Ocean developed by Arika. The game boasts a large expansive ocean with 100 creatures to collect in the playersââ¬â¢ aquarium. When the player is on the boat they can do one of several things, they can check up on seals, dolphins, boobys or penguins hanging around on the boat. The player can change the location of the boat via the steering wheel; the player can also teach one of their dolphin companion tricks by touching a fin/mouth and wiggling the Wii-mote at the screen. The player can also check email, skip time, and talk to the marine biologist who cant swim or listen to music while staring at the sky. But once the player dives the endlessness begins, the player can go anywhere once they are released down to dive within a certain large perimeter around the boat. They can also dive with a partner [dolphin], draw things with an underwater pen and pet fish. Most of the game is about petting fish and exploring the sea, every-time the user see an area while diving the area is drawn in on your map, while every-time the pet/rub a fish the fish is put as a sticker in a brown book in the cabin. The map of the games is both in the ocean, the proponentsââ¬â¢ main character is a submarine. Both games feature an exciting, alertness and strategic skills in playing it. The features of the game have the same objectives and that is to successfully complete each level. Lepper, M. R. Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behaviour, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise tendonitis), Development of anti-social behaviour and loss of free thinking and will. Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviours. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behaviour. John Kirriemuir (2009), Applications (android or iOS) are today an important part of most childrenââ¬â¢s leisure lives and increasingly an important part of our culture as a whole. We often, as adults, watch in amazement as children dedicate hours to acting as football coaches, designers of empires, controllers of robots, wizards and emperors. In the past, computer games have been dismissed as a distraction from more ââ¬Ëworthyââ¬â¢ activities, such as homework or playing outside. Today, however, researchers, teachers and designers of learning resources are beginning to ask how this powerful new medium might be used to support childrenââ¬â¢s learning. Rather than shutting the door of the school against the computer game, there is now increasing interest in asking whether computer games or playing their tablets might be offering a powerful new resource to support learning in the information age. This review is intended as a timely introduction to current thinking about the role of mobile games in supporting childrenââ¬â¢s learning inside and out of school. It highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration that games seem to offer. At the same time, the review takes a measured tone in acknowledging some of the obstacles and challenges to using games within our current education system and within our current models of learning. SYNTHESIS The related studies and literature that the researchers gathered are collected from various books, magazines, articles, journals, blogs and thesis from online research and library research. The information collected by the researchers is significantly related to the proposed study. The related studies and literature was created to help researchers properly understand and support the conclusion of the study. Android games extended its lead in the overall mobile phone market, as the competition is still up, developers developed many different games like adventure, racing, sport, strategy. Adventure game is very entertaining among them because of the excitement and the fun playing throughout the game. The thesis game developed by Borbon and Mendoza (2011), the Sassy Treasure Quest is an adventure type of game with similar goal of the researcherââ¬â¢s present study. The game has the same stages and each stage has treasures, which are guarded by monster, which must be collected by the protagonist to clear the game. In the proposed game Aquatic quest will have 10 stages and has treasure hunting in each level. Inside the treasures are letters and some are points. Collecting the letters of the given word of the map will complete the map and will proceed to the next level of the game, but itââ¬â¢s not that easy to finish the stage because destructions are all over each stages. Another similar study entitled: ââ¬Å"Treasure Oceanâ⬠A very exciting yet nice game, with the same goal of collecting all the treasures to proceed to the next level of the game. Another game design Entitled: ââ¬Å"Fish taleâ⬠developed by big Fish Game year 2011 that Meet sunny, a small fish vast ocean. Eat the fish smaller that yourself. It is so fun you must have eye and hand coordination to get to the next level. With the same purpose of searching a treasure to complete the game level. The above mentioned studies and literatures greatly contributed to the present study because they served as guide in the development of the Game (Aquatic Quest). The development between the researchers study and above mentioned is noticeable in terms of innovative ideas and process involved.
Thursday, March 5, 2020
Ghost Light from Dead Galaxies Sheds Light on Ancient Galaxy Interactions
Ghost Light from Dead Galaxies Sheds Light on Ancient Galaxy Interactions Did you know that astronomers can learn about galaxies that died long ago? Thats part of the story of the cosmos that theà deep cosmos-gazingà Hubble Space Telescopeà was built to tell. Along with other telescopes on the ground and on orbit, it fills in the story of the universe as it peers out at distant objects. Some of its most fascinating objects are galaxies, including some that formed in the infancy of the universe and are now long gone from the cosmic scene. What stories do they tell?à What Hubble Found Studying long-dead galaxies sounds like it would be impossible. In a way, it is. Theyre no longer around, but it turns out, some of their stars are. To learn more about early galaxies that no longer exist, Hubble observed dimà light from orphaned stars that lie some 4 billion light-years away from us. They were born billions of years ago and somehow were ejected at high speed from their original galaxies, which themselves are long gone. It turns out some kind of galactic mayhem sent these stars reeling across space. They belonged to a galaxies in a massive galaxy called Pandoras Cluster. The light from those far-flung stars provided clues to a crime scene of truly galactic proportions: as many as six galaxies were somehow torn to pieces within the cluster. How could this happen? Gravity Explains a Lot Each galaxy has a gravitational pull. Its the combined gravity of all the stars, clouds of gas and dust, black holes, and dark matter that exist in the galaxy.à In a cluster, you get the combined gravitational pull of all the galaxies, and that affects all of the members of the cluster. That gravity is pretty strong. In addition, galaxies tend to move around within their clusters, which affects the motions and interacts of their cluster-mates. Add those two effects together and you set the sceneà for the destruction of some not-so-lucky small galaxies that happen to get caught in the action.à They get stuck in a squeeze play between their larger neighbors as they travel, Eventually, the strong gravity of the bigger galaxies pulls the smaller ones apart.à Astronomers found clues to this destructive shredding of galaxies by studying the light from stars scattered by the action.That light would be detectable long after the galaxies were destroyed. However, this predicted intracluster glow of stars is very faint and is quite a challenge to observe.These are extremely faint stars and they are brightest in infrared wavelengths of light. This is where Hubble comes in. It has very sensitive detectors to capture that faint glow from the stars. Its observations helped scientists study the combined light of about 200 billion stars that were cast out from interacting galaxies. Its measurements showed that the scattered stars are rich in heavier elements like oxygen, carbon, and nitrogen. This means they are not the first-ever stars formed. The first stars consisted mainly of hydrogen and helium, and forged heavier elements in their cores. When those earliest ones died, all the elements were cast into space and into nebulae of gas and dust. Later generations of stars formed from those clouds and show higher concentrations of heavy elements. It is the enriched stars that Hubble studied in an effort to track what happened to their galactic homes.à Future Studies Zero in on More Orphan Stars Theres still a lot to figure out about the earliest, most distant galaxies and their interactions. Everywhere Hubble looks, it finds more and more distant galaxies. The farther out ità peers, the further back in time it looks. Each time it makes a deep field observation, this telescope shows astronomers fascinating things about the earliest times in the cosmos. Thats all part of the study of cosmology, the origin and evolution of the universe.
Tuesday, February 18, 2020
Using Perceptual Maps in Marketing simulation Essay
Using Perceptual Maps in Marketing simulation - Essay Example This will be followed by direct impact/results of these decisions which will be generated by the simulation itself. Following this explanation, the interdependence between differentiation and positioning a product and a service is explained. Besides this, the results of the decision of repositioning the brand of Cruiser Thor or introducing a whole new product line will also be discussed. Besides this, the overall effect of Product Life Cycle on the brandââ¬â¢s performance and the scenarios presented in the simulation is also discussed, which will give a comprehensive summary of selected marketing plans and its impact on the brandsââ¬â¢ performance. 1. Scenario 1 1.1 The Situation Cruiser Thorr is the market leader in the motorcycle industry where the consumers symbolize the brand with lifestyle. Lifestyle positioning is the strongest element in the motorcycle industry and Cruiser Thorr enjoys the brand image of a premium product with all the features and deliverables which make s it the first choice of the consumers who can afford it. Situation 1 of the Simulation presents a scenario where the Cruiser is losing Sales because its ideal target market (men in the age-group of 25-50) is growing old and is no longer interested in the lifestyle image of the brand. Moreover, the alternative market of the youngsters do not relate to the image of the brand of Cruiser. Therefore, the brand had to be repositioned in the market and around those elements which would cater to the consumer preferences as portrayed in the market research. 1.2 Recommended Solutions The possible solution was to reposition the brand. I selected the parameters of Price, Service Offerings, Product Uniqueness, Product Design and Style. The results showed by the simulation were that the parameters of Product Style and Design and Product Uniqueness were not appropriately selected. I selected the Service Offerings because the competing brands had good services to offer and that, because of the hig h price of the Cruiser, it had to be complimented with Financial Services. Besides this, the Product Style and Design would have complimented the Lifestyle image. I did not select the Lifestyle parameter exclusively because the trend in the target market showed that this was no longer as important to the consumers as it was when they were young. 1.3 The Results As lifestyle image is the most important component in the Motorcycle Industry, the brand will sustain its image. Along with this, the Quality Engineering parameter also had to be included as it incorporated all the other factors such as the engineââ¬â¢s performance, the design and its overall quality; which are important to the consumers. 2. Scenario 2 2.1 The Situation The second Scenario was that the brand of Cruiser was lagging in sales despite repositioning it. The market dynamics through research showed that the young men, aged from 20 ââ¬â 35 comprised of a strong market potential. Now the question was either to reposition Cruiser Thorr again or to launch a separate product called RRoth ââ¬â a much lighter version of the Cruiser. 2.2. Recommended Solution The solution was to launch a separate product line under the brand of RRoth with low prices, more financial services, unique design and the quality persistent with Thorrââ¬â¢s image. The idea of repositioning Cruiser would be harmful because Cruiser Thorr is the premium brand of the company and repositioning it in the
Monday, February 3, 2020
Overloading Trucks Essay Example | Topics and Well Written Essays - 750 words
Overloading Trucks - Essay Example Although overloading might be seen as quite a common and widely practices approach in any nation but it has certain adverse impacts which require to be discussed. The adverse impacts of overloading of trucks might result in occurring severe life risk accidents, negative impacts in the materials overloaded and unfavorable impacts on the vehicles along with roads among others. In order to deal with this critical concern, government of every nation frames certain regulation, adherence of which is mandatory for the vehicles (NTEA, n.d.). In order to acquire a comprehensive understanding about the aforesaid subject matter, the legislation and law of overloading trucks in New Zealand (NZ) and Saudi Arabia (KSA) has been elaborated in the following discussion. Overloading of vehicles is a serious offence in any part of the world. This aspect of transport law can also be seen in the legislation of New Zealand. Overloading is seen as a serious offence in New-Zealand owing to the fact that it has severe negative impacts on the vehicles, people and the goods carried among others. According to the Land Transport Management Act 2003 in New Zealand, trucks and other vehicles should be aware of their liabilities and act accordingly. Furthermore, Land Transport Act 1998 instructs that vehicles drivers should always ensure safety of the road, the vehicle and the people travelling in highways. Contextually, restrictions against overloading of trucks and other heavy vehicles are highly crucial. According to section 43 of the Land Transport Act 1998, a person carrying a heavy motor vehicle (e.g. Truck) will fall under the offence of infringement, if he/she is carrying the vehicle with goods in excess of the prescribed limit of weight for that particul ar vehicle. Furthermore, the law also signifies that the person will also be accused separately for overloading in each of the axle of the vehicles. Non-compliance of this section of the
Sunday, January 26, 2020
The Concept Of Film Authorship
The Concept Of Film Authorship Arising in France in the late 1940s, the auteur was a cinematic theory created by Andre Bazin and Alexandre Astruc, and introduced in the French film magazine Cahiers du Cinema. Francois Truffaut and Jean-Luc Godard were the first to coined the phrase la politique des Auteurs, suggesting the theory of the director as author. The idea was to advance the cause of cinema as a legitimate art form by awarding the director with the status of an artist. Both Truffaut and Godard believed that directors should use the commercial device of film making the way a painter uses a brush, or writer uses a pen, and, through the mise en scà ¨ne, impress his or her vision apon the work. The idea was that a film is most valuable when it is the product of the director, and his personal style. Thus in film authorship, the influences of the director can be seen through all of his works, often at times exhibiting aspects of their personal life portrayed through out each film. Ideally, one could watch a film without previously knowing who directed it and then be able to identify who was responsible for its creation. Simply put, the auteur theory acts to describe the mark of a film director on his films and a style that he distinctly owns. Much like one can look at a painting and tell if it is a Picasso, if a film director is an auteur, one can look at his film and tell by its style and recurring themes that a certain director made it. According to the authorship theory, it does not matter whether or not the director writes his own films, the cinematographer, actors, and others involved in its creation are of secondary if any consideration. The film is said to reflect the vision and the mind of the director through the choices he makes in his film, including his casting of crew and actors. Naturally, a great deal of criticism surrounds such a suggestion. As Philip Halsall (2002) points out film is clearly a collaborative process, even in the smallest of productions, and to elevate the status of the director is to belittle the contributions of other creative personnel such as the cinematographer, the editor, the sound man, and the actors. For a director to be considered a true auteur, Andrew Sarris declared, (HYPERLINK http://www.britishfilm.org.uk/lynch/biblio.html#sarrisNotes on the Auteur Theory in 1962HYPERLINK http://www.britishfilm.org.uk/lynch/biblio.html#sarris) a premise must exist whereby the distinguishable personality of the director is a criterion of value. Over a group of films, a director must exhibit certain recurring characteristics of style, which serve as his signature. One notable auteur, whose filmography has expanded over three decades, is David Lynch. A David Lynch film produces distinctly notable traits readily observed by the amateur, and commanded by the aficionado. His individual surrealist style has defied description thus necessitating the creation of a new term of classification, aptly titled Lynchian. Lynchs films are aesthetically progressive with inherently conservative subject matter hidden behind a postmodern veneer. Thematically repetitive, a David Lynch film involves parallel worlds both literally and the metaphorically contrasted elements of evil and innocence, weirdness and normality, the absurd and the macabre. The use of duplicity, extensive use of dreams and dream like nightmarish sequences, an obsession with the clandestine, extreme graphic violence and sadistic masochistic sexuality are all fixtures in some form. Lynchian created protagonists are tortured souls constructing illusions to escape their reality, when these fantasies unravel, in the case of Lost Highway, Mulholland Drive, Twin Peaks: Fire Walk With Me, The Elephant Man and Eraserhead, the only alternative is death. For those characters that manage to survive a Lynch film, the idea of a happy conclusion is parodied in a contrived manner, the image of the mechanical robin in Blue Velvet mocking such an improbable end. Lynchs juxtaposition of the homely and the eccentric is re-occurring fixation. Nothing is ever as it seems, there is always a more ominous existence lying beneath the surface or hidden behind the curtains. In Blue Velvet, Lynch created an idyllic suburbia drawing on conventions from teenage movies of the 50s, he presents a Happy Days/American Graffiti nostalgia to the point of parody, to give a contrast to the dark other world that is inevitably co-existent. (Philip Halsall (2002) The idealised picturesque world is contrasted with a more sinister dystopian one by employing Lynchs continuing engagement of conventional noir aesthetics. The picture perfect Grease type dynamic in Blue Velvet including the demure blonde debutante Sandy, is balanced by an exceedingly disturbing and menacing underbelly, centred on a dangerous and fairly unstable femme fatale. The femme fatale and its iconography can be scene in almost all Lynchian films. The portrayal of a highly sexualised woman, she is the figure of danger and unattainable desire. She is often filmed in a distinctly voyeuristic manner as scene in Blue Velvet when Jeremy hides in a cupboard and watches Dorothy undress, and in Lost Highway when Alice is forced to strip for Mr Eddy. Lynch utilizes duplicity of characters and motifs as a tactic to reinforce the parallel and to suggest alternative realities. The use of doubles is a traditional convention of dream like realities that can be seen as far back as characters from the Wizard of Oz, a film that Lynch is a self-proclaimed admirer of. Lynch also engages in acts of cinematic self-referentiality. The Black Lodge in Twin Peaks is resurrected in different forms in both Lost Highway and Mulholland Drive. The magical box is Hellraiser, a central ingredient to the narrative returns as the blue box in Mulholland Drive, symbolic of a portal between two worlds. Curtains are an interconnected motif and similar form of self-referntiality. They can be seen in the Elephant Man as he is revealed on stage, draped heavily almost engulfing Fred as he wanders down the dark hallway in Lost Highway and consuming the opening sequence of Blue Velvet the use of curtains points to looming darkness, the sinister undertone of whats hidden behind them. Lynchs films offer an artistic form to the contemporary efforts of post-classical Hollywood. Lynch has developed a signatory approach of unconventional narrative, consistent thematic expressions and a distinctly visual style recognizable to both audiences and critics worldwide. However, this cannot be proclaimed so evidently for all of Lynchs films. Dune (1984) was both a critical and commercial disaster and perceived as the least lynchian of his films. Shunned even by Lynch himself, Dune epitomises the constraints and compromises of artistic expression by the commercial demands of auteurism. I didnt really feel I really had permission to make it [Dune] my own. That was the downfall for me. It was a problem. Dune was like a kind of studio film. I didnt have final cut. And, little by little, I was subconsciously making compromises knowing I couldnt go here and not wanting to go there. (Rodley 1997, 119-120). David Lynch quote For David Lynch and many other auteurs, the focus on a films potential for box office returns, by the studios and the financial backers, becomes the catalyst for tremendous artistic limitation. There is a contradiction in cinema between the commercial need to maintain the ideology of the creative artists and a simultaneous need to redefine ownership in terms of capital, rather than creative investment. (Theories of authorship, Caughie, pg 2. Brecht and the film industry, Screen 16, Ben Brewster, pg 16-33). The auteur as a commercial oddity coincides with the contemporary status of the auteur as a celebrity. Contemporary auteurs are for the most part, labelled by their commercial status and their ability to promote a film. The idea of the auteur-star alternates the director in place of the actor as the main drawcard. As much as an actors acclaimed performance can carry or redeem a script, the auteur-star has the ability to carry and redeem any sort of textual material. (The Commerce of Auteurism, A Cinema Without Walls: Movie and Culture After Vietnam. New Brunswick, NJ: Rutgers UP, 1991, pg.104) The auteur as a business entity is less a matter of artistic accomplishments and more about attaining a status that sells both the film to the audience, and the director to a studio. (New Hollywood cinema: an introduction, By Geoff King pg.115) The idea of the auteur-star is seen commercially as a means of publicity and advertisement. Meaghan Morris noted that today the primary modes of film and auteurs packaging are advertising, review snippeting, trailers, magazine profiles always ready in appropriation as the precondition, and not the postproduction of meaning. (pg 91 Film theory: critical concepts in media and cultural studies, By Philip Simpson, Andrew Utterson, Karen J. Shepherdson Taylor Francis, 2004) Our primary access to the auteur is not seen directly through his/her films but through controlled media mediums such as television, websites, and award ceremonies. (An introduction to film studies, By Jill Nelmes, pg.139) Before David Lynchs Twin Peaks hit mainstream America it was backed by an explosion of teaser advertising, it was hailed as the show that would change the face of network television forever on the September 1989 cover of Connoisseur magazine, long before the pilot had gone to air. Overnight, it seemed, there were board games, guidebooks and even Bart Simpson Killed Laura Palmer T-shirts. The constant marketing and promotion of an auteur film communicates information to a large number of audiences who may know the makers reputation but have never seen the films. The auteur is then seen as commercial tactic for promoting associations and controlling audience reception. By listing a director in the films title, as some kind of brand, guarantees a relationship between the audience and the film and conditions the way it will be viewed and received. (The Commerce of Auteurism, A Cinema Without Walls: Movie and Culture After Vietnam. New Brunswick, NJ: Rutgers UP, 1991, pg.102) To react to a movie as primarily a Lynch film, for example, is the refusal to form any evaluative response. For the audience, much of the enjoyment lies in already being able to know the gist of the film as a product of the creators generated public image. 3. Textual auteurism 4. Critical auteurism as a category Auteurism is a critical category, in the sense of understanding the author as a critical construct rather than a person. The ability to identify Hitchcock as a group of structuring principles that could be engineered from a critical examination of films, but bearing no necessary relation to the small, fat, male person who routinely appeared in each of these movies.
Saturday, January 18, 2020
Racial and Ethnic Discrimination in Canada Essay
ââ¬Å"You know the world is off tilt when the best rapper is a white guy (Eminem), the best golfer is a black guy (Tiger Woods), the tallest basketball player is Chinese (Yao Ming, 7ââ¬â¢6â⬠³) and Germany doesnââ¬â¢t want to go to war (in Iraq)â⬠. Charles Barkley stated in a 2003 interview, pointing out various misconceptions with stereotypes. A stereotype is defined by dictionary. com as: ââ¬Å"something conforming to a fixed or general pattern; especially: an often oversimplified or biased mental picture held to characterize the typical individual of a groupâ⬠. I have commonly heard stereotypes such as the French are good cooks, Italians are great lovers, and the Irish are lazy or comments made like dumb jock, lazy Cape Bretoner, or that women are not strong!! The list could go on endlessly as there appears to be stereotypes regarding people of all races, religions, sexes and ethnic groups, etcetera. Stereotypes can be either positive or negative. Most stereotypes tend to make us feel superior in some way to the person or group being stereotyped. Stereotypes ignore the uniqueness of individuals by painting all members of a group with the same brush. Throughout the course of this paper I plan to discuss some racial and ethnic issues in Canada. Where some of these issues originated from, what we can personally do to help eliminate discrimination in the workplace and what the government is doing to try to combat such discrimination. Let me first begin by defining discrimination, racism and ethnicity since these terms are all important terms to understand before going into further discussion. To discriminate is simply defined by yourdictionary. com as: ââ¬Å"To make distinctions on the basis of class or category without regard to individual merit; show preference or prejudice. â⬠Therefore, discrimination occurs when a person is not treated equally because of their gender, race, religion, ethnic origin, nationality, sexual orientation, or age. Yourdictionary. com defines racism as: ââ¬Å"The belief that race accounts for differences in human character or ability and that a particular race is superior to others. Discrimination or prejudice based on race. â⬠In other words, when an individual or group is treated unfairly or abused because of their skin color or racial heritage they are victims of racism. Ethnic, as defined by yourdictionary. Com is: ââ¬Å"Of or relating to a sizable group of people sharing a common and distinctive racial, national, religious, linguistic, or cultural heritage. B. Being a member of a particular ethnic group, especially belonging to a national group by heritage or culture but residing outside its national boundaries. â⬠With that being said, it is my belief that stereotypes and ignorance about others most often lead to discriminatory behavior both inside and outside the workplace. I have heard Canada described as a multicultural nation meaning that Canadians are not of any one cultural background, race or heritage. For all Canadians, including Aboriginal People, this multicultural diversity can be traced to an immigrant past. This does not mean that the majority of todayââ¬â¢s Canadians are immigrants but rather that the majority of Canadians have in their past, perhaps many generations ago, a family member who migrated here from another country. That is why many of us have a mixed ancestry, for example; Irish, Scottish, Ukrainian, French and Aboriginal, and the list can go on. Canadaââ¬â¢s Aboriginal People were the first to immigrate, and settle across the continent, tens of thousands of years before European settlers. After the European settlers came the French, followed by the English, Scots and Irish formulating Canada into the diverse country it is today. In the years before the American Civil War, thousands of black slaves escaped slavery in the United States by following the ââ¬Å"Underground Railwayâ⬠north to Canada. Then, at the turn of the century, American farmers moved northward into the Canadian prairies to develop farm lands. Although Canada originally consisted of a wide variety of immigrants, some people were not as welcome in the country as others and were therefore not treated equally. Those who were of different race, color, or religion then the majority of Canadians were labeled as ââ¬Å"foreignersâ⬠. The use of the term ââ¬Å"foreignerâ⬠held many connotations for example, different, strange or inferior and many at the time wanted to see the ââ¬Å"foreignersâ⬠assimilate to fit into Canadian society. There are many events in Canadaââ¬â¢s past that has contributed to the racism and discrimination in Canada today for example, the disregard and unfair treatment of Aboriginal Peoples by Europeanââ¬â¢s who settled here. Even though a vast majority of African-Americans moved to Canada to avoid slavery, from early in the 1600ââ¬â¢s until 1834 there was a recorded 4092 slaves throughout the country, mostly living in Quebec . The Asiatic Exclusion League, which originated in California in 1905 as an anti-Oriental movement, moved north into Vancouver in 1907. The league was the main instigator in anti-Asian riots in the city since their main goal was to have all Chinese and Japanese immigrants removed from North America out of fear that they were taking jobs away from Whites . It also appears that throughout history the acceptance of immigrants in Canada greatly depended upon the economic state of the country at that time. During the Great Depression of the 1930ââ¬â¢s immigrants seeking jobs were unwelcome and overlooked for employment. Although the Government of Canada has made many advances in breaking the barriers that Aboriginal People, immigrants and minorities face in the country; immigrants today still face a number of problems when trying to enter the labor market, for example: ? Non-recognition of international credentials and work experience ? Lack of Canadian work experience ? Inability to communicate in English or French ?Insufficient labor market information prior to immigrating to Canada I have traveled to some of the major cities in Canada and was a little surprised by the degree of segregation that is apparent in these cities. By this, I mean that these larger cities, like Toronto and Vancouver, have communities which are almost completely independent from the rest of the country. These independent communities that I saw, of Chinese or Italian people, seemed to have everything they needed to survive within the community including their own schools. I could not help but wonder what effect this type of segregation has on the country. I respect the fact that all people are trying to protect their identity. At the same time, by choosing to live in Canada, shouldnââ¬â¢t they try to integrate into the country a little more while still preserving their identities? Shouldnââ¬â¢t they try to assimilate? How can Canada thrive as a country with so much segregation? We need to become a unified country. Not such a historical thought pattern, I guess!! It is people who have attitudes like mine that are causing problems in the country or do all people have these thoughts and choose not to admit it. I have similar negative feelings about scholarships being available only to certain people or government funding for certain people to attend university because they are a minority. I understand that differential treatment is required in order for equality to become a possibility. However, I still feel a degree of resentment about these programs being offered when I have to borrow money in an effort to obtain my university degree. Will this resentment evolve? When I hold a management position in the future, will I discriminate against a person because he or she doesnââ¬â¢t have a huge student loan to pay and another does? It is cases like mine that causes racism to continue in society and the workplace today? With the announcement of Nova Scotiaââ¬â¢s plan to increase immigration into the province came an increase in the racist comments I have heard. Since I work in bars I hear, and partake in, a great deal of conversation. When people are drinking they tend to be even more likely to say things they normally wouldnââ¬â¢t. That is why I have heard, at times, some very racist remarks. People have said that the government should be trying to retain people in the province that are born here before they bring ââ¬Å"foreignersâ⬠here. They need to take care of their own first!! It is because of these comments and feelings that I am doubtful that discrimination against people, because of their race or color, will ever be completely eliminated in the country. How do we achieve equality with so much differentiation? How do we check or personal opinions at the door when we go to work? Since it is impossible to eliminate racism and discrimination entirely in society, we need to do as much as possible to eliminate it in the workplace. We need to make changes similar to the changes companies have made in an effort to combat discrimination against people because of their religion. For example, adapting zero tolerance rules, providing more education for employees, human resource departments need to provide more opportunities for people of minorities, immigrants, and Aboriginal Peoples and barriers have to be removed for all these people who are trying to enter our labor market. March 21, 2005 is International Day for Elimination of Racial Discrimination a day to remember the struggles and challenges that Aboriginal peoples and people of color have endured. It is also a time to recognize and applaud the fact that members of these two communities have made anti-racism struggles a significant part of laborââ¬â¢s agenda. Letsââ¬â¢ respect this day and try to make some positive changes at home, school, or work toward eliminating racism.
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