Tuesday, August 25, 2020

The turning point of war; Stalingrad battle

The defining moment of war; Stalingrad fight Presentation The accompanying article will show how the Stalingrad fight, requested by Hitler, was simply however the defining moment of war in World War II. This is on the grounds that it was the finish of an observation the world had, that Germany was the most remarkable country and could win each war. This will be into examination with different occasions when Hitler had assaulted different pieces of the world.Advertising We will compose a custom research project test on The defining moment of war; Stalingrad fight explicitly for you for just $16.05 $11/page Learn More The Stalingrad Battle By mid 1942, Germany had cost Russians colossal misfortunes regarding assets and work power given that the previous had figured out how to slaughter more than 3,000,000 Russian warriors and putting very nearly a comparable number in imprisonment. Were it not for winter that pushed them back a piece, Germans had caught around 90% of Russian land and assets. By the start of summer, Hitler was aga in prepared to assault Russia exploiting their powerless status because of the enormous misfortunes he had cost them before on. The Stalingrad fight started in September 1942 throughout the winter, drove by the â€Å"German officer of the 6th armed force, General Paulus and helped by Fourth Panzer Army†; in fact, General Paulus was requested by Hitler to take Stalingrad whose underlying objective was to catch the oil fields at Caucasus and their last objective was Baku[1], which provided seventy-one percent of all the oil the Soviets utilized during Word war II. Hitler’s other explanation behind catching Stalingrad was because of its relationship with Russia just as its association with the south conduit. Hence by holding onto Stalingrad, he would have incapacitated Russia by a lot. All his enthusiasm on Stalingrad was quickened by the way that he was keen on harming the name of his adversary Stalin who was the Soviet despot and the city was named after his name. For q uite a while, the world was persuaded that Germany had the best and most grounded armed force, which means they could win any war. The complexity of this started during Red Verdun war in 1918, two years before World War I ended[2]. In 1916, the cream of Germany armed force drew in French in a fight that bombed appallingly and from that point forward, issues started since most its adherents pulled back, divisions in the military started which at last fallen, in this manner it had no future. Their adversaries â€Å"Anglo-American-French bloc,† didn't understand that they were moving toward triumph and they â€Å"continued accepting that the German armed force was as yet the most powerful†[3]. The Stalingrad fight is diverse in nature from Red Verdun fight since it was the Germans last articulation of a frantic battle. The Soviet armed force won this fight and it was not just the defining moment in the World War II however in the historical backdrop of humankind.Advertisi ng Looking for research paper on history? How about we check whether we can support you! Get your first paper with 15% OFF Learn More Sixty five percent of all setbacks in the war were Russian. It was Russia blood, apparatus, assets and will which cut Hitler down. This is clear from the way that, when Stalin delegated the two best military authorities, they promised to either free Stalingrad or kick the bucket with so much assurance. A huge number of individuals on the planet followed the procedures of Stalingrad cautiously and each progression the Soviet armed force made brought to them nervousness and mixed delight all through the world[4]. After this destruction, the German armed force was in full retreat since it had lost a great deal therefore it was so powerless with the end goal that it would require some investment to recoup of which Russia was all the while progressing.. During his fights, before for example in Poland, Norway, Holland, Belgium, and France, where he unquesti onably won, Hitler never set out to partition his consideration however consistently guided all his fixation to one significant target. Opposite, during the Stalingrad fight, Hitler had isolated consideration in light of the fact that when he requested assault of the city, a few gatherings of his military were still en route to Caucasus and he was all the while setting others up for a succeeding assault of Siberia. It was in this manner rash to progress having left a significant city unconquered[5]. Were Hitler not partitioned; his 6th armed force would not have been entwined at Stalingrad. The city of Stalingrad was named after the Soviet tyrant Joseph Stalin who was an incredible foe to Hitler. Germany nearly ousted Russia yet they neglected to practice their position. Hitler had excused his president and had played the job himself with no discussion along these lines this disarray made it difficult for the military to crush Soviet, which was sorted out and decided. The two armed forces were well outfitted with troopers, mounted guns weapons, tanks, and planes in this manner, however Germany was believed to be more grounded, they would catch territories during the day, yet Russia would recover them around evening time. Russian administrator at the time was Marshal Zhukov. For them to be vanquished, Germans were caught in Stalingrad city by a main part of Zhukov armed force who had encircled the city. Paulus could have had the option to escape the snare in the clench hand phases of Russians planning yet Hitler requested them to battle up to the last projectile. At the point when the energy of the fight was completely with the Soviets, Hitler would not let Paulus retreat since he never needed to tolerate the blame.Advertising We will compose a custom research project test on The defining moment of war; Stalingrad fight explicitly for you for just $16.05 $11/page Learn More Their catch was quickened by the way that when they were encircled in the city, it was d ifficult for them to be provided with food, ammo, and warmth since the winter temperatures were understanding negative. Left with no decision, they gave up to the Soviet armed force and were taken as detainees. Germany started to withdraw since their thrashing in Stalingrad. This is on the grounds that they lost work when 91 000 Germans were taken detainees and they lost their military and gear meaning they couldn't have the option to battle the Soviet Union any more. This was the ruin of the world’s most remarkable armed force, which had purposed to overcome the entire world hence their defeat was a finished freedom to mankind and a defining moment in the World-war II. The clash of Stalingrad was the bloodiest fight in history and an unexpected and far reaching calamity of Germany. It was one of the most barbaric and unfeeling during the World War 2 since individuals battled actually from road to road and house to house[6]. It was a titanic fight where Stalin’s very n ame was an objective, whereby, each road, house, and floor must be carefully taken. It was the finish of the last significant addition of domain by the Axis on either front, from that point on forward all the significant assaults and offensives were a consolidated exertion. Germany was a super force before 1914 however by 1945, it was a second world country. This is on the grounds that the attack of the Soviet Union depleted the greater part of their assets. The Germans were totally caught off guard for war and on the off chance that it were not for the significant distances and awful winters, the Soviet Union would have most likely lost. The translucent quantities of work power and expanding creation at long last reversed the situation. After Germanys inability to take Stalingrad, their Eastern front armed force was for all intents and purposes devastated and they had to escape the Soviet Union[7]. This turned the War in putting the Russians in all out attack mode, which straightfo rwardly supported in the annihilation and overcoming of Germany by the Allied Forces all through 1944 and 1945. Germany was, basically, encircled with the Americans and British in the West, and the Russians in the East. Before Stalingrad Hitler was still on course to win the war in the European theater yet a short time later, he was on the back foot considering the quantity of troops that were locked in and that died[8].Advertising Searching for research paper on history? How about we check whether we can support you! Get your first paper with 15% OFF Find out More Plainly, the fight was a significant key misstep by Hitler since it squandered indispensable German assets. Hitler ought to have packed all powers in Southern Russia and utilized them to catch the fundamental oil fields of the Caucasus’s since oil was the backbone of all the automated tanks, planes, and trucks that the Soviet association utilized during World war II. In Stalingrad, the Germans were impeded and lost all their past focal points, for example, versatility, capability and airplane spread. In spite of taking 90% of the city, the Russians hung tight, and since they well familiar with the winter season, they had the option to circle the city, rendering Germans powerless. A huge number of men had been caught and encircled and the primary German field marshal had been taken prisoner in history †a significant purposeful publicity overthrow for Stalin and an affront for Hitler. Had Soviets lost Stalingrad, they would have lost the war, and the crude material they req uired would have fallen under the control of Germans. This is on the grounds that their objective, Stalingrad and Baku were the significant providers of oil and different necessities Soviet were utilizing during the World War II. The Downfall of Hitler The destruction of Germany originated from poor authority. This is on the grounds that when the Germans were assaulting Russia for the subsequent time, Hitler chose to taken up the job of his Generals and he counseled them no more. Prior on, the German military had purposed to keep sidestepping the effectively feeble Russian armed force and to pulverize the staying ones just as catching the Russia capital city. Besides, they were to catch the rich oil fields Caucasus just as Stalingrad, the primary modern and transportation focus that was the fundamental conduit of inward Russia. Their point was not to possess Stalingrad yet to put it under substantial reconnaissance to guarantee that no organizations were working. The greatest mix-up that Hitler did was his choice to stay in Stalingrad in the wake of being beguiled by the way that

Saturday, August 22, 2020

Zohal Faqeeri Krista Ferguson free essay sample

It just took around four passages in to be snared on this story; it just took four sections to begin relating it to my life and normal encounters. She Had Some Horses: The Education of a Poet was an amazing story. It was an incredible case of needing to stick out and attempting to make sense of why that was not a typical thing in Sherman Alexies’ culture. I trust Sherman Alexie composed this story to give every one of us how writing transformed him and his was of reasoning. He generally had, from the earliest starting point, interests. He was consistently inquisitive concerning why there were no Indian essayists in the books he read. The entirety of his inquiries drove him to finding numerous answers. His perspective made him totally different from the others. He saw things that numerous others didn't. I figure he may have been somewhat humiliated of being an Indian. We will compose a custom exposition test on Zohal Faqeeri Krista Ferguson or then again any comparative point explicitly for you Don't WasteYour Time Recruit WRITER Just 13.90/page Be that as it may, through composition and verse, he started to learn things about himself. He discovered that he was in truth a great essayist and artist. It appeared as though one of his fundamental objectives after he began composing more likely than not been to change people’s minds about what their picture of a â€Å"Indian† is. â€Å"It was consistently about Plains, Indians, or the Navahos (42). † In this piece of the story he said that the books they were appointed to peruse at school about Indians were composed by non-Indians and had a sort Faqeeri 2 of ‘stereotypical’ perspective on Indians. He didn’t very like the possibility of everybody having a specific picture of his kin. That was an incredible piece of the story since I originate from a spot not quite the same as generally everybody I meet. Individuals consistently express segregating comments to me climate it’s kidding or not, it’s upsetting. He got a major increase in certainty from Joy Harjo, an Indian essayist and writer. He discovered her composing rousing and it caused him to accept that he as well, can be an author and a writer. This story was a bit of composing that I could truly relate as well. At the point when he said he was in school and had no clue what to become, felt like those my own words and feeling. This is a man who developed constantly himself as an author and an individual.

Sunday, August 9, 2020

Parents-Inspire Adventure! - UGA Undergraduate Admissions

Parents-Inspire Adventure! - UGA Undergraduate Admissions Parents-Inspire Adventure! My son is a junior at Georgia Tech (yes, a UGA admissions person has a child at GT), where he is studying Aerospace Engineering with a Certificate in Astrophysics. My wife and I have trouble even comprehending his courses now, such as Jet and Rocket Propulsion, much less being able to help him with any coursework. On the plus side, we do get to say Well yes, my son is a rocket scientist. We still like to give him our wonderful parental words of advice though, with one of the key ones being Go to all of your classes. It was challenging, therefore, when he told us in August that he would be missing the first day of class for the Fall 2017 term so he could travel with a group of friends to see solar eclipse in the path of totality in South Carolina. As parents, our first thought was to tell him no way. Its bad enough to miss class, much less miss the first day of class. But being good parents (at lease as good as we can be), we told him that it was his decision to make, and we would be okay with his choice. He let his professors know his plans, sent out texts and group invites planning out the trip, and then caravanned up to Clemson, SC with nine friends to experience the total eclipse. Being parents, we tracked his progress up to SC on our iPhone, hoping that they would not get caught up in traffic and that the trip would go well. It was wonderful when he texted us after the eclipse saying It was the most amazing thing ever!. This is high praise coming from a person where the majority of his responses to his parents are Okay and Yup. We spent too much time worrying about him missing class and too little time thinking about the amazing adventure he would experience. As a future Aerospace Engineer, his passion is space, and how much more thrilling an event can you get than a total eclipse surrounded by friends. We focused too much on the correct thing to do and too little on the overall impact of the actual experience. Sometimes parents of prospective college students focus so much on the process, they forget to look at the adventure. Yes, the college process is about admission, finding the right fit, and focusing on a degree/job. But it is also about the smaller, more meaningful events that occur within that span of four years. I personally dont believe that college will always be the proverbial best years of your life, as students will encounter joys and challenges during there college time. But what I do believe is that some of the most amazing adventures in your life will occur during your college time. The biggest thing for students is to learn to look for these potential events, and for parents to foster this mindset. So parents, help your kids with the day to day things, but dont forget to inspire them to seek out those amazing adventures that come along. Go Dawgs!

Saturday, May 23, 2020

Mobile Learning mGBL - Free Essay Example

Sample details Pages: 14 Words: 4203 Downloads: 7 Date added: 2017/06/26 Category Telecommunication Essay Type Research paper Did you like this example? Mobile Game-Based Learning (mGBL) Development Methodology 1.0Introduction There is increasing interest in the use of ICT and educational technology to promote learning formally or informally. Such technologies are educational software in CD, web-based or online learning, e-learning, Computer-Based Training (CBT), and most recently mobile learning (m-learning). M-learning can be described as a learning technique that happens across locations or that takes advantage of learning opportunities offered by mobile technologies such as mobile phones, smart phones, PDAs and handheld devices. Don’t waste time! Our writers will create an original "Mobile Learning mGBL" essay for you Create order Many research findings show the potential and effective use of mobile technologies for learning purpose (Naismith et al., 2006; Pachler, 2007) with using variety of learning systems as listed in Table 1. Table 1: Example of Mobile Learning Systems Application Types Project Names Authors SMS text message BBC Bitesize Programme Mobile Learning Language System Learning System (Blackboard) BBC Bitesize (2003) Thornton and Houser (2004) Vassell et al. (2006) Mobile Game mGBL project Mathematic Video Game- Skills Area Virus MIT Game-To-Teach Mitchell et al. (2006) Lee et al. (2004) Collella (2000) Klopfer and Squire (2002) Mobile Application Classroom Response System -Educue Ambient Wood Butterfly Watching System Interactive Audio-Visual tour Dufresne at al. (1996) Rogers at al (2002) Chen at al. (2004) Proctor and Burton (2003) Although there are many application types in mobile learning, this research is focusing on the mobile game as a scope of study. Mobile game-based learning (mGBL) is a game specifically for learning which is also played on a mobile phone, smart phone, PDA or handheld devices. The purpose of mGBL is by using game play to enhance motivation in order to learn, engage education, or to enhance effectiveness of learning content transfer or other specific learning outcome. In a general term, mGBL can be categorized as a serious game (Sawyer and Smith, 2008). The research on serious game increases dramatically world wide (Corti, 2006) and this is due the fact that the growing usage and popularity of exploiting game to support learning (Sawyer, 2008). Figure 1 shows that the GBL is the most popular terms searched via Google amongst other game-based concept. Figure 1: Popularity on Game-Based Concept (based on Sawyer, 2008) To fully utilize the potential of mGBL, we must look beyon d the practice uses of the mGBL. The most important part is the design and methodology to develop mGBL. Developing a good game is very important because to make sure the player is motivated enough to keep playing the game until the game goal has been achieved (Kramer, 2000; Rollings and Morris, 2004) and similarly to mGBL by adding learning module as stated by Prensky (2001), Becker (2006), and Gee (2003). In order to take advantage of those aspects of â€Å"good† games for learning, the design and development of mGBL must be studied. 2.0Research Motivations The ownership of mobile phone exponentially increasing all around the world. For example in Malaysia the subscriptions of mobile phone are growing rapidly with a high penetration rate (MCMC, 2007). This is due to the fact that mobile technology is naturally portable, flexible to anywhere, possible to connect us to variety of information sources and enable communication everywhere (Smith et. al, 1999; Naismith et al. , 2006). With such huge potential, there is possibility of using mobile for learning because it combines the wireless connectivity and educational contents (text, multimedia, application) delivered according to learners location, requirements and skills (Salz, 2006). One of the educational content is mGBL because it can be exploited to be an interesting mobile content. Most of students like playing games. Looking at this prospective market for game, mGBL is worth to be one of the mobile learning content. In addition, there are a lot of advantages of using games for learning. Cisic et al. (2007) discuss the advantages of games which can promote learning by motivation, play environment, and role playing. Therefore mGBL suppose to be developed in an appropriate way which can further achieve the learning objective for mobile learning. Other aspect of motivating for this research is the proposed Malaysian government initiative. Norshuhada and Syamsul Bahrin (2008) have discussed about the Malaysian government initiative which has introduced the Malaysian MyICMS 886 to promote local content development: â€Å"MyICMS 886 dictates a number of strategies for the growth of local content and these are promoting awareness, building competencies in higher education and forming strategic alliances. The goals are to encourage local creativity, address new content demands and also export content. In achieving these goals, the Malaysian government together with a number of key industry players have provided many funding incentives specifically for local content production.† The Malaysian government initiative is mainly purpose to encourage local company to create and develop local-based content with their creativity for marketing both locally and internationally. 3.0Research Problem Embedding learning content to mobile games can be complicated because mobile games differ from the application software, particularly designing educational game. In orde r to develop mGBL, it is crucial for developer to refer at the comprehensive design and development methodology. The development of mGBL can be a combination of two models; game development method and instructional design (ID) model. Most of ID models contain valuable insights and guidelines for development of instruction. Each addresses various problems effectively and it would be foolish to ignore them in an attempt to create any learning based technology (Becker, 2006). In addition, Moser (2000) stated that ID model can and should be incorporated into new setting (in different media) for designing object learning and the ability of the method to provide the necessary element of learning. Various game design models and development methods have been proposed and are made available in different genre of games, with each having their own requirements. Similarly to ID models offer different components which cater to which context one applies (Gustfason and Branch, 1997; Moser, 2 000). Although game development has a history of implementation in ID (Garris et al. (2002), literature still lack available of comprehensive methods specifically for developing mGBL applications. Most of the methods are guidelines or general approaches for developing mobile game (Dholkawala, 2007; IGDA, 2005). Other concerning aspect to develop mGBL is the restrictions on design in mobile environment such as screen design, interaction, and software/hardware dependent (Lee, 2005). The guideline on how to align with these restrictions should also be included in the development method, so that the developer will put into consideration when they apply it into the real development. 4.0Research Objectives In attempting to cater this problem, the following research objectives are devised. The main research objective is to propose a methodology for developing mobile game-based learning (mGBL). In accomplishing the main objective, the following sub-objectives are also formed: To investigate the key issues of: developing mobile game for learning embedding ID model in developing mGBL. To explore and identify the main components of methodology for developing mGBL. To develop the methodology for development of mGBL. To test the proposed methodology by developing a prototype. To evaluate the proposed methodology in term of development efficiency 5.0Research Questions In achieving the objectives, four main questions bring up: What are the key issues of developing mobile game-based learning? What are the components of design model for developing mobile casual game for learning (mGBL)? What are the flows and cycles of the mGBL development methodology? How to evaluate the efficiency of the proposed methodology? 6.0Research Methodology A prominent design science research methodology (Vaishnavi and Kuechler, 2007) will be adopted for accomplishing the research objective because the expected main output for this research is a methodology. The methodology is divided into five phases; Awareness of Problem, Suggestions Development, Evaluation, and Conclusion. Figure 2 illustrates the activities will be conducted in this study. Activities Phases 1.1 Literature study, web browsing information reuse Research Methodology 1 Awareness of Problem 2 Suggestion 3 Development 4 Evaluation 5 Conclusion 1.3 Initial study on the usage of mobile game among students 1.4 Survey study on mGame Development Methodology among mGame developers Outcomes 2.1 Study on the flow and cycle of the mGBL development Research problems Key issues of mGBL development Components of mGBL methodology 1.2 Comparative study on current mGBL methodologies/ models 3.1 Develop t he proposed mGBL methodology 4.1 Test the proposed methodology by developing a prototype 5.1 Report writing and research publication 4.2 Evaluate the proposed methodology in term of development efficiency Proposed mGBL methodology mGBL Prototype Evaluation Result Publications 2.2 Combine the mGBL development components Obj 1 Obj 2 Obj 3 Obj 4 Obj 5 Figure 2: Research methodology adopted from Vaishnavi Kuechler (2007) 7.0Comparative Study on the GBL Design and Development Models This study is conducted in order to compare and explore the available design and development methods proposed by several researchers. The collected models can be analyzed into two: (1) General Game-based Learning Models and (2) Mobile Game Design Models and Methodologies. The general GBL models as following: Amory and Seagram (2003) Game Object Model (GOM), Game Achievement Model (GAM); and Persona Outlining Model (POM). Amory (2007) Game Object Model II Garris et al. (2002) Input-Process-Outcome Game Model Kiili (2005) Kiilis Model Norma (2005) Engaging Multimedia Design Model Watson (2007) Games for Activating Thematic Engagement (GATE) Tan et al. (2007) Adaptive Digital Game-based Learning Framework Noor Azli et al. (2008) Framework for Designing GBL for Children Nor Azan Wong (2008) -GBL Model for history courseware design The mobile game development models and methodologies as listed below: Mitchell et al. (2006) mGBL model Paras Bizzocchi (2005) -Integrated Model for Educational Game Design Dholkawala (2005) Best Practice for Mobile Game Development McGuire (2006) Scrum Methodology Dynamic Ventures (2007) -Game Development Methodology Edwards Coulton (2006) Design-Protect-Build-Test-Market-Sell Novak (2004, 2007) Game Development Process Janousek (2007) Game Life Cycle The separation between the above two analyzed categories is based on the differences on the design model and development methodologies. As stated by Vaishnavi and Kuechler (2007), design model is a set of propositions which express the relationship between components or concept. On the other hand, development methodology is a set of steps or guidelines used to perform a task. Table 2 and 3 illustrate a summary of the comparative study on the design or development models and methodologies for game-based learning (GBL), mobile game (mGame), and mobile game-based learning (mGBL). The analysis is based on descriptions, advantages, and disadvantages of the models. Table 2: A summary of GBL models No. Name Author/ Proposed by Description Disadvantages 1. GOM (Game Object Model) Amory Seagram (2003) GOM is a design model and also an evaluation model GOM relates game elements to the promotion of educational objectives 2. GAM (Game Achievement Model) Amory Seagram (2003) GAM is a design and evaluation model GAM is part of GOM The GAM works on the principle of linking educational and in-game objectives in order to create a continuous experience and maintain interest in the game. This forms the outline of the game and the basic story. 3. POM (Persona Outlining Model) Amory Seagram (2003) POM is a design and evaluation model POM uses expected player interaction to build a persona concept to better define the best design POM works under the concept of four fundamental questions. Who will be exploiting the system? What will they be doing? How will they do it? With what technology will the system be developed? 4. GOM Version II Amory (2007) GOM II is an extended model of GOM The most significant addition caused by this model the addition of the Social Space This is only a design model which is not providing the development methodology. GOM has a tendency to focus too much on mechanical aspects GOM covers so many things it will become necessary to create a complicated evaluation system to match it. Although it claims to be a model that integrates education theory and game design, it does so at an abstract level by placing a requirement for learning objectives as part of the model. There are no actual examples and there is no data. This model doesnt really do much to address how to implement learning objectives, which to my mind is at the core of all instructional design. These model generally applicable for educational software. 5. Input-Process-Outcome Game Model Garris et al. (2002) This is a design model. The model adopts the input-process-output framework, and provides a game cycle that is triggered by specific game features. The objective of this model is to incorporate instructional and certain features of games at first level which then trigger a cycle that includes user judgments or reactions such as enjoyment or interest, user behaviors such as greater persistence or time on task, and further system feedback. Finally, this engagement in game play leads to the achievement of training objectives and specific learning outcomes. This is only a design model which is not providing the development methodology. The model focuses on the game play and game cycle. 6. Kiilis Model Kiili (2005) This is a design model. The model works to related already existent game theory with already existent educational theory in order to create a functional model based off of already well accepted concepts. Foremost important in the Killi Model is the concept of Flow Theory found in game design. Kiliis model can best be viewed as one large problem linked by a series of smaller problems. This is only a design model which is not providing the development methodology. Kiliis model focuses only on behavioral aspects 7. Engaging Multimedia Design Model Norma (2005) This is a design model. This model focuses on the engagement level of a learner. The concept of this model can be adapted into designing an educational game. This is only a design model which is not providing the development methodology. This model is a general model for multimedia design specifically for children. 8. GATE (Games for Activating Thematic Engagement) theory Watson (2007) This is a design model. GATE theory is a theory of educational game design driven around the principles of engaging the learner in a topic in order to encourage further exploration. The underlying premise behind GATE is to make the player autonomous and self-motivated. The model heavily based upon the works of Bruner This is only a design model which is not providing the development methodology. The GATE model is too abstract. The GATE model is still too new for there to be a body of evidence that either supports or refutes its value. 9. Adaptive Digital Game-based Learning Framework Tan et al. (2007) The model focuses on both of the design and learners aspects. In learners aspect, it consists of psychological needs, cognitive development, and learning behavior. In design elements, it consists of multimodal, task, and feedback. This is only a design model which is not providing the development methodology. This model is still new and needs several studies to support on it effectiveness. 10. Framework for Designing GBL for Children Noor Azli et al. (2008) A design model which is modified from Kiilis Model Emphasize cognitive presence by stressing the importance of reflective observation and knowledge construction The model specifically to Pre-school domain. This is only a design model which is not providing the development methodology. This model is still new and needs several studies to support on it effectiveness. 11. GBL Model for history courseware design Nor Azan Wong (2008) A design model The model focuses on components of history courseware design for Secondary school- upper level. The model consists of 2 components; pedagogy and digital games components. This is only a design model which is not providing the development methodology. This model is also still new and needs several studies to support on it effectiveness. Table 3: A summary of mGame and mGBL design models and methodologies 1. mGBL Model Mitchell et al. (2006) The mGBL models will be iteratively developed within a social-constructivist framework, using experiential learning and situated learning theories that see learning as a social activity constructed in interactions with others. This approach suits learning models delivered via mobile phones. Importantly, they will also support creative decision-making, encouraging players to consider decisions from different perspectives with a focus on mission, defining significant results and doing rigorous assessment. The mGBL model has been applied to these domain: e-health, e-commerce, career guidance, and m-government Although this model is the most relevant to mGBL, but it focuses on the design part. This is only a design model which is not providing the development methodology. 2. Integrated Model for Educational Game Design Paras Bizzocchi (2005) This model reconciles flow, learning, and motivation within an immersive game experience. The model shows that games foster play, which produces a state of flow, which then increases motivation, and lastly supports the learning process. This is only a design model which is not providing the development methodology. 3. Best Practice for Mobile Game Development Dholkawala (2005) This methodology suggests steps in developing mobile game in general from developing game concept until the trimming process. These guidelines are general use for developing mobile game which not includes the ID model. 4. Scrum Methodology McGuire (2006) The methodology is based on Agile Methodology. The iterative process is a main concern for this methodology. It focuses on the tasks given to each individual of the development team. This methodology also for general use for developing mobile game which not includes the ID model. 5. Game Development Methodology Dynamic Ventures, Inc. (2007) The methodology provides guideline to develop general mobile game It focuses on the feedback and input from the client, stakeholders and developers. The methodology is an iterative process. This methodology also for general use for developing mobile game which not includes the ID model. 6. Design-Protect-Build-Test-Market-Sell Edwards Coulton (2006) This methodology extends the Design-Build-Test philosophy. The added processes are protecting IP, marketing and selling games. The methodology is also an iterative process. This methodology also for general use for developing mobile game which not includes the ID model. 7. Game Development Process Novak (2004, 2007) The development process similar to multimedia development phases. The main focus of the methodology is the design documents such as game proposal, game design document, technical design document and test plan. This methodology also for general use for developing mobile game which not includes the ID model. 8. Game Life Cycle Janousek, (2007) The methodology is based on the game life cycle. It is specifically for developing game using Flash technology. This methodology also for general use for developing mobile game which not includes the ID model. 7.0Tasks have been conducted This section indicates the tasks have been conducted during the period. 7.1Literature Study, Web Browsing and Information Reuse The process began with identifying the key issues of developing mGBL. A few articles were found based on design models and development methodology for GBL. A comparative study on various design models was conducted by reviewing the advantages and disadvantages of each. Parts of the results are shown in Table 2 and 3. 7.2Initial Study on the Usage of Mobile Game among Students The initial study on the usage of mobile game has been conducted since July 2008. The main objective of the initial study is to among students at secondary schools. The target respondents were -Data have been collected, in the process of analyzing. -among secondary school students (13-17 years of age) -Collected randomly in Kedah, Perak and Seremban, with 678 respondents. 7.3Survey Study on the current practice of Mobile Game Deve lopment Methodology among Mobile Game Developers -Still in waiting for data which will end at 30th September 2008. -Conducted for 170 companies around the world. The list is randomly selected from the web and game developer forum or web blog References Amory (2007) Game object model version II: a theoretical framework for educational game development. Journal of Educational Technology Research and Development. Vol 55 no. 1. Sringer Boston. Amory, A. and R. Seagram. (2003). Educational game models: conceptualization and evaluation. South African Journal of Higher Education 17(2), 206 217 BBC Bitesize. (2003). GCSE Bitesize programme for schools. https://www.bbc.co.uk/schools/gcsebitesize/games/ Becker, K. (2006). Pedagogy in Commercial Video Games. In D. Gibson, C. Aldrich M. Prensky (Eds.), Games and Simulations in Online Learning: Research and Development Frameworks: Idea Group Inc. Chen, Y.S., Kao, T.C., Yu, G.J., Sheu, J.P. (2004). A mobile butterfly-wa tching learning system. for supporting independent learning. In Proceedings of the The 2nd International Workshop on Wireless and Mobile Technologies in Education. Taiwan. IEEE Computer Society. Cisic, D. Tijan, E. Kurek, A. (2007). Mobile Game Based Learning Taxonomy and Student Experience. In Proceedings of the 29th International Conference Information Technology Interfaces, ITI 2007. Collella, V. (2000). Participatory simulations: building collaborative understanding through immersive dynamic modeling. Journal of the Learning Scinces. 9(4): 471-500. Corti, K. (2006). Games-based Learning; a serious business application. PIXELearning Limited. Dholkawala, M. (2007). Cryptic Capers: Best Practices for Mobile Game Development, Retrieved, June 18, 2007 from https://www.adobe.com/devnet/devices/articles/cryptic_capers.html Dufresne, R.J., Gerace, W.J., Leornard, W.J., Mestre, J.P. and Wenk, L. (1996). Classtalk: a classroom communication system for active learning. Jour nal of Computing in Higher Education, 7: 3-47. Dynamic Ventures, Inc. (2007). Proven Agile Software Development Process. Dynamic Ventures, Inc. Software Development Services. Available at https://www.dyve.com/dv/methodology.htm Edwards, R. and Coulton, P. (Oct. 2006). Providing the skills required for innovative mobile game development using industry/academic partnerships. Innovation in Teaching and Learning in Information and Computer Sciences (ITALICS). Volume 5 Issue 3. Garris, R., Ahlers, R., Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation Gaming, 33(4), 441-467. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Gustafson Gustafson, K.L. and Branch, R. M. (1997). A Survey of Instructional Development Models. Syracuse Univ., Syracuse, NY: Clearinghouse on Information and Technology. IGDA (2005). Mobile Game White Paper, Int. Game Developers Assoc, Ga me Developers Conference. Retrieved, June 18, 2007 from https://www.igda.org/online/IGDA_Mobile_Whitepaper_2005.pdf Janousek, S. (2007).The Art and Zen of Mobile Game Creation with Flash. Available at https://www.slideshare.net/scottjanousek/fitc-2007-the-art-and-zen-of-mobile-game-creation-with-flash/ Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8, 13-24. Klopfer, E. Squire, K. (2002). Games-to-Teach: An MIT Workshop at the International Conference of the Learning Sciences, Seattle, WA Kramer, W. (2000). What makes a game good? The Games Journal. https://www.thegamesjournal.com/articles/WhatMakesaGame.shtml Lee, J., Luchini, K., Michael, B., Norris, C., Soloway, E. (2004). More than just fun and games: assessing the value of educational video games in the classroom. In Proceedings of the CHI 04 Conference on Human Factors in Computing Systems, Vienna, Austria. Lee, I. (2005). Mobile Learning: Its Challenges and Opportunities for Culturally Heterogeneous Society. Conference Initiatives 2005. McGuire, R. (2006). Paper Burns: Game Design With Agile Methodologies. Available at https://www.gamasutra.com/features/20060628/mcguire_01.shtml MCMC: Malaysian Communications and Multimedia Commission (2007). Fact and Figures, https://www.mcmc.gov.my Mitchell, A., Inchingolo P., Vatta F., Gricar J., Cisic D., Petrovic O., Kittl C., Peyha H. J. (2006). mobile Game-Based Learning to promote decision-making skills- a pan-European project, in Proceedings of EURO mGOV 2006. Moser, R. B. (2000). A methdololgy for the design of educational computer adventure game. Unpublished PhD Thesis. Naismith, L., Lonsdale, P., Vavoula,G., and Sharples, M. (2006). Report 11: Literature Review in Mobile Technologies and Learning. Futurelab Series. Noor Azli, M.M., Nor Azan, M.Z. and Shamsul Bahri, C.W. (2008). Digital game-based learning for children. In Proceedings of the IEEE Interna tional Symposium on Information Technology 2008 (ITSim08). Kuala Lumpur, Malaysia. Nor Azan M.Z. and Wong S.Y. (2008). Game-based learning model for history courseware: a preliminary analysis. In Proceedings of the IEEE International Symposium on Information Technology 2008 (ITSim08). Kuala Lumpur, Malaysia. N. Said. (2005). An engaging multimedia design model. In Proceedings of the 2004 Conference in. Interaction Design and Children. College Park, Maryland. Norshuhada, S. Syamsul Bahrin, Z. (2008). Mobile Games Based Learning (mGBL) with Local Content and Appealing Characters, Int. Journal of Mobile Learning and Organization, Inderscience, USA.(in print) Novak, J. (2004). Game Development Essentials: An Introduction. Thomson Delmar Learning. Pachler, N. (2007). (Ed), Mobile learning: towards a research agenda. WLE Centre Occasional Papers in Work-based Learning 1.London: Institute of Education Paras, B., Bizzochi, J. (2005). Game, Motivation, and Effective Learn ing: An Integrated Model for Educational Game Design. Paper presented at the Digital Games Research Association Conference (DiGRA 2005), Vancouver, BC Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Proctor, N., and Burton, J. (2003). Tate modern multimedia tour pilots 2002-2003, In J. Attewell, G. Da Bormida, M. Sharples and C. Savill-Smith (Eds.). M Learn 2003: Learning with mobile devices. London: Learning and Skills Development Agency. 54-55. Rogers, Y., Price, S., Harris, E., Phelps, T., Underwood, M., Wilde, D. and Smith, H. (2002) Learning through digitally-augmented physical experiences: reflections on the Ambient Wood project. Equator Technical Report. Rollings, A. and Morris, D. (2004). Game Architecture and Design: A New Edition. New Riders, Berkeley, CA. Salz, P.A. (2006). Learning to go mobile. Available at https://www.econtentmag.com/ Articles/ArticleReader.aspx?ArticleID=15299AuthorID=157 Sawyer, B. and Smith, P. (2008). Serio us game taxonomy. Serious game initiative. Available at https://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf Smith, J., Mohan, R. and Li, C. (1999). Scalable multimedia delivery for pervasive computing†, ACM Multimedia, available at: www.ee.columbia.edu/jrsmith/html/pubs/acmmm99.pdf Tan, P.H., Ling, S.W., Ting, C.Y. (2007). Adaptive Digital Game-Based Learning Framework. In Proceedings of the Second International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA 2007), Perth, Western Australia. Thornton, P. and Houser, C. (2004). Using mobile phone in education. In Proceedings of the 2nd International Workshop on Wireless and Mobile Technologies in Education. Taiwan. Vaishnavi, V. and Kuechler, W. (2007). Design Science Research Methods and Patterns: innovating Information and Communication Technology. New York: Auerbach Publications. Vassell, C., Amin, N. and Patel, D. (August 2006). Mobile Learning: Using SMS to Enhance Ed ucation Provision. In Proceedings of the 7th Annual Conference of the Higher Education Academy for Information and Computer Sciences, Dublin Ireland. Watson, W. R. (2007). Formative research on an instructional design theory for educational video games. Unpublished Doctoral Dissertation, Indiana University

Tuesday, May 12, 2020

Optical systems Free Essay Example, 1500 words

The band has an optical heart rate proctor, along with the gyro meter, 3-axis accelerometer, as well as the sensors for skin temperature, ambient light, galvanic skin response, and the capacitive touch (IDTechEx, 2014), as shown in the figure 2 in the Appendix. In addition, the ABI Research also suggests that the most promising area where the wearable technology is used most widely is the health and fitness in today’s market, and by 2017, this area alone can be ranged over 170 million of devices (Kurwa, et al. , 2014). In this regard, there are some other examples, such as Adidas miCoach for athletes, adiSTAR Fusion used in shoes and sports, Zephyr’s Consumer HxM and BioHarness used for emergency responses, electromyography-sensor-based shirt by university students used to trail the data for exercises, and also the Utope’s fashionable Sporty Supaheroe used for fitness (a jacket with LED showing accelerator, phone calls, and 3D gyroscope) (Ranck, 2012). In the area of medical and E-health, it is suggested that the current market for medical devices in wearable technology is valued at $2 billion in 2011, which is predicted to be tripled by 2016 (TaylorWessing, 2012). We will write a custom essay sample on Optical systems or any topic specifically for you Only $17.96 $11.86/pageorder now For example, the CGM (continuous glucose monitor) is the wearable medical device that is used by diabetes patients, where it provides alerts in advance about the increasing or lowering glucose levels in the patients, which help them to adopt a healthy lifestyle according to their disease (the device architecture is shown in appendix ad figure 3) (Facchinetti, et al. , 2013). In addition, the healthcare providers are using internet and wearable devices together to trail the patients’ symptoms and connect them to cure, such as medical patches, Tricorder, MEMS sensors, and Pulse Oximetry (Villasenor, 2014). Apart from the medical, fitness, sports and lifestyle areas of wearable technology market, the optical devices in the area of computing and communication are becoming the mainstream product of the wearable technology market. For example, a recently launched device named, Google Glass, by the Google Inc. has computing and communication features with the style/glamour. Ranck, (2012) has stated thatâ€Å"†¦Google Glass has a camera that can collect and store images and video, and it also has a gyroscope, accelerometer, compass and microphones as well as Wi-Fi and Bluetooth†¦Ã¢â‚¬  (p. 10) (as shown in the figure 4 in appendix). It is the most recent innovative device that is also stylish and is priced only at $1500 and is launched for the consumer market.

Wednesday, May 6, 2020

Senior Science Half Yearly Revision Free Essays

Senior Science Half-Yearly Revision 1. Surface tension – A property of the surface of a liquid. It is what causes the surface portion of liquid to be attracted to another surface, such as that of another portion of liquid. We will write a custom essay sample on Senior Science Half Yearly Revision or any similar topic only for you Order Now Surface tension is caused by cohesion (the attraction of molecules to like molecules). Since the molecules on the surface of the liquid are not surrounded by like molecules on all sides, they are more attracted to their neighbours on the surface. Mercury has a high surface tension. The meniscus of water is concave whilst the meniscus of mercury is convex. When a water strider is on the surface of the fluid, the surface under tension will behave like an elastic membrane. There will be a small depression on the surface of the water. The vertical components of the forces by the molecules on the object will balance out the weight of the object. 2. Biomaterials are special materials that are biocompatible. They are able to function in contact with the living tissue with minimal rejection from the body. A biomedical device are implants that are engineered from biomaterial and designed to perform specific functions of the body. Titanium alloy – low-density, non-toxic, biocompatible, strong, and non-corrosive. Plastics (polymers) – biocompatible, not-toxic, non-corrosive, smooth, flexible, and low-density. 3. Muscles – Muscles look like bundles of pale pink tissue which pull the bone. Tendons – Tendons are shiny white tissues at the ends of the muscles that attach muscles to bones. Ligaments – Ligaments connect bones to other bones at joints. They look like a shiny white covering of the joint surfaces. Cartilage – Between the bones is another shiny white material that is slippery. This is cartilage, which helps the bones move without grinding against one another, or without causing trauma. 4. Why is it important for detergents to be biodegradable – Non-biodegradable detergents could build up in waterways and cause significant and long-term damage. Biodegradable can be broken down by the action of living things like bacteria and other microbes. 5. Transdermal Patches – Slow and steady drug release directly into the bloodstream is the main benefit of skin patches. The drug is encased in a polymer which slowly releases the drug. E. g. Nicotine patches. Subdermal Implants – Devices implanted under the skin are also being developed to deliver drugs at a controlled rate. E. g. Contraceptives. It consists of six flexible silicon tubes filled with a five-year supply of the contraceptive hormone. It is implanted in the upper arm, and small amounts of the hormone continuously seep through the permeable tubes into the bloodstream. 6. Water is important in making medicines because generally, the more water soluble a drug, the quicker will be its absorption. It can be administered orally (as solutions, or in capsules or tablets) and by injection. Water acts as a solvent. . What causes the sound of a heartbeat – The first heart sound (lub) is caused by the acceleration and deceleration of blood and a vibration of the heart at the time of the closure of the tricuspid and mitral valves. The second heart sound (dub) is caused by the same acceleration and deceleration of blood and vibrations at the time of closure of the pulmonic an d aortic valves. Basically, the sound comes from the heart valves closing. 8. Surfactants are wetting agents that lower the surface tension of a liquid, allowing easier spreading, and lower the interfacial tension between two liquids. Surfactants improve water’s ability to wet things, spread over surfaces, and seep into dirty clothes fibres. One end of their molecule is attracted to water, while the other end is attracted to dirt and grease. So the surfactant molecules help water to get a hold of grease, break it up, and wash it away. Soaps and detergents are both emulsifying agents and surfactants. 9. Colloid – a type of mixture in which one substance is dispersed evenly throughout another. Particles that remain suspended for a long time. Suspension – a mixture containing particles that settle out or form layers. Particles that settle out or form layers. Solute – the substance to be dissolved. Solvent – the substance in which to be dissolved in. Solution – a group of molecules that are mixed up in a completely even distribution. Dissolved substances. Mixture – is when two or more different substances are mixed together but not combined chemically. 10. Non-invasive medical techniques – X-ray and Ultrasound. Advantages – does make an incision into the skin and short or no hospital stay. Disadvantages – may not be able to detect all problems. Minimally invasive – Keyhole surgery and Angioplasty. Advantages – get a detailed diagnostic report. Disadvantages – long hospital stay. 11. Hydrophilic – refers to a physical property of a molecule that can transiently bond with water (H2O) through hydrogen bonding. Heads stick in the water, tails stick out of the water. Hydrophobic – is the physical property of a molecule that is repelled from a mass of water. Tails stick in the water, heads stick out of the water. 12. If plaque or fats get deposited in the arteries, it slowly blocks blood from flowing freely to the heart. Plaque deposits that have built up inside arteries can be reduced by the technique called angioplasty. An empty and collapsed balloon on a guide wire, known as a balloon catheter, is passed into the narrowed locations and then inflated to a fixed size. The balloon crushes the fatty deposits, so opening up the blood vessel to improved flow, and the balloon is then collapsed and withdrawn. 13. Lubricants: Use – Reduces friction between moving parts. Precautions – Some are flammable-keep away from flames. Pesticides: Use – Kills pests. Precautions – Toxic-do not swallow, inhale or spill on skin. Solvents: Use – Dissolves dirt on clothes, turpentine to clean paintbrushes, oven cleaners to dissolve fat. Precautions – Some are flammable and toxic. Drain and oven cleaners are corrosive and will burn skin badly. Do not swallow, inhale or spill on skin. Cosmetics: Use – Perfumes to produce a fragrant and pleasant scent. Make-up to change appearance. Hair gel to change a particular hairstyle. Precautions – May cause an allergic reaction in susceptible people. Sprays may be dangerous to inhale. Preservatives: Use – Prevent bacteria growing in food. Precautions – May cause illness if eaten. Sulphur dioxide may cause asthma. May cause learning difficulties. 14. Diagram of the Heart 15. Parts of the Digestive System 16. The pH of the stomach is between 2 -3. This acidic condition will help kill bacteria and mix the food with digestive juices. The pH of the small intestine is between 7. 5-8. This alkaline condition helps in complete digestion and absorption of the food. 17. Role of skin – Helps maintain a constant body temperature. Micro-flora – Protects the body from disease. 18. Water-soluble vitamins: 8 B vitamins and vitamin C. Fat-soluble vitamins: Vitamins A, D, E and K. Water-soluble vitamins dissolve easily in water, and in general, are readily excreted from the body, to the degree that urinary output is a strong predictor of vitamin consumption. Because they are not readily stored, consistent daily intake is important. Fat-soluble vitamins are absorbed through the intestinal tract with the help of lipids (fats). They are more likely to accumulate in the body. How to cite Senior Science Half Yearly Revision, Papers

Saturday, May 2, 2020

Accounting and Analysis for Managers-Free-Samples for Students

Question: Analysis and Compare the Annual report of TPG Telecom Limited and Telstra Ltd. Answer: Companies Selected TPG Telecom Limited Telstra Ltd Telstra Corporation Limited Telstra corporation is one of the largest telecom and media companies in Australia and offers a variety of services to over 30 million customers. It consists of over 18 million mobile connections, over 6.8mn fixed telephony and over 3 and half a million of fixed broadband customers. It employs little over 14,500 employees and has reached a revenue of over $27 billion in FY 2016 and a net operating profit of over $5.8 billion for the same year. It operates through a number of subsidiary companies newly Foxtel, Telstra media, Pac net and Ooyala etc. Despite facing stiff competition from emerging company named Optus in the early part of 1990s Telstra continues to be the largest telecom operator in Australia and continues to expand into new services(Weygandt, 2014). TPG Telecom Limited TPG Telecom Limitedis one of the emerging telecom and internet service provider in Australia and New Zealand. It is recognized as the second largest ISP in Australia. The company is actively involved in areas such as mobile telephony, ADSL based internet service and fixed lined telecom and broadband services. The TPG Telecom Limited was formed in 2008 through a merger between the Total Peripherals Group and SP Tele media in 2008. As of 2016 the company undertakes networking works along with OEM and accounting software services as well for its clients. It employs a little over 1450 employees and revenue reached approx. $971 million in 2016 and operating profit reached a little over $246 million. It has a no of subsidiaries including the AAPT limited, Agile communications, west net and Net space etc(Wood, 2005). Analysis and Explanation of the depreciation policy of each company and its impact on the profitability of the company. Telstra Corporation Limited Telstra company uses the Straight-line method to depreciate assets of long term nature such as PPE and also the building and leasehold property. The amount of depreciation is calculated by using the assets useful life. The depreciation is estimated form the time the assets are installed and ready to use. Buildings of the company are having an estimated life of 4 to 48 years in 2016 and the other PPE had an useful life term of 4 to 20 years. Communication long term assets of the company are estimated to have useful life of 2 to 57 years and depreciated over the same. Assets which are taken under the regulations of financial lease gets capitalized in the beginning of the terms of lease ( either at fair value of the asset or the PV of the lease payments which is lower) and is then depreciated under the benefits of the Straight-line method(Hoggett, 2011). TPG Telecom Limited TPG Limited company uses the Straight-line method to depreciate assets of long term nature such as PPE and also the building and leasehold property. The amount of depreciation is calculated by using the assets useful life. The depreciation is estimated form the time the assets are installed and ready to use. Buildings of the company are having an estimated life of 40 years in 2016 and Leasehold improvements had a useful life term of 8 years. Network infrastructure of the company are estimated to have useful life of 3-25 years and depreciated over the same period. For the purpose of the estimation of depreciation the residual values of all the long term depreciable assets are reassessed at least once each year. The groups overall PPE increased by $302.3m in 2016 when compared to 2015. There was an increase of $178.4 million of long term assets which was there because of the companys acquisition of the iiNet and capital expenditures were incurred to the tune of $260.8m ad form the same the company made a depreciation adjustment of $136.9m in the last fiscal period(Annual Report TPG, 2016). The benefits of the Straight-line method is that the company is able to assess the amount of deprivation on a continuous basis and the provides consistency to the income statement. Unlike other methods there is less fluctuation in the amount and the depreciation is spread equally over the life term. this makes it possible for the comparison of profitability over a long term a possibility and reality. The Declining balance method is avoided by the two companies because under the Declining balance method the reported income would be lower in the early years of reporting as opposed to the straight-line method and this would not be considered a fir and justifiable practice by most board of directors. Analysis and interpretation of the inventory valuation methods adopted by each company. Telstra Corporation Limited Inventories were reported in the financial statements at $586mn in 2016 and $ 523m in 2015. The finished goods maintained by the company includes the goods which were marked as available for sale and other materials and spare parts kept for use in the construction and maintenance of the telecom equipments in the next 12 months period. The company also has been using the practice of maintaining non-current inventories which is estimated to be sued in the maintenance and repair of the telecom related long term assets beyond a period of 1 year. In estimating the net realizable value, the management of the company has applied the judgement of the relevant managerial personnel in the determination of the NRV by using relevant market assumptions and extending he assumptions into the foreseeable future. The current and existing and future expected technological state has also been assumed and used for this purpose. Other inventory assets have been presented using the weighted average method of inventory valuation(Eisen, 2013). The details of the inventory maintained by the company is as follows: 30.6.2016 30.6.2015 In $ million In $ million Construction work in progress: Contract costs incurred 510 655 Progress billings (391) (561) 119 94 Raw material stocks at cost (current) 113 86 Finished goods (at cost) 228 234 Finished goods recorded at the net realizable value 97 77 438 397 557 491 Non-current: Finished goods recorded at the net realizable value 29 32 586 523 The inventories maintained by the Telstra limited is recognized in the books at the lower of the cost or the net realizable value (less probable selling costs for the same). The costs however are allocated through the Weighted average cost basis. On the other hand, the construction contract related inventories are the work in progress items which are actually recognized at the gross unbilled amounts which would be estimated be collected form the clients later. The gross unbilled amounts are the costs incurred and recognized and the same includes the profit margins and after subtracting the progress billings made so far and any foreseeable loss if any. Both variable expenses any fixed expenses are included in the cost for estimation of the gross unbilled amounts. TPG Telecom Limited The Company reported Inventories worth $12m in 2016. However, being primarily a services company, the company has not kept too much inventory in its books and minimized the same. The inventory of the TPG Telecom Limited is recognized in the books at the lower of the cost or the net realizable value (less probable selling costs for the same)(Cottrell, 2012). Analysis of the intangibles listed within the statement of financial position of each company. Intangible assets are those assets which are non-physical in nature. These assets can be either created in house or they can be acquired through a commercial transaction. For example, brand names can be recognized in the books of a company when it pays for acquiring a rival company or purchases a division of another company. Intangible assets can also be categorized as either definitive in nature or indefinite. For example, the brand name of a company like Telstra would be considered to be the indefinite intangible because it would be there in use as long as the company remains a going concern. However, patents of the company can have a definite life depending upon the life term of the patent after which the same cant be extended. The in-house developed intangible assets cant be amortized by the company concerned. However intangible assets acquitted through purchases etc. would be allowed to be amortized(BAKER CORTRELL, 2011). Telstra Corporation Limited Telstra Limited has 5 different types of intangible assets. Under the indefinite useful life term the company had 1 assets such as goodwill whereas under the definite life term the company has four different intangible assets such as: Software assets Licenses Deferred Expenses Other intangible assets The goodwill recognized by the company is recognized in the financial statements at cost less the relevant accumulated impairment. The details of the goodwill and other intangible assets reported by the Telstra company is as shown in the table below: Goodwill Software assets Licenses Def Expenditures Other Intangibles Total Book value at 1 July 1652 4465 2042 955 218 9332 Additions during the year 2016 0 1194 7 1056 1 2258 acquisition of business 3 1 0 0 4 8 acquisition of controlled entities 61 5 0 0 19 85 impairment losses from continuing operations -246 -4 0 0 0 -250 amortization expense from continuing operations 0 -1003 -168 -868 -27 -2006 amortization expense from discontinued operations 0 -1 0 0 0 -1 disposal through sale of controlled entities -137 -2 0 0 -7 -147 net foreign currency exchange difference 13 3 0 0 3 19 transfers 0 2 -12 0 0 -10 Net book value at 30 June 2016 1346 4660 1869 1143 211 9229 Intangibles at cost 1592 10431 2436 2186 336 16981 Accumulated amortization and impairment -246 -5771 -567 -1043 -125 -7752 The Telstra limited has gone on to recognize an amount of $61 million for goodwill on account of acquisition of the same and which includes $32 million related to acquisition of Readify Limited and $29 million for acquisition of Sliverlining consulting group. During the last year the company has also proceeded to amortize $246 million worth goodwill related to Ooyola holdings group on account of impairment. Total amount of goodwill disposed of includes$130mn related to the Autohome Inc(Annual Report (Telstra), 2016). TPG Telecom Limited TPG has 5 different types of intangible assets. Under the indefinite useful life term the company had 2 assets such as goodwill and brand name whereas under the definite life term the company has three different intangible assets such as: Acquired customer bases Indefeasible rights of use of capacity Other intangible assets The goodwill recognized by the company is recognized in the financial statements at cost less the relevant accumulated impairment. Brand names of the company were recognized by the company as the subsidiary company was acquired. The company valued the amount of the brand names under the Relief form Royalty method. The intangible assets of the company increased in 2016 by an amount of $1,799.6m and the same included an amount of $1,364.9m and an amount of ($316.8m on account of acquired customer base form iiNet and $185m of other intangible assets and Spectrum costs of $20.2 million(Annual Report TPG, 2016). The detailed intangibles of TPG is shown below: (all values in $ million) goodwill brands ACB IRU of capacity Other intangibles Total Balance as of Aug 1,2015 546.1 20.1 247.9 106.4 24 944.5 additions 0 0 0 20.2 27.8 48 Acquisition through Business combinations 1364.9 70.5 316.8 52.3 62.2 1866.7 1911 90.6 564.7 178.9 114 2859.2 Amortization and impairments balance as of Aug 1,2015 0 0 219.1 33.9 5.9 258.9 Amortization for 2016 0 0 74.5 10.6 30 115.1 Balance of July 31, 2016 0 0 293.6 44.5 35.9 374 Balance of July 31, 2016 1911 90.6 271.1 134.4 78.1 2485.2 Acquired customer bases (ACB) Acquired customer bases or the ACB are recognized in the books when the company acquired the subsidiary and estimated the value of the total customer bases on the basis of their future economic benefits that is expected to accrue to the company and the same has been calculated on the basis of the discounted cash flow techniques and shown in the books as definite intangible assets(Atrill Eddie, 2012). Indefeasible rights of use of capacity (IRU) Indefeasible rights of use or IRUs on the basis of the present value of the estimated future cash flows which is estimated to be payable for using the same rights. These assets are used with their fair value at their respective acquisition dates. Other intangible assets Other intangible assets of the TPG includes softwares being used, costs of subscriber acquisition costs, payments made to purchase spectrum, many other licenses being held by the company another expenses incurred to develop income generating services and products. These assets ae shown in the books at cost of acquisition less the amount of amortization etc. the softwares of the company being used is however shown at the amortized replacement value. The intangible assets of the TPG limited has bene amortized in 2016 by an estimated $115.1million of which the last amortization has been with respect to the other intangible assets. The amortization is transferred to the statement of income under the SLM method(Annual Report TPG, 2016). Recommendations Both Telstra and TPG have detailed notes to the financial statements but the depreciation and amortization of the Telstra group is not explained and exhibited in detail. However, the same for TPG has been exhibited and the long term and intangible assets have been explained and exhibited well for last two fiscal periods. Telstra being a larger company has more intangible assets. But the TPG groups failed to explain the details of the inventory recognized in its books since the amount of the inventory is very small TPG being a service provider. However, the exhibits in the Telstra financial statements has been very detailed as to the inventory recognized in the books(Atrill Eddie, 2012). Bibliography Annual Report (Telstra). (2016). Annual Report 2016. Telstra corporation Limited. Annual Report TPG. (2016). Annual Report 2016(TPG). TPG Groups limited. Atrill, P., Eddie, M. (2012). Accounting and Finance (5th ed.). LONDON: Prentice Hall Financial Times. BAKER, R., CORTRELL, D. (2011). ADVANCED FINANCIAL ACCOUNTING ,10TH ED. CHICAGO: MCGRAWHILL IRWIN. Cottrell, T. E. (2012). Advanced fiancial Accounting (10th ed.). NewYork: McGrawHill - Irwin. Deegan, C. (2015). Australian Fiancial Accounting (8th ed.). Sydney : McGraw-Hill Education - Europe. Eisen, P. J. (2013). Accounting (Business Review Series) ( 6th edition ed.). NewYork : Barron's Educational Series Inc.,U.S. Hoggett, J. (2011). Company Accounting (9th ed.). Brisbane: John Wiley and sons. Jerry J. Weygandt. (2012). In ACCOUNTING PRINCIPLES. WILEY. Peter Atrill, E. M. (2014). Accounting: an introduction (6th ed.). Sydney: Pearson Publicaitons. Picker, R. (2015). Australian Accounting Standards (1st ed.). Melbourne: Earnst and Young Publications. Sterling, R. (2012). A Statement of Basic Accounting Theory. Journal of Accounting Research, 5(1), 95-112. Weirich, T. (2013). Accounting and Auditing Research: Tools and Strategies (8th Revised edition ed.). London: John Wiley Sons; . Weygandt, J. (2014). Accounting for Business Decision Making (6th ed.). Chicago: John Wiley and Sons INC. Wood, F. a. (2005). Business Accounting (10th ed.). HArlow-London : Pearson Education Ltd.

Sunday, March 22, 2020

Libyan Conflict Involvement

NATO means the North Atlantic Treaty Organization; it is an Intergovernmental military alliance based on North Atlantic Treaty which was signed on April 4th 1948. It comprises of 28 nations, and its headquarter is in Brussels in Belgium (Marco, 2009). Advertising We will write a custom research paper sample on Libyan Conflict Involvement specifically for you for only $16.05 $11/page Learn More It is the world largest military alliance, and its member states agreed to offer a joint defense in reaction to any external attack by any external enemy. Example of interventions, where NATO has been involved include: Kosovo Intervention 1999, Afghanistan war, Iraq training Mission on August 2004, Gulf of Aden anti-piracy on August 2009 and Libyan Conflict 2011 (Peter, 2000). Libyan conflict started on 12th and 13th 2011 where violence broke out between protesters and the government under Colonel Muamar Gadaffi who came into power in 1969.The Libyan revolt quickly developed into an insurgency and then into civil war (Itamar, 2012). On 17th March 2011, United Nations Security Resolution of 1973 was enacted, and it authorized a cease fire and military action to protect civilians. Consequently NATO forces enforced no fly-zone and enforced an arms embargo against Libya. A leader of a member country of NATO would consider the following before participating in the Libyan conflict. There are some risks involved, since it is vital for the leader to evaluate the risks that would affect his nation negatively before deciding to participate or not in the Libyan conflict. For example, loss of a significant relationship with other countries and the cost involved (Peter, 2000). Revenge is also a factor to be considered. Here, a nation would consider past damages caused by Libya against its interests. In addition, an evaluation would be carried out to determine the need of the revenge (Marco, 2009). Trade relations between Libya and the nation would also be a weighty factor to deliberate on before deciding whether or not to participate in the conflict. For example, if the country is dependent on Libyan products such as oil, hydrocarbon which is of high quality and extraction is easy and profitable the leader could decide to participate in the war to safeguard the imports and exports (Itamar, 2012). Another factor is the vulnerability to terrorism. The conflict would lead to a fallen state and terrorist would take advantage of the conflict to spread terrorism propaganda and recruit more people to join their group. This would in turn be a threat to the international peace (Itamar, 2012).Advertising Looking for research paper on international relations? Let's see if we can help you! Get your first paper with 15% OFF Learn More The stability of the government is also a crucial factor. Here, a leader would consider the stability of government back home, for example, threats from opposition parties as it would be better to sol ve internal problems first (Peter, 2000). A leader is that person who inspires people to achieve a particular objective. A leader in addition must have a dream, obligation and energy to ensure that the dream is achieved. Leadership skills are tools, capabilities and conducts that a person requires to be successful in motivating and directing others (John, 2010). The following leadership skills would be significant and relevant for a leader while deciding on whether to join the Libyan conflict or not. Leaders need to communicate effectively and efficiently. Thus, a leader should communicate to other decision makers effectively in order to move them toward achieving the chosen goal (Terry, 2002). A leader must have a will to take the risk. The leader must be willing to take calculative risks since the decision to participate in the conflict is risky as the outcomes are uncertain (John, 2010). A leader should be a problem solver. It is crucial that a leader knows how to handle various problems since the decision to participate in the conflicts should be thought of carefully. Therefore, a leader should identify the problem tactfully, and in this case the problem is the Libyan conflict and makes the final decision on whether to participate in the conflict (John, 2010). Ability to achieve a tangible result is a must. To portray this, the leader must be committed to achieving results and have a drive to move toward achieving a common goal. This will ensure that the citizens agree with the decision made by their leader (Terry, 2002). A leader must have the capacity to motivate people to achieve the common goal. A leader therefore should motivate other decision makers in the government to come up with thoughts that would aid in deciding whether or not to participate in the Libya conflict (Terry, 2002).Advertising We will write a custom research paper sample on Libyan Conflict Involvement specifically for you for only $16.05 $11/page Learn M ore A leader should be a proven planner. Planning is very crucial as the interests of the country would be endangered in case of poor planning. Thus, a leader should come up with various achievable strategies that would keep everyone moving together toward achieving the common goal (John, 2010). In conclusion, a leader should consider various factors before participating in the Libya conflict and to do so, the leader must have the above leadership skills. This is important since a leader is a representation of the country’s interests. Therefore, uncalculated move would be a catastrophic. Reference List Itamar, R. (2012).The Lingering Conflict: Israel, the Arabs, and the Middle East 1948– 2012. U.S.A: Brookings Institution Press. John, A. (2010). Develop your Leadership Skills. U.K: Kogan Page Publishers. Marco, R. (2009). The A to Z of NATO and Other International Security Organizations. U.S.A: Scarecrow Press. Peter, D. (2000). NATO: Its Past, Present, and Future. U .S.A: Hoover Press. Terry, G. (2002). Leadership Skills for Boosting Performance. U.K: CIPD Publishing.Advertising Looking for research paper on international relations? Let's see if we can help you! Get your first paper with 15% OFF Learn More This research paper on Libyan Conflict Involvement was written and submitted by user Elyse Robinson to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Friday, March 6, 2020

Poverty And Learning Example

Poverty And Learning Example Poverty And Learning – Coursework Example Poverty and Learning Poverty and Learning life out of school has a tremendous influence on their achievements at school. The research shows that all organizations that support students well-being can be claimed to have a positive impact on students success at school. For instance, community centers, support centers for immigrants, non-profit organizations, churches and healthcare centers improve quality of life in poor neighborhood; thus, the access to these organizations can positively impact students achievements (Noguera, 2011). Of course, schools and kindergartens (or any other educational institutions) can provide students necessary education and support in and out of school because they are two main institutions where children get enough attention and an example of normal life. Early education and support is a key solution to poverty. At the same time, overall poverty in neighborhood, high crime prevalence, drugs and negative social capital do not help children to break through poverty. They have negative effect on their success and development.It is necessary to suggest educational leaders to engage their community in order to make schools better and safer places for children. The idea to extend school days and make students attend school on Saturdays mentioned by Noguera (2011) looks as a good alternative to their exposure to misfortunes of life outside their school. Also, educational leaders should not be afraid of asking their community to help. Isolation does not let schools be strong enough to change community where they exist. Drawing attention of investors, funds and sponsors takes time and resources but it is worth trying for the sake of children. Being short of resources public schools cannot do enough to take kids away from the streets. Charismatic and inspiring leadership is needed to make schools better and engage parents and sponsors in building a brand new community where poverty does not hinder students achievements. ReferencesNoguera, P. A. (2011). A Broader and Bolder Approach uses education to break the cycle of poverty: Making bold assertions that all children can achieve while doing nothing to address the challenges they face is neither fair nor sound public policy. Phi Delta Kappan, 93(3), 8.

Tuesday, February 18, 2020

Edict of Milan Essay Example | Topics and Well Written Essays - 750 words

Edict of Milan - Essay Example So, direct or implied, the passage of the edict paved way to Art and Architecture with Christian themes. The Latin word Basilica originally referred to a public building in the center of town. The Roman Basilica, which looked like a large roofed hall, was used as a place for transacting business and other legal matters. The hall is divided by columns which made isles and arcade spaces. In these cubicles are the officials and scribes who attend to the transactions. On one or both ends of the hall is a propped up platform called an apse. This is for the seats for the magistrates. Some times, there are even seats for other people to watch the process of the legal activities. These basilicas looked like covered market places (New World Encyclopedia). This was exactly the purpose for the Basilica Porcia in Rome. After the edict, Christians, who now had a new found freedom, decided to build buildings and structures for their worship. Temples, although serves a similar purpose, does not suite the practices that are to be made. Temples for the pagan gods serves mostly as deposit boxes for treasures and figures of the gods. There is also the fact that worship practices are done outside of the temple under the open sky. Constantine I made use of the architectural concept of early Roman basilicas as a template for the grand place of worship. The new basilicas were shaped as long rectangles two stories high, with ranks of arch-headed windows one above the other. They also had a center nave with one isle at each side and an apse at one end. This apse is now known as the altar. The word Basilica had changed after the edict. It then meant as a place of Christian worship or a large church which was given a ceremonial blessing of the Pope (New World Encyclopedia). An example of this would be the Basili ca of Vitale in Italy. From then on, basilicas are no longer associated with commerce or politics but of spiritual refuge. Although the center of the city still houses the business and political district, the church is always found near. In fifteenth century Europe, the plazas of cities are considered the center and on opposite sides of the plaza are the church and the town hall. This maintains the concept of keeping the basilica at the center of the city. The edict of 313 has made a great impact in the architecture and usage of basilicas. But, at present day, both basilica formats are recognized; architectural basilicas are referred to the early Roman version where as the pos-edict basilicas are of the ecclesiastical kind. References: The Edict of Milan: Constantine Augustus and Licinius Augustus. University of Pennsylvania. Accessed: March 31, 2009. . Basilica, New World Encyclop

Monday, February 3, 2020

Effect of Different Materials on Radiation using the Shielding Essay

Effect of Different Materials on Radiation using the Shielding Material - Essay Example There are numerous factors that lead to the variation of results read and recorded by Geiger-Muller counter because it detects only small increments of radioactivity radiations. For instance, the distance between the radiation source and the probe can play a major role in the variation. This is because once a radiation is emitted from its source before reaching the targeted surface usually encounters varied collisions in the air, hence reducing its speed. Consequently, this implies may end up giving altered results that deviate from the exact values by big margins compared to the incidences when there was keen control of the separating distance.   Other factors include background radiation because the other source of material may emit some or other kind of energy, hence interfering with the incoming stream of radiation such that the end results do not the come any closer to the expected data. Therefore, it is essential before the experiment one at least ascertain the extent of the background materials’ emission if possible by checking already calculated values. In addition, the nature of the shielding substance, for instance, its roughness or smoothness degree can affect the end results whereby both surfaces may not have exactly the same results or with those anticipated. Mainly, besides other human errors, these factors somehow contribute to the alterations of results though with keen observation one can adequately minimize their effects especially the separating distance.   Ã‚  

Sunday, January 26, 2020

An Analysis Of Global Alliances

An Analysis Of Global Alliances As a matter of survival, airlines within the current environment are constantly reviewing and altering their strategies. An important component of any airlines strategy to remain viable and maintain competitive advantage in todays setting is to pool resources and share risk, known as an alliance. A broad definition of an alliance that occurs in the aviation industry is the collaboration between two or more firms that retain their autonomy during the course of their relationship (Kleymann Seristà ¶, 2004). To that end, there are certain variations of airline alliance in vogue today, in particular the Global Airline Alliance. Starting with a synopsis and identification of these alliance groups, the discussion will move to a selection and analysis of benefits and shortcomings that can be associated with global alliances from a business and consumer perspective. From here, an appreciation will be gained of the major airline alliances and typical rationale of alliance strategies. Currently, the most popular forms of coalition in the airline business are the non-equity marketing alliances known as Airline Alliance Groups (Kleymann Seristà ¶, 2004) or Global Multicarrier Alliances (Cools Roos, 2005). At the present time, the main global multicarrier alliance networks are Star Alliance, One World, and Skyteam (UBM, 2010). These alliances are predominantly a massive global network of multilateral codesharing and joint resource Air Service Agreements (ASAs) between carriers. This allows a central point of contact for the passenger to ensure a convenient, smooth and efficient worldwide travel experience (Star Alliance, 1997). Although individual airlines are aligned under the umbrella of a single corporate entity, distinct airline brand identities and cultures are retained. These alliances have set out to revolutionise seamless air travel for the international passenger from hub to hub and beyond. Additionally, the synergies created were only possible due to ast ute governance of previously implausible collaboration. To that end, airline conglomerates now understand The best way to generate real business growth and expansion is by forging the appropriate strategic partnerships (Borovich Yeheskel, 2001). From an airline business perspective, membership in a global alliance has one distinct, instantaneous and strategic advantage. Almost overnight, all member airlines geographic route structures will have expanded without costly capital investment in infrastructure and assets. This allows airlines to service routes that were previously deemed non-profitable or inaccessible, albeit on other alliance members aircraft. This complementary alliance (Oum Park, 1997, as cited in Chen Ross, 2000, p. 328) has the flow on effect of generating untapped markets within the domestic environment and yielding higher load factors for all alliance members aircraft operations. Henceforth, this produces larger revenues which in turn diminishes overhead costs and maintains more efficient airlines by lowering unit cost base (Doganis 2001, p. 76). While this contributes to diversification and larger profit margins for collaborating airlines, the traveller can be confident airfare cost will remain relativel y reasonable assuming competition remains viable on any given route. This is a beneficial outcome for all involved, both airline businesses and the consumer. A comparable example where alliances between two airlines operating on the same route is however, considered anti-competitive (Chen Ross, 2000, p 328). Here the competing airlines could strike a codeshare accord, typically after a tenuously long and protracted battle attempting to gain market share. This is routinely known as a parallel alliance (Oum Park 1996, p. 190), however this is unfortunately likely to result in cartel type price fixing. This form of alliance generally benefits the airlines as it narrows competition and has a propensity to create a higher demand for a particular service, hence higher airfares (Chen Ross, 2000, p 328). Conversely, the pre-alliance scenario utilising capacity dumping (NZ Parliament, 2006), where supply exceeds demand, only profits the consumer with ridiculously low and unsustainable airfares. This invariably serves to strengthen the dominant market leaders position by financially eliminating the competition in the long term. These types of al liance are inherent of predatory behaviour with very little consumer benefit and require antitrust immunity (Bilotkach, 2005, p. 168). An example of this type of arrangement within the global alliance networks does exist, although on the exceedingly competitive North Atlantic route between Lufthansa and United Airlines (Kleymann Seristà ¶, 2004, p. 23). While codesharing is one weapon with which to condense costs, create better margins and maintain a reasonably priced service, it is not the only resource available to benefit allying partners and the consumer. One only needs to visit any of the global airline networks websites to see a large scale joint marketing experience. Consequently, Extensive market presence plays an essential role in major airlines plans for survival and prosperity (Kleymann Seristà ¶, 2004, p. 113), and this influence is an effective tool when multiple powerful brands are combined. For the smaller airlines within the alliance groups, association with some of the mega-carriers alone is a sufficient marketing device to increase recognition and augment passenger numbers. This is simply a case of if passengers do not find you, they will not fly you (Bammer, 2000, as cited in Kleymann Seristà ¶, 2004, p. 121). For the bigger carriers in the group, enhanced economies of scale (Doganis, 2001, p. 76), scope and d ensity (Kleymann Seristà ¶, 2004, p. 39) beckon, to provide growth quickly while mitigating a host of regulatory and economic barriers. This coincides with the global alliance concept To contribute to the long-term profitability of its members beyond their individual capabilities (Star Alliance, 2010, p. 6). Another advantage of such extensive market sway is the collective consumable and asset purchasing power. Doganis states, the Star Alliance group is estimated to save between five to seven percent each year with this strategy (2001, p. 78). In contrast, these combined marketing regimens can be inflexible and force a loss of individual brand identity. As the global alliance brand builds its own characteristics, it will be perceived by the customer to deliver a certain expectation, and if not all of the alliance members fit the model, they may be forced to compromise their own identities to conform, or risk being extricated. This is known as the domino effect (Kleymann Seristà ¶, 2004, p. 17). The airlines are not the sole profiteer from this vast marketing onslaught. Customer satisfaction, retention and relationship quality is the target of any marketing strategy, and with immensely large global brands and reputations at risk, standards will always be under scrutiny. The consumer perception of these alliance groups is that of a seal of quality (Kleymann Seristà ¶, 2004, p. 39), and all members are logically required to exact some consistency over the service spectrum. To that end, the global alliance groups have combined value adding resources to meet or exceed the expectations of the high value international traveller (Star Alliance, 2010, p. 6). Some pertinent examples are: priority check-in, lounge access, additional baggage allowances, priority boarding, global ticketing, common terminals and priority baggage handling. As aforementioned, the consistency and variation with which these additional benefits are delivered can provide a potential drawback. Products vary f rom brand to brand, for example; Air New Zealand has a premium economy seat (Star Alliance, 1997), of which not all airlines utilise. A customer that purchases this seat flying from New Zealand to Germany with alliance codeshare partner Lufthansa (McCaw, 2010), would in all likelihood be downgraded to an economy seat from England or the United States. Furthermore, differing cultures can also play a role with service delivery. Once again, the customer flying from New Zealand to Germany may enjoy the relaxed Kiwi attitude, but may be overwhelmed by the clinical and formal German approach, or vice versa. Henceforth, Kleymann and Seristà ¶ suggest successful brand image and customer fulfilment is particularly relevant to quality and consistency of service (2004, p. 121). Global alliances offer many joint benefits to consumers from airlines prospering within their own niche, which could not be possible without reliance on international partners. While the phenomenon of globalisation is a reality and people seek to condense and simplify work, time and travel experiences, global airline alliances fit the mould as a reaction to seek balance. At present, the rules of international aviation preserve sovereignty and do not endorse a truly competitive environment. While grandfathering provisions of landing rights at major airports and governmental influence in survivability of flag carriers ensues, the only room for growth from independents is to collude. At this point in time, global alliances serve the needs of both consumers and airline businesses. As with every decision, there are good and bad consequences and not all choices will gratify everyone. Global alliances endeavour to satisfy the majority, while sustaining the future of the alliance members to provide a useful service. Until all nations relax rules around freedoms of the air and airline foreign ownership, so as to furnish a genuine open skies policy, these mega-conglomerates will flourish. Word Count: 1343

Saturday, January 18, 2020

Mannerism Artist

Mannerism appeared in response to the Renaissance style from Florence, Rome and Venice in the 1520’s. Unlike Renaissance artists to strove to make their art look as realistic as possible, mannerism artists broke away from this convention. Some of these key characteristics include abnormally elongated limbs, contorted bodies impossible poses and most importantly, artifice. Renaissance artists tried to disguise artifice where mannerism artists reveal imbalanced compositions, ambiguous space, departures from expected conventions and unique presentations of traditional themes (Gardner 612).There are great examples in paintings, sculptures and architecture that utilize these characteristics and give us a better understanding of what mannerism truly is. There were many influential painters in the 1500’s that took advantage of the freeing style of mannerism. One artist who stands out is Jacopo Da Pontormo. His piece, Entombment of Christ, (Capponi Chaple, Santa Felicita, Flora nce Italy, 1494-1557) embodies almost all of the characteristics assigned to mannerism.Christ’s decent from the cross-had been frequently portrayed by many artists before him. However, Pontormo took a different approach from his processors. Pontormo changed his picture plane from the traditional perpendicular plane by rotating image along a vertical axis. Because of this, the Virgin Mary falls away from the viewer as she releases her son’s hand (Kleiner 613). Another striking difference is how he positions the characters so there is an intentional void in the middle of the painting.How the bodies and limbs moves around the center accentuate the void. Also, the elongated limbs and bodies positioned in a contorted fashion depict the key characteristics of the style. For example, the figure holding Christ on his back has an elongated torso that does not seem to be anatomically possible. This painting gives the viewer an excellent example for how Pontormo and other manneri sm artist’s have split ways with the natural, realistic, and balanced principles of the Renaissance artists.The mannerism style can be seen across other mediums as well. Other artists took these new principles and incorporated them into sculpture. Giovanni da Bologna’s (born, Jean de Boulogne) Abduction of the Sabine Women, (Loggia dei Lanzi, Piazza della Signoria, Florence, Italy, 1579-1583) epitomizes the principles of figure composition for Mannerists. As seen by Pontormo, this piece is also created on a vertical axis. The bodies create a vertical, almost flame-like spiral movement. This sculpture was the first large-scale group since classical antiquity designed to be seen from multiple viewpoints†¦ † (Kleiner 619). Because of this, the piece changes immensely depending on where the viewer is standing. The figures also display extreme emotion that was not common before this period. For example, you can almost feel the woman figure’s pain and angui sh by her face, and how she is trying to break away from the young male figure. Mannerism also translates into the medium of architecture.This style of architecture also challenged the classical elements of balance, order and stability that were prominent in the Renaissance. Giulio Romano ended up being the leading architect in Mannerism. An example of his work would be the Palazzo del Te, Mantua, Italy, 1525-1535. The viewer can see his Mannerist style in the facades that face the interior courtyard. The deviation from the conventional architecture of the time is pronounced by revealing the artifice of the palace design. The keystones for example, either have fully settled or seem to be slipping from the arches-and, more eccentric still, Giulio even placed voussoirs in the pediments over the niches, where no arches exist† (Kleiner 620). The building is full of structural oddities and contradictions. For example, the architraves holding the columns up don’t look strong enough to support the building, giving the viewer the illusion that the building may come crashing down at any time.In conclusion, the mannerism style broke away from the conventional Renaissance style of order, balance and realistic paintings. It focused more on the artifice, elegant style and showing emotion through the figures. Although Mannerism did not last long, I believe this style of art helped artists break away from the strict rules of its predecessors and let the artist be free to express more emotions and to retell stories in a different way. Sources: Kleiner, Fred S. , and Helen Gardner. Gardner's Art through the Ages: A Global History. Boston, MA: Thomson/Wadsworth, 2009. Print.