Sunday, October 6, 2019
Promotional Strategies Essay Example | Topics and Well Written Essays - 1000 words
Promotional Strategies - Essay Example Then, the next most important element of promotion is the targeting factor, which pertains to the way the business would communicate with its customers. Thus, an airline would cope up with the rivals by marketing and promoting itself in the form of both, print and television channels. In order to secure a successful position and share in the market, the organization would try to be extremely cost- efficient and avoid the excess expenditures. Besides this, most of the advertisement in the airline industry is undertaken through the word of mouth advertisements (Anon, n.d.). One of the major success factors for the positioning of the airline company is to be considerate regarding its market positioning. The termââ¬â¢ positioningââ¬â¢ refers to the unique image and the distinguishing position that the business makes of itself in the minds of the consumers. Since, airline is a service industry; it needs to put in extra efforts to provide superior quality services to its customers in order to give rise to a better word of mouth advertisement (Goizueta & Roberto C., 1990). Thus, the company needs to have with it a well-defined and sophisticated model of the business which utilizes the short hauls and single aircraft type for the purpose of positioning itself while keeping its costs low. The lowest possible fares, more routes to be flown, timely flights, excellent services in the plane, and getting the passengers to their destinations quicker are all the services which shall be helpful.... One of the major success factors for the positioning of the airline company is to be considerate regarding its market positioning. The termââ¬â¢ positioningââ¬â¢ refers to the unique image and the distinguishing position that the business makes of itself in the minds of the consumers. Since, airline is a service industry; it needs to put in extra efforts to provide superior quality services to its customers in order to give rise to a better word of mouth advertisement (Goizueta & Roberto C., 1990). Thus, the company needs to have with it a well-defined and sophisticated model of the business which utilizes the short hauls and single aircraft type for the purpose of positioning itself while keeping its costs low. The lowest possible fares, more routes to be flown, timely flights, excellent services in the plane, and getting the passengers to their destinations quicker are all the services which shall be helpful in creating the companyââ¬â¢s positioning in front of its competi tors. Moreover, the communication of messages for the purpose of advertisement and publicity of the airline company can easily be delivered through its quality services. The provision of quick services, comfortable environment and the reasonable costs is all what forms the unique image of the company. This strategy, furthermore, assists the company build a positively reinforced image in the minds of the customers (Benady & Simonian, 2005). One of the companies following the above mentioned promotional strategies include Southwest Airlines, which has been able to generate quicker revenues at relatively lower costs. Breakfast Cereals Breakfast cereal is one of the consumer goods which is bought and
Saturday, October 5, 2019
Managing Information Technology Essay Example | Topics and Well Written Essays - 250 words - 5
Managing Information Technology - Essay Example A request of a system demonstrates a comprehensive summary for business requirements along with the integration with business process in order to develop a business value. The concerned personnel or department who generates the request also called as project sponsor, works in parallel with the Information system department staff in order to perform feasibility study (Brown, DeHayes, Hoffer, Martin, & Perkins, 2009). The outcomes of a feasibility study illustrate essential aspects of the proposed project via project sponsor. It involves economic feasibility, organizational feasibility and organized feasibility. Moreover, the project sponsor collectivizes all the funding and resources and deploys a project manager during the initiation phase. Likewise, the concerned project manager requires developing communication with the business departments along with identifying prospects to enhance business processes.
Friday, October 4, 2019
Information accessible Essay Example for Free
Information accessible Essay In the late twentieth century, when world was introduced to internet, it all began from there. Everyone wanted a presence on the global repository, a network of information accessible by anybody in the world with the help of WWW (World Wide Web). The importance of data was very significant and the interoperability of data among different websites was a necessity. This gave a boost to web and programming. Many languages have emerged in front of a Web Developer. It is difficult for a developer to decide which one to choose and also to comprehend the maximum advantages rendered by each. At this stage, the web developer is interested to find which language would be less complex but more powerful. Although there are languages like JAVA, C++, Visual Basic, VC++, etc. that allow one to create applications that can be taken as web pages, for viewing these applications the web browser has to interpret them into HTML (Hyper Text Markup Language). This gave the boost to the Markup Language specified by the web consortium as the default language understood by all the web browsers. Abstractly, marking-up text is a methodology for encoding data with information about it itself. Examples of markups (encoded data) are universal in the real world. For example, when we were in school, we probably used to use a bright yellow highlighter pen to highlight sentences in our schoolbooks. We did so because we thought that the highlighted sentences would be useful to review around exam time and we also wanted a quick way to skim through the important points. Just like us, thousands of students around the world did exactly the same thing for the exact same reason. By highlighting certain bit of text, we were effectively Marking-Upâ⬠the data. Essentially, we specified that certain sentences were important by marking them in yellow. These sentences became encoded with the fact that they were important. Because everyone followed the same standard of marking up, we could easily pick up a used text book and get a good idea about the core points of the book from the highlighted sections. Similarly, a standard must be in place to define what a valid markup is. Markup involves adding of characters to a piece of information such that these characters can be used to process that information in a particular way. A Markup language is not a formatting language. A formatting language focuses on describing the final display of a document without describing the document content. The best example of formatting language is RTF (Rich Text Format). RTF was created specifically to describe the final format of a document, using codes embedded in a document. These codes are readable through a wide variety of applications, from word processors to page layout programs, but they are generally invisible to a document developer. A Markup language is not a programming language because a programming language creates a set of instructions that are interpreted or compiled into a program or application. The best example of a programming language is Java and a markup language is XML. A markup language does not worry about how the content it describes is formatted, but is instead, concerned about accurately describing its contents.
Thursday, October 3, 2019
Video Games and Gender
Video Games and Gender The origin of video games is very different from their use today. The earliest innovation in video games is the invention of the idea itself. The idea of having an fast changing or moving objects on a display that a person could interact with. This idea resulted in the game OXO or Naught and Crosses made by Alexander S. Douglas in 1949 for his Ph.D. thesis on human and computer interaction in the University of Cambridge. The machine utilized a cathode ray tube as its display unit. (Winter, 1998) OXO however did not have moving images or video rather it was a set series of tubes that lit up in accordance to the rest of the machine and programming. (Winter, 1998) The idea of using a computer and a display device was again visited upon in 1958 by William Higinbotham using an oscilloscope and an analog computer, thus Tennis for Two was born. The game was simple, the 5 inch oscilloscope displayed a game of tennis which was controlled two players, each with their own controllers and the objective was to keep the relay going as long as possible. The aim of this invention was to liven up the Brookhaven Nuclear Research Laboratory exhibit and nothing more. The device was dismantled in 1959. (Nowak, 2008) Early video games were developed for the sake of innovation. The inventors who made them did not market them as consumer products; rather they were showcases on what the current technology at the time could do. It was in 1971 when Nolan Bushnell made the arcade game called Computer Space where the video game as an industry started. What made this arcade game different was it included a coin slot which meant it was a pay to play machine. It was, however released to a very limited audience because the machine was only available to universities and corporations which had the necessary hardware to run the arcade machine. It was not until 1972 that video games became widespread among the population with PONG. Research Questions and Objectives The aim of this research is to find out the affect of video games on the gender gap or to be more precise: how video games increase the gender gap. What are the factors that help increase this perceived division among the sexes? Do males and females truly have different interests in video games? Significance of the Study Video games are one of the most prolific forms of media today; therefore, just like any other form of media, it ought to be studied. This has a particular relevance to the youth who on average play video games the most. Gamers or those who consider themselves hardcore video game players will find that their favorite pastimes are more complex that they thought and will expand their perspective. Parents who buy games for their children will also find studies on video games to be helpful as it will help them gain a better idea on the said topic. Perhaps the one are most likely to take notice of this are the video game developers who have to power to incorporate the content of such studies in their development of future games. Scope and Limitations This research will be limited to the topic under study that is, video games and the perceived widening of the gender gap that they cause. For this study, young adults of any gender in the age range of 20 to 30 years old as it is believed that this is a stage where many are likely to play video games and be aware of what they think. As for the video games, there will minimal emphasis on the genres and name of the games. Although they have significance, the content and target audience of the video games will be the priority. Because this is a quantitative study of the topic, in-depth interviews and experiments are not going to be tackled. Chapter 2 Review of Related Literature As Bryce and Rutter note, the most frequently advanced argument concerning the gendered nature of computer gaming relates to the representation and consumption of game content. In this study, boys as well as girls in the school students group were confident and experienced users of the Sims, with its emphasis on the traditionally feminine sphere of domestic space, although they used that space differently, in ways reflective of Jenkins distinction between risk taking and care taking (Beavis, 2005). It suggested that while there were clearly practices that good gamers utilized to develop expertise, specifically gendered practices could not so easily be identified. Rather, players investment in specific games, and their attitudes to themselves as successful or disinterested games players, shaped the ways in which they approached the games and used them in broader contexts of identity construction and display. In seeking to understand more about the ways in which young peoples out of school learnings and experiences around computer games might be utilized in the curriculum using ICTs in ways hospitable to both boys and girls, it is important to attend not just to the practices on display, but to issues of identity, purpose and social context in order to promote interest, flexibility and expertise. The study of young male and female gamers across these two very specific sites underlines the socially situated nature of play, in relation to both classroom and games activity. where relationships, contexts and purposes flowing across both on and offline play shape the practices entailed in the students discussion and activities, and the ways they engage with each other and the games. Understandings drawn from the observation of successful girl gamers suggest expertise is not just a matter of specific skills, strategies and familiarity, but is more broadly located within the complex dynamics of in- and out-of-school discourses and contexts that need to be factored in to the construction of gender-equitable pedagogy and curriculum (Beavis, 2005) In relation to future English curriculum and technology, the study suggested ways forward in implementing the study and utilization of technology. It lends support to the need to focus not just on texts and technology per se, but also on the ways in which these are used and aligned with the major adolescent project of identity. This study suggests the need to attend more broadly to such matters in considering how we might plan curriculum across the school that most usefully supports all students to become critical and effective users of technology. In playing computer games, young people are making use of ICTs for their own purposes, in complex and pleasurable ways. Computer games are an important aspect of what Sefton-Green describes as a wider ecology of education where schools, home, playtime, the library and museum all play a part . As such, they are a valuable site for exploring the ways in which new and older forms of literacy and multimodality combine, changing understandings of what constitutes text and engagement and providing insights into the highly effective learning principles incorporated into games as an essential precondition of commercial success and play. However, as Facer and others point out, much games research, while identifying the power of games and play to generate motivation or hard fun fails to recognize the social contexts in which games, fun and learning take place. They focus on the characteristics of the activity itself, on design issues, rather than on the players experience, attitudes and interests. As social geographers Soja, Skelton and Valentine Holloway and Valentine suggest, context and location play an important role both in the construction of meaning and the formation of identity and community, for young people as for others. It is not helpful to over generalize about games and gender regardless of the widespread temptation to do so. Citing Haraway on the need for a politics of location, Ang argues for a particularistic perspective for research into gender and media consumption. She asserts the fundamental instability of the role of gender in media consumption practice and the impossibility of assuming pre-articulated gender identities. Gendered practices, she argues, are shaped at the site of interaction with media technologies, with both gender and media consumption both needing to be problematized. As Charles have argued elsewhere, Angs observations suggest that gendered identities do not simply pre-exist the act and location of game play. Rather, they are actively formed and constituted through particular instances of game play in particular contexts. These two sites then, provided very different but particular instances in which to explore the ways in which the boys, girls and young women in our study engaged with computer games, and the meanings both the games and their involvement with them had for them. With the school students, we were very aware of the heightened artificiality of the research site. Even for those students who played computer games at home, the presence of games in the classroom, hitched to curricular activities and purposes, was likely to change important aspects of their reading and play. We were conscious of the ways in which texts and purposes often change when appropriated for institutional purposes, and the powerful effects of location on both reading and identity, consistent with the socially situated nature of literacy practices. During interviews and observations of the students, we found both continuities and contradictions between the ways they played and presented themselves during the classroom lessons and what they told us of their game playing and leisure preferences and activities at their friends places and at home. In the case of the young women in the Counterstrike clan at the internet cafà © there was less dissonance between the research site and the interviews, and a closer approximation to a more natural ethnographic study was possible. An argument often made is computer culture (and by extension, computer software) could be positively transformed through the integration of girls and womens insights (AAUW, 2000,). Our research seeks to test this assumption. If the assumption is true, then the gender of a software designer in a setting where she can express her true perspectives and preferences would be expected to have a measurable impact on her design process and/or her design outcome. The proposition should be tested. If we document that gender of the designer does influence the software design outcome, this compelling result could help motivate the computer industry to integrate girls and women onto their teams. It would also advance our understanding of the impact of gender on design. The often proposed solution of involving more women and girls in game design assumes that game designers create games which are appealing to themselves. The expectation that girl-designed games will appeal more to girls than boy-designed games presumes that by growing up girl, or growing up boy, a designer embodies some kind of implicit understanding of what appeals not just to themselves, but to their gender and this will naturally be reflected in the designs they create (Heeter,2004). . Considerable research has been conducted on girls and games, including amount of game play by gender, genre and play style preferences, spatial orientation gender differences, and a variety of recommendations of what girl-friendly games should be like. These studies often conclude with a call to involve more women in game design. But the presumption that doing so will result in games which appeal to girls has not been tested. Issues of girls and their gaming preferences are explored through observations of computer games sessions at an all-girl state school. What emerged is that preferences are alterable, and site specific. Gaming selections relate to the attributes of particular games but they also depend on a players recognition of these attributes and the pleasures they entail. Players accumulate these competencies and they are an assemblage, made up of past experiences, and subject to situation and context (Carr,2005). So, what computer games do girls like? The answer is that it depends. Socialization may well play its part, yet our gaming preferences will also depend on where we are, what we know, who we know, what weve tried, and what weve grown tired of. Distinctions in taste between male and female players reflect patterns in games access and consumption that spring from (very) gendered cultural and social practices. As this suggests, accounts of gaming preference need to be situated within a framework that incorporates reference to players previous access to games and existing gaming knowledge. Gaming preferences need to be conceptualized within a paradigm that can accommodate mobility, increment, learning and alteration. Different people will accumulate particular gaming skills, knowledge and frames of reference, according to the patterns of access and peer culture they encounter and these accumulations will pool as predispositions, and manifest as preferences. Familiarity and competence feed into a players experiences of gaming, partly determining the pleasures that he or she will expect, recognize and access, and thereby impacting on preferences that might be expressed as a result. Preferences are an assemblage, made up of past access and positive experiences, and subject to situation and context. The constituents of preference (such as access) are shaped by gender and, as a result, gaming preferences manifest along gendered lines. It is not difficult to generate data that will indicate that gendered tastes exist, but it is short sighted to divorce such preferences from the various practices that form them. To attribute gaming tastes directly, solely or primarily to an individual subjects gender, is to risk underestimating the complexities of both subjectivity and preference. The constituents of preference, such as access, are certainly shaped by gender. As a result, gaming preferences may manifest along gendered lines. It is not difficult to generate data indicating that gendered tastes exist, but it is short sighted to divorce these outcomes from the various practices that contribute to their formation. So, what computer games do girls like? The answer is that it depends. Socialization may well play its part, yet our gaming preferences will also depend on where we are, what we know, who we know, what weve tried, and what weve grown tired of. Distinctions in taste between male and female players reflect patterns in games access and consumption that spring from (very) gendered cultural and social practices. As this suggests, accounts of gaming preference need to be situated within a framework that incorporates reference to players previous access to games and existing gaming knowledge. Gaming preferences need to be conceptualized within a paradigm that can accommodate mobility, increment, learning and alteration. Different people will accumulate particular gaming skills, knowledge and frames of reference, according to the patterns of access and peer culture they encounter and these accumulations will pool as predispositions, and manifest as preferences. Familiarity and competence feed into a players experiences of gaming, partly determining the pleasures that he or she will expect, recognize and access, and thereby impacting on preferences that might be expressed as a result. Preferences are an assemblage, made up of past access and positive experiences, and subject to situation and context. The constituents of preference (such as access) are shaped by gender and, as a result, gaming preferences manifest along gendered lines. It is not difficult to generate data that will indicate that gendered tastes exist, but it is short sighted to divorce such preferences from the various practices that form them. To attribute gaming tastes directly, solely or primarily to an individual subjects gender, is to risk underestimating the complexities of both subjectivity and preference. Given that computer gaming is routinely claimed to be more popular and more frequently engaged in by males, it is seems a reasonable extrapolation that the activities and practices which constitute computer gaming are also gendered. Indeed, these are the activities which define computer gaming as a social practice. It is the negotiated experiences of everyday gaming which give a reality to game texts and realise the socially situated nature of gaming activities. The gendering of gaming experiences is, in part, related to perceptions of gendered game content and notions of gender roles and appropriate leisure activities. It has been suggested that females are more affiliative and nurturing, preferring leisure activities which have a stronger social aspect. This, when linked to a general (but largely empirically unsupported) perception that gaming is not a social activity, but a solitary activity for male nerds or geeks, seems to quite neatly offer a model for understanding gendered gaming. However, such an argument is essentialist and circular in nature, ignoring the actual negotiation and resistance which occurs within gaming strategies. This raises two issues which relate to the gendering of computer gaming: firstly access and participation in gaming activity is restricted and exclusion is experienced at a local level. Secondly, that exclusion creates expectations of rejection which, together with the identification of gaming as a male activity, discourages women from attempting to enter into gaming practices or associating themselves with being a gamer. Indeed comparative studies of the frequency of gaming in males and females may also reflect a lack of self-identification as a gamer by females who may perceive themselves as casual or infrequent gamers who have a more casual commitment to the activity. While neither of the propositions outlined are inaccurate, the circular relationship argued to exist between them does not offer a position for gamers and researchers to examine the origins of, or a means to break out of the cycle. Indeed, as was previously argued, when we look at gaming developments there is little doubt that computer gaming is an increasingly social and public leisure activity and one that is cross-gender. This is highlighted by the development of gaming communities and networks. It is apparent that gaming practices are undergoing rapid social and technical changes and at the same time it is noticeable that gendered perceptions of gaming are changing. This is demonstrated by groups such as grrl gamers, female online gaming clans and web communities, all of which have been successfully discussed elsewhere. This is not a phenomenon unique to gaming and is consistent with the increased participation of females in other leisure activities which have been previously perceived to be male (e.g., football, rugby and extreme sports). In such activities female players and gamers are not only seeking parity with male counterparts, but are adopting and enacting oppositional stances to categoriZations of gender appropriateness, access to leisure activities and consumption. Although we do not wish to argue in a Fiskean sense that all gaming is an act of political challenge, it is possible to understand female gaming within a context of resistance to the constraints placed on female leisure in contemporary society. This is most clear in areas where visible female participation in masculine leisure activities challenges dominant gender stereotypes Crucially however, it is not necessary to look towards spectacular acts of opposition or web-based presentations of the self to see evidence of the gendering of gaming activities and the routine exclusion of female gamers. Schott Horrell successfully begin to unravel the routine and everyday manner in which gaming is negotiated in domestic settings. They demonstrate how even in homes in which the gaming machine belongs to a female member of the family it is fathers, brothers or cousins who take control of the technology as part of what they claim to be support or collaborative play Access to the technology and the gaming is controlled by the male player who assumes the role of expert by interpolating the female gamer into a subordinate role. The technology and its use creates an environment in which girl gamers are reproduced as not being skilled or technological competent enough to compete with the boys. Such behaviour reproduces the perception of computer gaming as a masculine activity and its relationship to its technological nature. Indeed it has been effectively argued that technology incorporates masculine culture and as such excludes females through the promotion of the idea of female technological inferiority and the gendering of technological artIfacts Given that such technologies are central to computer gaming practices and activities, their perception as masculine is a vital, but often ignored, aspect of the gendering of gaming. Like the experience of gendered spaces it is a form of gendered exclusion which is experienced, negotiated and reproduced at a routine and everyday level and further contributes to the lack of visibility of the female gamer. This critical evaluation of the gendering of computer gaming suggests that despite evidence of the gendering of activities and spaces associated with computer gaming, there is growing evidence that females do play computer games and this may be altering the perception of this activity as masculine. This may also provide a means of challenging the dominant view of female technological inferiority by changing gendered perceptions of technological abilities. This places emphasis on the ability to use technological skills and knowledge whilst emphasising competition in a variety of leisure spaces. The negotiation and reconstruction of gender identities through computer gaming is consistent with the notion of leisure spaces and activities as sites of resistance to dominant concepts of masculinity and femininity. Chapter 3 Conceptual Framework In the toy industry, manufacturers maintain that, once sexual difference kicks in after three years old, they are only responding to what the child market wants they are not creating a gendered demand, it is simply out there. All the many efforts that the toy industry has made to sell cross-gender toys and so find new markets have failed. Most do not even get to market. Cars as people who speak have held no appeal to girls, even if dolls in the sense of action figures have always appealed to boys. Electronic toys have little appeal to girls. Girls prefer pink and purple, boys prefer black orange, red and silver. We might wish otherwise, but these are the facts. Yet in recent years, the rise of feminine values has, still more than the rise in female employment, brought about a modest convergence between male and female roles in UK society. Aleks Krotoski is not alone in recognising that the same computer games can now appeal to both sexes even if Sheri Rainer Greys capture of the term gender inclusive for the computer games industry leaves a little to be desired (if gender inclusive, then why not our old friend, Unisex?). Nevertheless, the differences between games for women and games for men appear enduring ones. Computer games figure hardly, if at all, in the work of prominent feminists such as the late Andrea Dworkin, or Catherine MacKinnon. Yet in putting forward the view that pornography is the same thing as male violence, these authors have probably had a subtle influence on feminist thinking about computer games. No matter how great the take-up of games among girls and women, the continuing tastelessness of many masculine games is seen misanthropically as an enduring sign that mens horrid, aggressive lust for power, and indeed mens lust, will always be with us. People see human nature as the one exception to todays endlessly alleged world of accelerating change. Yet today human nature is more protean than it ever has been. Some sex differences will always endure, being biologically founded; but many will not, having social roots. Much that might endure turns out not to. Computer games dont transform teenagers into monsters. Yet they do involve, and will involve, a modest augmentation of our faculties. With his usual hyperbole, Sunday Times philosopher Brian Apple yard says that games are ontological prosthetics, artificial extensions into alternate conditions of being, independent of our rotting carcasses. 215 Still, games are indeed a small part of the extended human mind today. They do contribute to transformations in what it means to be human. Neither nurture in the sense of the parenting and schooling of children, nor nature as explained by the new disciplines of neurology and evolutionary psychology, can fully account for those transformations. In this sense, the answer to Q1 are the differences between men and women around the making and use of computer games to do with culture or biology? is simple enough. The differences that exist are not set in stone. References to culture and biology as direct and proximate causes of these differences fail to grasp this. They have more in common with description than explanation. Chapter 4 Method This is a qualitative/quantitative study. The descriptive research method was used for this thesis. The descriptive research design studies what is. It is a plan, structure and strategy so conceived in order to get answers to research questions or problems. It is a write-up of existing events, situation or phenomenon. It also involves description of classification and enumeration of collated data (Rebustes and Salvador, 2006). The descriptive research design also seeks to determine relationships between variables, explores causes of phenomena, tests hypotheses, and develops generalizations, principles or theories on the basis of its findings. While its primary concern are conditions and things which exist at the time of the study, it also considers past events and influences which are deemed related to what is studied in the present (Ardales, 2008). For this research, a survey will distributed via questionnaires to a population of about fifty persons. Alongside this survey, an online survey will also be done; a population of at least twenty is expected. The Instrument and the Data Gathering Procedure The researcher used primary sources in gathering the data. This was undertaken by preparing a survey questionnaire. To assist the researcher in validating the sources, information were sourced from newspapers, journals, digests, books, and the Internet. The researcher used a self-made but literature-based survey questionnaire to gather primary data. The questionnaire includes items that apply a 5-point Likert scale to gather the numerical equivalent of the responses. . Statistical Treatment of Data The data were counted, tabulated and analyzed. The statistical treatment of data were frequency, percentage and mean. Frequency Percentage % = n / N x 100 where: % = percentage n = number of classification n = total number of respondent Mean à ¢Ãâ ââ¬Ë f x s TM = N where: à ¢Ãâ ââ¬Ë = Summation f = frequency in each scale s = scale of response N = total number of respondent Video Games and Gender Video Games and Gender Playing online game help reinforce gendered identities A case studies in women playing Audition Online game in Vietnam Introduction The apparent of ââ¬Å"gendered spaceâ⬠in video gaming give the attention to both researcher and game makers, creating considerable and conflicting perspectives on its cause and strategies to address it. Before that, the gamer developers just concentrate to create the games for men and forgot that we have a big market segment is women. In many games, we can see most of characters are men and woman have unimportant role in these games. Despite game online began in Vietnam in 2000s, with growing numbers of games for both men and women, gaming continues to be a very ââ¬Å"gendered practiceâ⬠. Women play more online ââ¬Å"casualâ⬠games such as The Sims. The same product like The Sims launched in 2006 created a big ââ¬Å"echoâ⬠and has remained a position until now. The development of woman game is an indispensable rule when male market was not a fertile land. In this essay, the researcher will chose Audition Online to be a genre, and this research aim is analyzin g internet users to finding how they (game players) reinforce their identities in the online world. The game is Audition Online 2 Rhythm of life (Vietnamese: Nhà ¡Ã »Ã¢â¬ ¹p Ãâà ià ¡Ã »Ã¢â¬ ¡u Cuà ¡Ã »Ã¢â ¢c Sà ¡Ã »Ã¢â¬Ëng), is a downloadableà multiplayer online casualrhythm game (MMORGs), This game is the first online music in Vietnam with a play based on the control characters represent hip hop dance music on the popular music of Vietnam and the world is remade style dance music. Gender and gendered space It is the fact that the terminology within gender theory literature varies, it is important to define the terms used. It is first vital to establish the difference between gender and sex. According to Renzetti Curran (2003), ââ¬Å"a biological given, sex (i.e., maleness or femaleness) is used as the basis for constructing a social category that we call gender (i.e., man or woman).â⬠; Gender socially generated attributes and behaviors, usually organized in a binary, dichotomously as masculinity and femininity (follow, Behrmann, 2011). Genderrefers to the socially constructed roles, behaviors, activities, and attributes that a given society considers appropriate for men and women. To put it another way: Male and female are sex categories, while masculine and feminine are gender categories (WHO, 2014). In the Anthropology of Apace and Place, Low and Lawrence-Zuniga (2003) offer us the following definition of gendered spaces ââ¬â ââ¬Å"particular locales that cultures invest with gendered meanings, sites in which sex-differentiated practices occur, or settings that are used strategically to inform identity and produce and reproduce asymmetrical gender relation of power and authorityâ⬠(flow Adelman Moraes, 2008, p. 107). Gendered space separate women from knowledge used by men to produce and reproduce and privilege. (Spain, 1992, p. 3) Method This essay use documentary analysis method. The data is secondary data come from many resources, such as: books, book chapters, essays, interviews, discussions, newspaper headlines and articles, historical documents, speeches, conversations, advertising, theater, informal conversation, or really any occurrence of communicative language (Bowen, 2009). Robson (2002) pointed out the advantage is that documents are unobtrusive and can be used without imposing on participants; they can be checked and re-checked for reliability. Audition is distinctive in its open-endless, offering players a majority variety of potential gaming character styles, Audition offered a particularly useful for exploring how gender how gender might have influenced the womenââ¬â¢s orientations and practices within the games (information about the game, see http://au.vtc.vn) The Figured World of Audition ââ¬â Small society of Audition Audition online allow players create and develop character by selecting attributes at beginning and throughout the game marking choices the dance style and fashion. The game officially begins with four locations: Discotheque (Broadcasting Station) where you compete with other players via the vibrant dance. Shop Shopping (Shopping Mall) where you buy music or, or choose costumes and other accessories idiosyncratic. Cafe (Cafe) where you meet and get acquainted with the other partner through the chat system. Home (My Home) where you practice, hone the spectacular dance moves, personalized avatars and the stage itself. In certain respects, it is similar to Audition popular simulation game The Sims. The girl will certainly enjoyed his return home (My Home) after each show to open separate room or decorate the house according to your individual interests, and personalization stage and avatar. If you do not want to dance anymore, you can visit cafes to communicate, make friends with other members. When you have found the dancer having the same level, you will have more confidence to back new Discotheque where you can performances in double dance or dance group. Store (Shopping Mall) is not only a place for the girl love to shop but also a place for the boy proved dating level with the partner. There are two fields to choose from Music and Fashion. Music is the place where you can listen to and buy music for their own collections, while fashion is where the purchase of costumes for the characters. In addition to the usual items bought by Den (online money), you can buy some goods especially in Cash. Yo u can rent (1 week, 1 month) or permanent purchase items with Cash. In addition, you can also gift (with the purchase of this item) to another player mode Gift box. Players can choose the gender of the character, the physical elements like height, size breakdown, hair color, face, eye color. Players also choose outfits and design their own home. Players can shape their own kind of dance they participate by choosing halls and rooms of different competitions. Join in the dance room, depending on the type of dance class and you will receive experience points and Den (game currency), respectively.Experience point helps you level up to gain access to the level is higher, the higher challenges as well as adding new songs.Den help players improve accessories for character, create a difficult style of character. Building new identity as newbie player Some researchers have focused on the opportunities that video gaming provides for experimenting with new identities, identities that might challenge dominant conceptions of gender roles. The way that each woman oriented toward Audition as a gamer were clearly influenced by the ways that she had come to understand herself clearly and her identity in the past. In this section, I will discuss several aspects of their game experience: their initial creation of physical appearance, how the game seemed to encourage exploration of new identities within the games. Graner (2004, follow Hayes, 2007) suggested three main factors about gender differences in gaming of women include: (1) woman want to achieve something socially significant and beneficial, (2) women want errors delete and to continue in the game, (3) women prefer observe model game play. Firstly, newbies showed quite different orientations to learning how to play the game, providing good examples of the diverse ways that new gamers might orient to game play (Hayes, 2007). While Audition is open-ended, it does have a series of quests that move the player central storyline, that of developing player identity as icon fashion and dancer. For some players, the success in the game will open a chance to famous in the real world. Many player joined Miss Audition competition, and become a ââ¬Å"hot-girlâ⬠, famous singers, dancers, and actors. Some player learned the fashion trend and knowledge by seeing the new style in the online store, and adapting to building their real style in the real world. The women were more motivated by the significance of their own personal goals rather than by any particular goals offered by the game itself (Hayes, 2007). For example, Bao Thy is one of the most teenager singer develop her career from Audition. In 2006, Thy participated Miss Audition, the girl have nickname ââ¬Å"Lonaâ⬠to performed 2 song and dance copy from game, and won the crown. Secondly, Audition is a relatively forgiving game; the players can save at any point and never death. For example, After many hours of game play with hip-hop style dance, the players can choose other dance room, and chose other avatar, other appearance when players did not like current status. Players may see this as a test, and can completely change his style, which creates a new identity for their characters. This test is the same as a process of learning and perfecting their style of play and his style. Players can spend so many times to experiment with different styles to choose a style that you really want. Thirdly, it is very difficult to predict the preferences of new gamers. How a new gamer will approach learning to play a game will be reflective of her goals and self-confidence (Hayes, 2007). Of course, showed a variety of learning model, and not all games are as flexible. In addition, each player struggled with learning to navigate the game space, and their personal goals combined with the pressure of a course requirement contributed to their persistence. Playing like a girl? The meanings of gendered practices Women have different interpretations of and responses to overtly gendered practices within video games, just as they do in the ââ¬Å"real world.â⬠Take as one example the assertion that women prefer games that allow them to develop cooperative social relationships, rather than games that feature violence as the main form of social ââ¬Ëinteractionââ¬â¢ (Goodale, 2004). Audition offers somewhat unlimited opportunities for cooperative social relationships, concentrating in talking and sharing. In Audition Online game, the players were able to take very different approaches to developing their charactersââ¬â¢ abilities, which also meant that they acquired quite different sorts of knowledge, skills and even real money related to the game. Players contact together and build social relationship within the game, which developed their characterââ¬â¢s personality skills. Players share the experience and skills to be able to earn points through which virtual money to buy clothes, houses. From here, creating a rivalry between the players, people have to spend money to buy things other people to assert their position in the game. However, there are still players only buy fashionable clothes based on the score they actually earn. Audition allows players to increase the persuasiveness of their character by outfitting them with attractive clothing. Player changed their clothes often, in response to different situations in the game. In addition, Audition has done a good job of connecting players through the model of little family. In particular, the function of Marriage and Childbirth in game helped improve friendship, love blossomed from the virtual world into the real world steps. Enjoying ââ¬Å"feminineâ⬠combat Combat is typically used as an example of masculine practice commonly found in video games that women do not find appealing. In Audition, the ââ¬Å"no bloodâ⬠combat is equally fierce, women often expressed an initial desire to avoid fighting, woman players combat differently, in relation to their own past experience and goals. When it became apparent that fighting was unavoidable, at least for self-defense, they both improvised identities and practices that allowed them to engage in combat in ways that they found comfortable and rewarding (Hayes, 2007). Some player want to become famous fashion icon in games lead them to join in the race of buying fashion. They enjoyed competition, particularly to obtain leader role in dance room. References Adelman, M. and Moraes, F. A (2008). Breaking their way in: Women jockeys at the racetrack in Brazil. Advancing Gender Research from the Nineteenth to the Twenty-First Centuries. Advances in Gender Research, Volume 12, p. 99-123. Behrmann, Erika M., Investigating Trait Attribution through Gendered Avatar Play: An Analysis of The Sims 3 (2011). Master s Theses and Doctoral Dissertations. Paper 372. Debitage (2014). Gender and Sexuality. Debitage.net. Available from: http://debitage.net/humangeography/gender.html. [Accessed: 15th Nov 2014]. Goodale, G. (2004). Games women play. Christian Science Monitor. 2004, June 11, 2004. Available from: http://www.csmonitor.com/2004/0611/p13s01-stin.h. [Accessed: 15th Nov 2014]. Hayes, E (2007). Gendered Identities at play: Case studies of two women playing Morrowind. Games and Culture Volume 2 Number 1, p. 1-26, 2007. Spain, D. (1992). Gendered Space. The University of North Carolina Press. 1992. WHO (2014). What do we mean by sex and gender? WHO 2014. Available from: http://www.who.int/gender/whatisgender/en/. [Accessed: 15th Nov 2014].
Wednesday, October 2, 2019
Neural Cells as Harmony Detectors :: Neurology Brain Essays
Neural Cells as Harmony Detectors The issues of harmony have notably low profile in the current AI research. Meanwhile, when it comes to brain architecture, harmony plays the central role. As we hope to demonstrate in this essay, neural cells act primarily as local harmony detectors. On a less local scale, the consensus is that perceptions correspond to certain stable periodic patterns of neuron firing. A harmony-based architecture would probably be more successful than current AI paradigms. It would help here to recall the basics of neuron firing theory. In the rest state neuron membrane typically has electrochemical polarization potential of 70 millivolts. When the firing impulse comes to the neuron from another neuron via the corresponding synapse (the site of their connection), this polarization potential changes, typically by 1-2 millivolts or less. If the polarization potential decreases beyond the threshold of approximately 60 or 55 millivolts, the neuron fires, otherwise the polarization potential tends to rapidly relax to the original rest level of 70 millivolts. Hence, when the reception of an impulse via a synapse decreases the membrane polarization potential of the receiving neuron, we call this synaptic connection excitatory, because the decrease of the polarization potential makes it easier to fire for our neuron. Otherwise, the synaptic connection is called inhibitory. Because the reception of an impulse changes the polarization potential by at most 2 millivolts and because the polarization potential tends to rapidly relax back to 70 millivolts, the neuron can fire only if it receives several (from 4 to more than a dozen) impulses via excitatory connections simultaneously or in a very quick succession. Hence the neuron works as a detector of several excitatory impulses coming almost simultaneously. So we can say that the neuron detects the harmony between its incoming impulses. Now we shall turn to learning mechanisms in the brain, and observe that the local learning (on the level of one neuron) is directed towards detecting this harmony even better. As we have noted, the reception of an impulse changes the polarization potential usually by 2 millivolts or less. The actual value of this change is usually called synaptic strength. This value is not constant, but changes with time. This ability of synaptic strength to change is the key mechanism of neural learning and is called synaptic plasticity. The most typical rule of synaptic plasticity for excitatory connection works approximately as follows. If a neuron fires shortly after receiving an excitatory impulse (i.
The Role of Faith-based Organisations in Poverty Alleviation Essay
To get a clear understanding of the contributions by faith-based social services and where they stand, it is important to first define a faith-based organization and explore the theories from which they derive. Staff of these organizations may most often share the same faith and provide service in accord with their beliefs. ââ¬Å"For some faith-based organizations, faith is manifest in the act of service itself, conspicuous in the compassion inherent in the way work is performed. For others there are programmatic elements which may include prayer, the teaching of religious values, studying religious texts, and worship. These elements may be implied, rather than explicit -- integrated within an faith-based organizations services or segregated ââ¬â and may either be mandatory or voluntary as part of a given serviceâ⬠(The Roundtable). Faith-based organizations can be made up of different categories such as, congregation-based, independent religiously-affiliated nonpro fits, large national faith-affiliated social service providers, and coalitions or intermediaries (The Roundtable). To provide a definitive breakdown of each organization could be everlasting, however, each organization involves some of the same aspects. Many of us might be familiar with the larger multi-service faith-based organizations they include: Life Catholic Charities, Jewish Family Services, Lutheran Social Services, Salvation Army, and Volunteers of America (The Roundtable). Faith-based organizations mentioned above are more likely than not to contain explicitly religious elements in their activities. ââ¬Å"The Roundtable staff developed and refined a Faith Integration Scale that places faith-based organizations along a continuum ranging from those that are indistingu... ...ions provided love, nurture, and help which my provide long lasting support to an individual who was once ready to dive into a state of depression. Faith- based organizations work could be viewed as inappropriate in our current time, although little is known about the role that ââ¬Å"faithâ⬠plays in bringing about desired change in the lives of social service recipients. In my eyes the services provided are in no way inappropriate. Religious or not, I believe most people have a sense of a higher being which is in control of our lives. Even if religion did not play a factor, faith-based organizations contribute greatly to aiding the ways of poverty. Works Cited Williams, Leslie. ââ¬Å"A Free Clinic Is Providing Desperately Needed Health-Care Cervices In Eastern N.O.â⬠The Roundtable on Religion & Social Welfare Policy. 19 Jun 2006. The Times-Picayune. 10 Oct. 2008
Tuesday, October 1, 2019
E-Business and Intellectual Property
E-Business and Intellectual Property Daniel J. Nauertz Contemporary Business Law/421 Monday, May 21, 2012 Joesph Eshelman E-Business and Intellectual Property Companies may find that licensing is an attractive way to market their products in the United States particularly in industries where technology can quickly become obsolete. Licensing may be more effective and less costly than either exporting goods or establishing a branch or subsidiary. The U. S. government plays no part in promoting licensing in particular sectors. The U.S. system of patents and trademark licensing is highly developed and many licensing arrangements are possible between U. S. and foreign companies. Companies themselves may use licensing to tap into the domestic market expertise of U. S. companies but the disadvantage would be that companies may find the patent application and defence process to be expensive and time consuming and that licenses are subject to U. S. antitrust laws, such as the World Trade Orga nizations Trade Related aspects of Intellectual Property (TRIPS) framework.When analyzing the legal issues of e-business and intellectual property, one must include privacy, ethics and security. The U. S. has well developed systems of licensing that protects patents, trademarks and copyrights. Each has its own set of rules and procedures. The U. S. Patent and Trademark Office (USPTO) of the Department of Commerce issues patents and trademark registrations. Any person who invents or discovers any new and useful process, machine, manufacture or composition of matter or any new and useful improvements of these may obtain a U. S. patent.The Patent laws make no distinctions based on the inventors citizenship. It is legal and customary to require employees to assign their patent rights to their employers. The basic law specifying the subject matter for which a patent might be obtained and the conditions for patentability took effect in 1953 (Title 45 of the US Code). The Ominbus Trade and Competitiveness Act of 1988 amended U. S, patent law to expand protection for owners of U. S. process patents. A U. S. trademark relates to any word, name, symbol or device used in the trade of goods or services to indicate the source or origin of the oods or services and to distinguish them from the goods or services of others. Trademarks may be obtained to prevent others from using confusingly similar marks, but they may not be used to keep others from manufacturing the item or offering the services concerned. Trademark rights in the U. S. are now acquired through common law use requirements and not as in many countries, through first registration. U. S. law does not allow for the filing of intent to use application which provides a constructive first use date based on the filing date. A trademarks continued use, therefore is necessary for the protection to remain in force.The Trademark Counterfeiting Act of 1984 imposes criminal penalties such as seizure, steep fines and possibl e prison terms for trafficking in goods or services bearing a counterfeit mark. Trade secrets are considered a form of property. Since enactment of the Economic Espionage Act in 1996, the U. S. Department of Justice has been granted jurisdiction over the protection of trade secrets. The departmentsââ¬â¢ computer crime and intellectual property section is the responsible agency. Following the general guidelines of the trade secret doctrine the owner of a trade secret has the right to use it to his economic advantage.The law protects the holder of a trade secret against disclosure gained by improper means, such as theft, wiretapping, or even aerial reconnaissance. Trade secret law does not offer protection, against discovery by fair and honest means, such as independent invention, accidental disclosure or reverse engineering. The copyrights act of 1976 provides that the U. S. copyright protection is automatically extended to original works of authorship, at the time of their creati on. This provides the owner with exclusive rights to reproduce and sell a work.Works that can be copyrighted include motion pictures, sound recordings and computer software. So as we assess the different types of and legal protections for intellectual properties we see that the holders of a U. S. patent, trademark or copyright may sue the infringer through the U. S. Federal court system, though the process can be long and costly. The holder may also obtain an injunction and sue for damages. Intellectual property and e-commerce. (2010). Country Commerce. United States, 67-82 Melvin, S. P. (2011), the legal environment of business: A managerial approach: Theory to practice. New York, N. Y: McGraw-Hill/Irwin
Subscribe to:
Posts (Atom)