Tuesday, October 29, 2019

International business management Assignment Example | Topics and Well Written Essays - 3000 words

International business management - Assignment Example 3- Socio-Cultural Factors: Majority of the organizations avoid introducing their products in the international market due to socio-cultural factors. Organizations fear that introducing any product or operating their business activities in a different culture with unusual traditions may risk their reputation and this could have an adverse affect on their potential growth. Therefore, it is important to know that it is the sound understanding of the social and cultural factors that distinguish the business operations of an international and domestic firm. Domestic firms possess better understanding of the social and cultural factors unlike an international firm which struggles hard to analyze and understand them. An international business may lose the business opportunity in the host country, if it fails to understand the local environment, behavior, attitudes and various other cultural factors. 4- Technological Factors: Technological factors play an important role in creating issues fo r an international firm to start their business activities in such a country that has little or no proper technological and communication infrastructure. This would increase the cost of producing or starting a venture in the host country. Differences between Domestic and International Strategy: Factors Domestic Conditions Global Conditions Culture Homogeneous Heterogeneous Currency Standard and uniform Different currencies and exchange rates Economy Stable and consistent Uncertain economical conditions Government Stable Unstable and uncertain Labor Easy availability of skilled workers Hard to find the skilled labors. Language Single Language Different languages with different dialects Marketing Many media, broad exposure and few restrictions. Fewer media, minimum... The paper tells that globalization has helped the economies to improve their trade, investment and how these economies can enhance their international businesses. There are different issues that a firm takes into an account before entering the global market. It is highly important for an organization to carefully analyze all the key issues and factors that can affect on the international operations before entering into global market. These key international issues are: economic forces; political and legal factors; socio-cultural factors and technological factors. Corporate social responsibility refers to the set of obligations on a firm for its approach towards social contribution in the society it operates. As we know that, multinational corporations operate in a culturally and socially diversified structure therefore, they are under more challenges to fulfill their share of corporate social responsibility in the country they are operating as compare to domestic/local firms. Multina tional corporations operate in the host country with the intention of benefiting the host country by bringing employment opportunities to them, giving boost to their economy and by introducing the latest technology in the country. However, there are certain factors that MNCs should consider while operating in any other country such as taking care of the corporate social responsibility which is an obligation to be fulfilled on all the MNCs. This is mainly due to the fact that these international businesses face more challenges as compare to domestic firms and local businesses.

Sunday, October 27, 2019

Developing a game levels

Developing a game levels ABSTRACT: This dissertation is focused on the Current FPS Game Levels Played and Suggests how to Develop a Game level based on a gamers Feed backs. The full content and the Procedure of the Dissertation is based on experiences and first hand research In this dissertation you find all the needed data about how to create a level and the proper procedure of developing a level based on Gamers feed back. The process explained in this dissertation is much simpler and organized for the current generation of gaming We shall discuss on how to start of by understanding the current generation of Gamers and how to create a proper game level with the researched data. This dissertation explains the procedure thoroughly in such a way that it can be implemented at any given generations of gaming. The procedure can be used by any game designer. They can use the implemented data and get optimal result based on their first hand research. AIM: To analyze the perceptions of gamers and to develop a proper game level using their feed backs OBEJECTIVE: To explain the procedure for a proper game level To analyze the current status of gaming To evaluate the research data and come out with a proper conclusion To analyze the dos and donts for creating a level To provide a guideline to level designers to use researched materials To make a recommendation for creating a proper level in future METHODS: Establishing a targeted audiences A survey of current practice in different types of levels A survey of current practice in different types of themes used in levels A survey of current practice in different types of genres A series of case studies about the most popular levels A review of historical perspective of level designing A qualitative evaluation of gamers review Summary of Chapters Describing what is a game level The first phase is Introduction and brief history about level design. Readers will get a brief introduction about the topic and will also get to read some of the brief history Preparing for survey research The second phase is preparing a proper survey question for the audience. This phase is really important and will make you understand the current generation of gaming Establishing Targeted Audiences The third phase explains about choosing the right audiences for your research Interviewing them Individually The fourth phase will a face 2 face interview with the gamers and asking them questions according to the survey Analyzing the Researched Data The Fifth phase will be analyze all the researched data and create a proper chart of everything Pre Production ( Concepts Layouts And Design) The sixth phase we have to create concept arts and layouts according to the Chart Production ( Prototype and Modeling the Map) The Seventh Phase is the production part. Where we will be creating a proper prototype and then move on to creating the level Post Production ( lighting, Effects and Finalization) The Eighth phase is the finalization phase. Where we should have a proper working level. Then testing and balancing the level Selling your level The final phase is how to release and sell your level Introduction: Building levels is one of the most challenging and rewarding experiences I can think of. Taking pure imagination and making it come alive is absolutely addictive-a creative process so immersive and consuming that youll start craving it when you havent done it for too long. Some people think the fun is in playing the game, but, for a few special people, creating and building the environments in which other people play causes mere game playing to pale in comparison. If youre reading this book, you are probably one of those special people who have that compulsion to create, and, with your creation, entertain. Level design is a mixture of art and science. Level design requires artistic skills and as well as extensive technical knowledge. Any level designer with professional skills will no succeed by grasping current generation of gaming, game flow and pacing. A level designer who understands this structure has no architectural or Art experience will fail as well. Level designing is creations of levels in which the player interacts with the game environment to play in the game universe. A level is created by using the level design tools in an existing engine or even a new engine can be created to create your own level design according to your user interface and shortcuts. Many famous company usually develop there own level editor. This way they can keep up with the current generation of gaming and save a lot a time. Creating a level design might be easy for any level designer but the main question will the level sell or liked by the gamers? At least more than 100 of levels are posted online for different games out of which only very few get chosen and liked by gamers. The whole point of level design is How addictive and competitive is your level? Will it be played again and again? Will it sell in the market? In this dissertation you will get to see a complete guide on how to create a game level based on gamers feedback. And give you a complete solution on developing a working level which will sell in the market easily. The methods described in this dissertation can be analyzed and used at time of the gaming generation. The whole process revolves in an around gamers of current gaming generations. This dissertation is specially designed for wide range of people. Actually, the first priority group for this dissertation is game level designers. And this dissertation also explains how a level can be created by using the feedbacks of current generation of gaming. This dissertation is should be read from start to finish because you come to know that each chapter has it own meaning and importance. Chapter 1: Describing what is a game level Level designing is the creations of levels in a level editor by a level designer. To create a proper level design by a level designer needs artistic as well as architectural skills. Level is one who is never afraid to step back and re-correcting their content. A great designer needs to throw content out or work on concepts that needs attention A level designer creates a level try to sell it and make it famous it doesnt work why because the level? Have mention the reason below concept is boring and repetitive Themes are repetitive and not new Is not built properly Doesnt understand the current gaming generation Proper obstacles are not used It is extremely important for a level designer to recognize a proper level. Instead of making a same level which concept is already used? They should try to come out with something really new when his work is not coming together. In one instance a games become tired of playing the same level with the same and boring content over and over. A great level might gets scrapped or reworked because a designing cycle is dragging on and a gamers who plays it feels the work is not as fresh and new. A designer must recognize that their view is tainted. One good possibilities of creating a good level is by understanding the gamers of the current gaming generations History: In the earlier days there was no such thing has level designer. Everything was done by the programmer. So basically the game programmer does the programming part and the level designing part. The Beginning 1975-1980 In the beginning people never really cared about the levels in the games are played because. The first games where were developed didnt need that much of attention for levels. MUDs was one of the firsts games that actually required a lots of attention and time to the level designs .This Game was developed by Ralph Koster, Brad McQuaid, Mark Jacobs, Brian Green and J.Todd Coleman. A MUD ( multi-user dungeon ), is a multi-user real-time virtual world which is described entirely in text. Basically the game is a text based game. It have different features of elements like RPG ( role-playing-games), Interactive fictions and online chatting. Users actually got to see a lot in this game because of the details of the description such as rooms, object, other players, non-players characters, and actions performed in the virtual world Players interacts with each other by typing in commands. The designers where assigned to create new paths, design and tools for this game. The game interface used in this was ZZT, which was a early notable interface for mapping and event scripting, and it is still gentlest way to introduce a person to a level layout. Then later on game in 1978 the game Space invaders was created by Tomohiro Nishikado Space invaders was a two-dimensional game were you have to control a spaceship shooting at alien moving forward towards you. The whole was created and designed by Tomohiro Nishikado Himself. There was not much of details for the level of this game. But later on when it was popular in the market Different version was released in 2D and 3D In 1978 the famous game Adventure was created in Atari. This game was created based on the text based game called as Colossal Cave Adventure This game was developed by Atari and the designer of this game was Warrenn Robinnett the level designed in this game are simple maze where the players has to find the key get to the door by dodging all the obstacles and enemies on his way In the Middle (1980-1998) In 1980 The great game which is still played now was created. The game Pac Man It was the most best played in the earlier 80s. The creator of the game was Toru Iwantani He developed and as well as designed the game fully. If you see level of the game is a maze which makes the game more interesting. This game was so popular that later on it manufacture again with more difficulty and designs In 1985, the famous side scroller 2D game was created Super Mario Bros was created by Shingeru Miramato. He was a designer for Nintendo. The 2D level were very simple but yet realistic and nice at that time of gaming generation people played this game over and over and were still not bored of it. There were totally 4 types of different stages in this. The stages of this game had many obstacles and enemies which made the game more interesting In 1993, the first fps (first person shooter) game was released. Wolfenstein 3D this game was created by using a Software called ID software by john carmack. The levels in this game are like mazes. Your main goal is to escape out of the maze like prison. The level designed in this are not that much detailed. Most of the walls and the ceiling have the same color. It was pretty difficult but the game was fun and really enjoyed by the users The Change 1998-2009 In 1998, the game Unreal released and was a massive hit. The game unreal was created by epic games and was really famous for its graphics and sound effects which mad the game so realistic. The unreal released there unreal engine which was so much advanced and better compared to id software which created games like Wolfenstein 3d, Doom etc If you play the game unreal you see that the levels are really scaring and the effects of the game are really incredible. Unreal boosted the expectations of 3D graphics considerably. Unreal was one of the first games which used detailed textures. When player stand next to an object or wall the textures detail will fade in and make look more realistic instead of showing it blurry like other games. The lighting effects took time to develop but the result of it was incredible because the course of the development occurred during the emergence and rapid progression of hardware 3D accelerators. So , with the advanced software 3D render. CHAPTER 2: Preparing for Research Survey In this Chapter you will learn Researching about current gaming Generation Planning your Survey Research Preparing the proper question Research about games played and the market viability Preparing your Survey question Preparing your Survey Form Knowing about current gaming generation: Gaming generations are defined as the video games released from the day of existence till now. The generations are In 1970, the first generation also known as golden age of video games was the phase when people came to know the existence of gaming. This was the time when the first generations of consoles were released. For example the Brown Box these consoles got famous among the people because of the release of revolutionary technology. Then in the first generation the main frame computers were released. Later on the Home computers were introduced to programmers were they get to program simple games. In 1977, the Second generation of gaming started was the earliest consoles were made. In this generation the video games were found on cartridges, with the release of the Fairchild Video Entertainment System (VES). The games were programmed and burned onto a ROM chip which was mounted on a cartridge which will be plugged into slots on the console Three machines which dominated Second generation consoles are. Video Computer System ( VCS) Intellivision ColecoVision In 1983, the third generation was the innovation of genre, in this period the different types of genres were introduced to the Market. Such as Adventure, Fighting, Maze games, Platform Etc. The gaming computers were introduced with basic programming environment and advanced graphics. The famous consoles of this generation were the Nintendo 8 bit console and sega masters console. In 1990, the fourth generation was a change from transition from pixels to full 3D graphics and the rise of several new genres such as FPS ( first-person shooter) and RPG (Role playing games) . Mobile Phone gaming was introduced in this generation. Some of the famous console of this generation is the Sega mega drive and the super nes. The CD-ROM drives were first introduced in this generation. For the Pc games and Basic 3D graphics entered the main stream with flat shaded polygons which made the gaming more famous in this generation. In 1993, the fifth generation gaming was full on with CDs and not with Cartridges. In this period lot of companies released console with 3DO Interactive Multiplayer. The fifth generation was famous because of fully 3D games. Transitions to 3D and CDs happened in this generation. Most of the Designer moved from 2D to full 3D genre games. Some of the famous consoles of this generation are Sony playstation, Sega jaguar In 1998, the sixth generation gaming the gaming level was way beyond compared to the past were all the people switched to full 3D gaming and the rise of alternate controllers and also online gaming rises to prominence like online MMORPG (Massively Multiplayer Online Role-Playing Game) were introduced. The rise of pc causal games such as Bejeweled, Dinner Dash which really addictive among the adults. Some of the consoles of this Generation are Playstation2, Microsoft XBOX Game boy Advanced Etc. Since 2004, the current (Seventh) generation of gamers has taken effect. In the starting some of the handheld consoles were introduced with 3D graphics. (PSP, Nintendo DS) which was really famous among people. The Seventh generation of consoles was released by the well known companies (Sony playstaion3, Microsoft Xbox360 and Nintendo Wii) which is still famous among people and most played currently. Apple inc. enters the realm of gaming by bringing iPhone and iTouch. The computer gaming was way beyond imagination with high end 3D graphics. Famous company Nvidia Introduced the new 3D goggles for the feel of realistic 3D effect sitting at home.

Friday, October 25, 2019

Freedom and Independence for Women in the 1950s Essay -- Exploratory

Freedom and Independence for Women in the 1950's Having invested 27 million dollars and eleven years of research, Du Pont de Nemours Inc. roused world-wide interest when the company displayed the first ever nylon stockings in the New York World Fair in 1938. Nylon apparel, including women's lingerie and foundation garments, soon appeared on the American market in wide varieties. Unfortunately, the quantities were limited. Women paid deathly high pre-war prices to obtain a pair of these famous nylons; they quickly became a symbol of status and wealth (Ewing, 111). Its heyday, however, was brief, for in February 1942, America's nylon literally went to war with the soldiers, and nylon stockings temporarily became extinct. Post-war attitudes toward nylons and other underwear drastically differed from those of the pre-war. This 1952 Du Pont Nylon ad coincides with this change. The advertisement indicates not only the remaining post-war patriotic sentiments, but also the progress women made since the 1930's in obtaining more freedom, ind ependence, and simplified lifestyle. The 1950's encompassed a spirit that rallied around the American cause. It was fashionable to be patriotic, and Du Pont utilized manipulation of color to suggest that wearing Du Pont nylons is indeed patriotic. No other colors exist than red, white, and blue -- from the white boat to the blue high heels, patriotism is painted all over the ad. The two characters in the ad support the American cause by supporting the nylon company. Wouldn't you? This effective advertising technique guilted many women into buying Du Pont Nylons. Before the war, women stayed home to take care of the family, but the war forced many to go to work. Women finally tasted the sweet... ...s. The introduction of nylon and of the mass-production methods that were stimulated by the rising demand for what now became a machine-made article progressively led to simpler and more functional lifestyles (Ewing 1 1 7). This fabric could be rinsed out and drip-dried in an hour or two with no need of ironing. The woman in the ad has no time for laborious tasks that come along with complicated clothing: she has people to see, things to do, and new areas to conquer. As you women put on your favorite pair of fish net nylons, consider the changes the post-war women made to allow you that freedom and independence. Though women were suppressed in many ways during the 1950's, they were able to gain many rights which progressed women along the road towards the rights we enjoy today. Works Cited Ewing, Elizabeth. Underwear, a History. Theater Art Books, 1972.

Thursday, October 24, 2019

Air Cargo Article Critique

China Airlines is facing a fine of up to $85,410 in US dollars for transporting 15 barrels of iridium 192, a class 7 radioactive material, without the proper permit.   In addition to the source cited here, this article can be found in a variety of publications and sources including Google Finance, since China Airlines (TPE:2610) is a publicly traded company.The barrels were kept in a warehouse from February 23rd to February 26th when the airline made application to and received approval to transport radioactive material from the Atomic Energy Council.Employees at the Taiwan Taoyuan International Airport found relatively low radioactive levels of the iridium isotope which was being transported to Singapore from the United States.  The destination and intended use of the material is not known.   Iridium 193 is used to detect weaknesses in metal pipes, in radiotherapy, and in radiation treatment of certain cancers.This article underscores the importance of airline industry regulat ion of hazardous material transportation.   The article also underscores the importance of consistency in inspection and detection techniques in international airports.Since levels of radioactivity were low, perhaps employees in U.S. airports found no cause for concern.   It was probably assumed that the airline had the proper permit for handling and transporting the iridium.It is reasonable and correct for the Atomic Energy Council to levy a fine for not having the proper transportation permit.   However, the Council needs to work with cargo carriers, international agencies, and airports to develop uniform inspection and detection protocols.Inspection techniques should have examining transport licensing and permits as an objective.   Detection techniques should have determining acceptable radioactivity levels as an objective.   The techniques should have safe and timely transport of materials as a common goal.ReferenceCAL TO BE FINED FOR TRANSPORTING RADIOACTIVE MATERIAL WITHOUT PERMIT. (March 6, 2009). AsiaPulse News. Retrieved March 10, 2009, from General OneFile via Gale.Google Finance.   China Airlines Ltd.(Public, TPE:2610) Retrieved March 10.   2009, from http://www.google.com/finance?q=TPE:2610

Wednesday, October 23, 2019

NASA’s Love Triangle Approach

In the workplace, consensual personal activities of individuals always affect the working relationship in undesirable ways. Often intimate relationships between co-workers emit preferential treatment at its best and discriminatory acts at its worst. Although Title VII does not declare intimate relationships in the workplace as an immoral, unethical and distasteful act, enough room for discrimination often produce a resultant effect when persons are disadvantaged due to a preferential treatment of another. There is a potential for hostility when widespread favoritism exists between male and female employees. In a professional working relationship, the workplace would be ideally free from intimate relationships to prohibit favoritism and thereby banning nepotism. Office romances though are not illegal and discriminatory given the increased amount of time spent together by co-workers giving value to their work. However, work is a serious business and management requires workers to act rationally while doing their job. This phenomenon should be a cause for concern when personal issues interfere with work-related issues. The three-way love triangle situation between Lisa Nowak, Bill Oefelein and Corlean Shipman threaten the traditional ideas of anti-nepotism and non-fraternization in the workplace. NASA capitalizes on its human workforce to proffer its interests. Although it’s governing code of conduct according to NASA’s Shana Dale upon interview (Orlando Sentinel, 2007) do not necessarily insisted regulations that guard and meddle on astronauts and other federal employee’s personal lives. No matter how we try to justify this explanation for NASA’s lapses I continue to insist that American companies have a natural desire to keep personal relationships at bay in the workplace in the face of corporate dilemmas over discrimination and harassments. Often management sees that relationships within the company lead to a conflict of interests and inefficiency resulting from spending time and energy on non-work related activities (Avelenda, 1998: 691). Under the guise of protecting employees from claims of sexual harassment, policies would often widen to informally restrict fraternization and intra-organizational intimate interaction. It was therefore a shock to learn how NASA completely disregarded the personal lives of its employees. Astronauts are usually subjected to stringent rules and equally invasive medical procedures. Nowak no doubt had undergone extensive medical and psychological examinations if protocols were followed prior and after her July 4, 2006 on the STS-121 mission which included a trip to the International Space Station according to NASA (2006). Her NASA bio declared her as a flight engineer with a rank of captain who logged almost 13 days in space and garnered the honor as the first Italian American in space. Her confrontation with a fellow NASA employee who was reportedly a rival for the affections of another space shuttle pilot definitely exhibits her gullibility to submit to effects of an emotional strain that is aggravated by strained relationships. NASA’s lapses in the face of the current situation involving the triangle love affair of their employees indicated the organization’s past disinterest over interpersonal issues involving their own working family. NASA has forgotten that Nowak at the age 43 and likely at the prime of her life after her shuttle trip last summer may have felt a bleak end to her career as an astronaut whose second and third spaceflights would be tough to get after space shuttles are scheduled for retirement in 2010(Orlando Sentinel, Feb.,2007). Bouts of depression are also not uncommon to astronauts who come home and are considered as heroes and overachievers. To recall, Edwin â€Å"Buzz† Aldrin as the second man to step on the moon after Neil Armstrong had alcohol problems after their successful return from their mission. NASA has therefore dismissed the complexities of an unpredictable human emotional response in the face of scientific calculable predictability. In response to Nowak’s arrest NASA should review the procedures involved in their psychological evaluations. The military have been instrumental in submitting their personnel particularly pilots for psychological intervention following extraordinary stress like divorce or deaths in the family (Christian Science Monitor; September, 2004). NASA may not have been helpful on this aspect. They may have forgotten how catastrophic consequences are brought about by a human element of error. It would therefore be beneficial for NASA and its employees to understand the stress of working in the space program and at least delegate focus on the personal relationships among its astronauts. Mccurdy (1999) once said that astronauts, like police officers, treat their profession as a way of life, not just a job. Despite any self-discipline, astronauts are enjoined to focus on their goals and keep on pursuing such goals which was seen in Nowak’s single-minded pursuit against a foe. It would help NASA if it should also establish protocols and policies that treat the grievances of their own personnel. A professional independent body that provides proper psychological help and emotional assistance and counseling for its personnel should be made available for its employees. This body’s aim is for the recognition of possible emotional and psychological trauma experience by its key personnel without being used to leverage employment standing in the organization. Any official involvement into the diagnosis and treatment would alert and divert employee-patients away from the program. Secondly, NASA must also work to regulate workplace fraternizing relationships through a less authoritative disapproval of intra-organizational romance. This would be properly implemented when put into writing for NASA to be able to eliminate its involvement in the future as an employer liability. Further, when inter-organizational romance and sexual relationships are frowned upon naturally, the well-discipline NASA astronauts would be consistent in their efforts to refrain from intimate relationships with their co-workers. Another alternative also is for NASA to require employees to report any consensual relationships within its initiation and aftermath through the proper human relations body. In the face of the current scenario between Lisa Nowak, Bill Oefelein and Corlean Shipman, given the organization’s growing exposure and in conjunction with being held liable for its apparent disregard for the well-being of its employees; I feel that NASA has an ethical and moral responsibility to support Nowak through her misdemeanor and refrain from painting her faults and deviant behavior. After all, Bill Oefelein seemingly exercised his dominion by maintaining two romantic relationships at the same time with two different women in the same organization thereby causing trouble for both. To restrict this trend, it would serve NASA if Oefelein should face a temporary suspension as well. Corlean Shipman is entirely the innocent party and ould not benefit any organizing body to involve her in any internal disciplinary measure that Oefelien shall face. Lisa Nowak is already facing criminal charges and yet, NASA is duty-bound to support her through this ordeal after all it has been remiss in its duties towards its employees and the whole scientific community and the public. Society must therefore scrutinize the various policies involve in National scientific and military organizations and regulate the intimate relationships of employees within their organization. This is to ensure that employees are not placed in an unnecessary position that requires them to choose between duty and relationship to enhance productivity and protect them from any emotional turmoil. Title VII may not be so keen on fraternization within official work and duty but somehow this has provided an avenue for harassment and discrimination in the past (Avelenda, 693). NASA as a healthy organization geared towards training personnel for space excellence must also recognize the full potential of allowing people to deal with their emotional problems with the assistance and help of independent human relations services that provide psychological evaluation, treatment and counseling for personnel particularly the ones who are involved in missions. Works Cited Willoughby, Mariano, Cabbage, M., Lundy, S. and Hunt, A. (2007).The Orlando Sentinel. February 7. Avelenda, Saily M. (1998).Comment: Love and Marriage in the American Workplace: Why No-Spouse Policies Don't Work. PA. J. LAB. ; EMP. 691, 693 . United States. NASA. (2006) Astronaut Biography: Lisa Nowak. Accessed : 04 April, 2007 http://www.jsc.nasa.gov/Bios/htmlbios/nowak.html Editorial. (2004). Anyone Ever Prepared To Kill? Christian Science Monitor Magazine, September 29. McCurdy, Howard. (1999). Space and the American Imagination, new ed.   Smithsonian. ;