Thursday, October 31, 2019

Critique of Thomas Friedman's Article It's a Flat World, After All Term Paper

Critique of Thomas Friedman's Article It's a Flat World, After All - Term Paper Example The author started the article with the explanation of the various globalisation eras. According to the author, globalization has been categorized into three phases. The first period of globalization was from 1492 to 1800. During this period, globalization of world resources helped in shrinking the world from large to medium size (Headrick, 2000). The second phase of globalization was from 1800 to 2000 where the world shrunk from medium to small, as a result of globalization of labour and market forces. The third phase of globalization which started from 2000 has seen a drastic shift in the driving forces. It is a comprehensive mix where not only the big players but smaller enterprises are also influencing the globalisation process (Webster, 2005). Most of the parts of first and second globalisations were motivated by American and European economies and countries. But in case of third globalisation phase, it is mostly influenced by individuals and diversified businesses. When the aut hor is saying that the world is flat, he signifies that innovation can take place without emigration. The author has sarcastically explained the idea of cross-cultural businesses and the emergence of new IT hubs such as India. The first part of the article is an eye-opener. It clearly explains the current situation where the Americans and other western countries are no longer the only influencing forces. Today, the western countries are competing with the eastern counterparts. Earlier, even after having required skills and knowledge, employees and workers from developing countries were left out in terms of proper opportunities. With the advent of globalisation, the scenario has changed and so are the available options. In the second phase, the author describes the various forces that helped in flattening the world. In the year 1989 the Berlin Wall came down. According to author and many other eminent writes, this was the first mark of globalisation (Gang, Rivera-Batiz and Yun, 2010) . As the fall of the Berlin wall symbolised economic freedom for Germany in the year 1995, Netscape was announced public.  

Tuesday, October 29, 2019

Team Work Research Paper Example | Topics and Well Written Essays - 2000 words

Team Work - Research Paper Example Most of the businesses prefer teamwork skills among an individual while evaluating him/her for the employment purpose. All companies realize that teamwork is highly essential as either the products to be manufactured are very complex and require teamwork efforts for the production purpose or a good product will be manufactured when a teamwork approach would be adapted for the entire manufacturing process. Thus, it becomes important to perform as a team while working in an organization. In teamwork, the members perform their function to meet the personal as well as the group objectives and goals. The members working in a group feel a sense of authorization and ownership while performing their functions within a group, as these members are committed towards the common goals and objectives that have been set by the group. The team members collaborate with each other and use their experiences and talents in an effective manner to improve the overall performance of the entire group. These members have the foundation of their success built on the trust towards the other members in the team where all the members in the team are encouraged to express their views, opinions, queries freely. The most advantageous part in a team work is that all the members have equal opportunity to participate in the decision making process within the organization, Moreover, there remains a level of understanding among all the members where they realize that the ultimate decision should be taken by the leader if the team as a whole cannot reach to any consensus agreement. Characteristics or features of an effective team 1. The team should have transparent goal The team goals must possess a specific performance objective, which would be expressed in a concise manner, so that it is clear to every member when the objective have been met. 2. The team should have result driven structure The team must operate and perform its functions in such manner that it produces results for the organization . If a team is allowed to develop the structure, then it provides best results. 3. The team should possess competent team members The team members chosen for participating in the group must have the potentiality of being competent enough. The members must have the ability to tackle with the level of knowledge. 4. The team should always have unified commitment All the team members must direct their efforts and to a common goal, where the individual efforts would have the ability to meet the unified commitment. The prime advantage of teamwork is the ability to combine the talents and skills. A team gets advantageous from a broad array of talent and skills, which is not possible to be possessed by an individual employee. Collaboration and leadership play important role in increasing the efficiency of the team work. It is the responsibility of a good leader to handle the team with such efficacy that it increases the performance of the entire team. At the same time, collaboration between the team members is necessary in order to improve the overall team work. The next part of the project would discuss about the importance of collaboration and leadership in teamwork. Team work and Collaboration Collaboration is one of the most important components of any team. It does not matter whether the team is big or small but collaboration is necessary in every

Sunday, October 27, 2019

Game Mechanics in Racing Game: Research

Game Mechanics in Racing Game: Research Introduction The very first racing game built by KONAMI was Road Fighter (Konami, 1984). The goal of the game was to reach the finish line without running out of fuel. The interesting part was each time the player gets close to finish line without getting crashed; a superman flies by and the player gets extra 1000 points. If you havent noticed before, the superman has K marked on his dress, which probably stands for Konami. But, if you see from a developers point of view, the superman bonus is the result of reward and feedback game mechanics. This point bonus encourages players to play better. It makes the game more interesting and players concentrate more in order to get the bonus Superman points. Game mechanics is a huge subject. It has been used in many fields today, other than video games. Game mechanics have been used for growing the players interest and involvement in gameplay, but as the area of game mechanics became largely successful, it started being used in other fields for other purposes. With the research on game mechanics, I try to study and understand the vast game mechanics subject and its application in various fields. I have also tried to form up a definition and apply it to study gameplay in various games. At last, a thorough study of game mechanics in racing games is attempted, and I introduce a new mechanics for racing games. Research Context The example above explains the game mechanics at quite brief extent. Here, I present some definitions by various researchers as well as own thoughts, experience and some examples. Game Mechanics Definitions Different researchers provide different game mechanics definitions, most likely related to their research. Here are some of the definitions given by some authors. Miguel Sicart defines game mechanics as: Methods invoked by agents for interacting with the game world. (Sicart, 2008) Here, Sicart offered a formal definition for game mechanics as he exercises this definition with a comparative analysis of Shadow of Colossus (Team Ico, 2005), Rez (United Game Artist, 2002) and Every Extend Extra (Q Entertainment, 2006) to research game context and user experience. One of the game mechanics definitions that Sicart has mentioned in his research is by Lundgren and BjÃÆ' ¶rk (2003) as: any part of the rule system of a game that covers one, and only one, possible kind of interaction that takes place during the game, be it general or specific. The definition given by Lundgren and BjÃÆ' ¶rk covers traditional board games and puzzle games, rather than video games. However, they mention that most of the mechanics identified in their research can easily be brewed into video games played on PCs and consoles. It would have been easy to describe these game mechanics without starting from traditional games, but, starting from traditional games also opens up a way that allows easy comparison between computer-based games and non-computerized games. Mike stout (2010) explains how to come up with a better game mechanics when the gameplay is repetitive and boring. Stout describes game mechanics as A major chunk of gameplay. He gives an example of The Legend of Zelda: A Link to the Past (Nintendo, 1991) and the game mechanics used in the game like: sword combat, block pushing, boomerang throwing, swimming, button based puzzles, Hazard-avoidance, etc. (Stout, 2010) Amy Jo Kim explains game mechanics applied in functional softwares and social media as The system and features that makes games fun, compelling and addictive. Kim also explains how game mechanics is brewed into social media like eBay, Facebook, YouTube etc, (Kim, 2009). Game mechanics is a subject that is used in many fields other than video games like, social media, social games and entertainment, consumer products and services etc. Game Mechanics in Social Media Social media sites like facebook.com, eBay.com, youtube.com etc. Implements game mechanics at a very large scale. Amy Jo Kim (2009) explains how collection, points, exchange, feedback and customization mechanics is implemented in social media. For example, ebay.com gives rating and feedback score to the sellers based on the feedback received from customers or buyers. The feedback is accessible through sellers profile page where any user can check the ratings and score. This mechanics improves the seller services. Tesco PLC has implemented point mechanics to attract more customers. The customer gets certain points for purchases made at Tesco shops through Tesco Clubcard. Later, they can redeem points for other offers of items. Tesco makes various offers available through Clubcard points which drive customers to purchase more products. (Tesco, 2010) Jesse Schell (2010) presented multiple examples of game mechanics used in non-game media in his presentation Design outside the Box at DICE Summit 2010. Schell mentions new Ford Fusion hybrid car that comes with an EcoGuide facility, which is basically an implementation of feedback mechanics. Its a virtual plant in techno meter; the plant sprouts more leaves as your miles-per gallon go up, indicating how green your motoring is. (Goodwin, 2009) Here, feedback mechanics is used in such a way that might affect the way people drive their car and possibly encourage them to drive in an eco-friendly way. MouseHunt (HitGrab, 2008) and other facebook games are mainly based on points, feedback, collection, and customization mechanics and MouseHunt can be the best example of it. The player is required to build a mouse trap to catch mice and when a mouse is caught, the player is awarded with points and gold. The game keeps a track of points and gold on leaderboard. The mice caught by the player are added in his collection. Game Mechanics in Mainstream Games Quake (id Software, 1996) popularized rocket jumping mechanics. Rocket jumping is the technique of firing a rocket launcher or similar explosive pointing at the ground or at wall and jumping at the same time. The explosion propels and accelerates the players jump to large distance. Rocket jumping mechanics was introduced in Marathon (Bungie, 1994) and Rise of the Triad (Apogee, 1994), adapted in Team Fortress 2 (Valve, 2007) Unreal Tournament (Epic Games, 1999) and others. (Wikipedia, 2010) Another popular game mechanics is slow motion. The gameplay of Max Payne (Rockstar, 2001) involves bullet time-based action sequences. Bullet time slows the passage of time down to a certain level and enables the player to perform special moves. Time based mechanics is also one of the main features in later versions of Prince of Persia series (Ubisoft, 2003). This mechanics makes the prince able to slow down or rewind the time and perform special combat moves. Portal (Valve, 2007) is a single player Puzzle-Platformer game that consists primarily of a series of puzzles that must be solved by teleporting the players character and simple objects using the portal gun, a unit that can create inter-spatial portal between flat planes. The game received praise for its unique gameplay and darkly humorous story. Portal seems a perfect combination of Challenge and Skills, though its gameplay consist teleportation based puzzles only. The gameplay contains no combat sequence or rocket jumping or slow motion. Kill.switch (Namco, 2003) introduced cover and shoot mechanics which was adapted into Gears of War (Epic Games, 2006). As described by Miguel Sicart (2008) Gears of War introduced an effective combat tactic where the player takes cover behind a block or a pillar and patiently shoots enemies. This third-person combat design also influenced Grand Theft Auto IV (RockStar North, 2008) and became highly popular. But Grand Theft Auto series is more popular for its variety of gameplay which consist of action, adventure, driving, racing, and stealth elements. The GTA series is also a good example of open world type of video game level design concept where a player can roam the virtual world at any point in the game. It also contains sandbox style nonlinear gameplay where the player can complete challenges in any sequence. The Game sold 2.5 million units in the America on the first day. (Mazel, 2008) The roots of open-world game concept go back to space simulator Elite (Acornsoft, 1984). However, we get to see open-world gameplay implementations in Midtown Madness (Microsoft, 1999), Need for Speed Underground 2 (EA Games, 2005) and Burnout Paradise (EA, 2008) as well. Game Mechanics in Racing Games The main gameplay in racing game is driving the car. However, many racing games offer various gameplay that are unique to the game itself. Need for speed: Underground (EA Games, 2003) has a unique win condition. The player has to finish the race at first place only in order to win the race, even if there are more than two players playing. This finish-first only mechanics deliberately increased the challenge level in the game. Underground emphasis heavily on import racing scene and featured vehicles associated with it. Cars can be customized to increase performance and visuals. Underground also featured EA Trax (EA Games) which is a collection of soundtracks. Overall, Need for Speed Underground contains multiple game mechanics that appealed many racing game lovers. According to VGChartz.com, the game sold 6.49 million units of PS2 version of the game till date. (VGChartz, 2010) Trials HD (RedLynx, 2009) is a combination of puzzle and stunt bike driving. It doesnt have any competitive race, as in the player has to get through a number of obstacles with as few crashes as possible. The challenge in the game is to balance and control the speed so that the player can pass through obstacles successfully. The game uses 3D graphics but the player can only more forward and backwards. However, the player can lean front or back to perform special moves or stunts. With such limited movement, the controls are also made simple. Trials HD also has a leaderboard feature, and when connected to Xbox Live, the player can compare his progress with his friends. Split Second (Disney, 2010) introduced destructive environment, which, when triggered by player it creates obstacles for other players. As a player performs stunts like drafting, drifting or precision driving, the powerplay meter builds up which allows the player to trigger special events like creating obstacles, enabling shortcuts or altering the race track entirely. High speed racing, imported cars, customization, stunts, crashes and motion blur can be noted as features of a racing game required to make it best selling. Burnout (Acclaim Entertainment, 2002) is noted as the initial in a series of high-speed racing games which also includes high risk gameplay mechanics. Burnout paradise (EA, 2008), the recent release in burnout series, features an open world environment called Paradise City, with day-night cycle. Game Mechanics include stunts, car crashes, and motorcycles. A very player favourite and famous gameplay is Crash Mode in which players can cause car crashes. However, in burnout paradise, the Crash Mode is called Showtime and records are kept for players biggest crash. The game contains best time for every street in the game which encourages the player to keep on driving to get the best time. Recently released blur (Activision, 2010) incorporates real world cars with arcade style handling and vehicular combat. It introduces a completely new type of gameplay to the current racing genre. However, it is brewed with the power ups mechanics that has been used in many games. It also uses the ranking and perk system. The race starts without a count-down timer which is currently popular; we can see such game mechanics in Split second and need for speed series. Results and Contribution The Definition I would like to give a brief explanation rather than a definition. It is possible that this has been mentioned some or other way in many articles. Game mechanics is a set of rules that builds a specific gameplay which makes the game more challenging, interesting and player-involving. Game mechanics can also introduce new ideas or variety within a game, which ultimately makes a game fun. Game mechanics can be used to build up such a gameplay that motivates or manipulates human behaviour. The definition explained here has been used to study and understand the game mechanics and gameplay in a variety of games mentioned in the research. Game Mechanics In Racing Genre When it comes to racing games, speed is everything. The faster the gameplay is, the more the excitement, interest and challenge will be. In a racing game, the player is not given a high performance car at the beginning of the game, but as he levels up in the game, faster cars or performance upgrades that can boost up the speed are unlocked. This mechanism creates a need of high performance car, and as the player progresses further, the game feels more rewarding. Free roam mode or open world environment plays a crucial part in racing games. Player gets a chance to explore the environment and start the race whenever he wants to, which gives a realistic feeling to the game. Players usually get attracted towards imported cars. Car customization has become an important feature of racing games. Models of original cars are highly praised by players and. They have a tendency to customize their cars and show off as well. Leaderboards allow players to compare their best times, high score and achievements, which also keeps a player engaged in game. Challenge is not the only element a player is looking for in racing games. A number of games provides stunts and car crash based gameplay. Trials HD (RedLynx, 2009) and Burnout series (Criterion Games) are good examples of it. Player can drive through a signboard or perform a stunt in burnout paradise to gain extra boost, where Trials HD is all about passing through obstacles by performing stunt moves. Such game mechanics inserts the element of fun in games. A few arcade style racing games have been avoiding the use of start up countdown. The round starts with ongoing race and the player gains control of the car after a cut scene. This type of mechanics is seen in triple-A titles like Blur and Split second. However, Simulation style racing games, where the realism is more persistent, follows the traditional countdown start-up of a race. Need for speed underground featured finish-first only mechanics. In order to win the round, the player has to finish at first place and first place only. This increases the challenge at a high degree, but it also seemed to be improving the player skills. Other notable game mechanics or gameplay features includes motion blur, car pursuit, allowing player to create tracks etc. Music and soundtracks also play an important part in making the game more interesting. Who wouldnt listen to hip hop or rock music while driving ones favourite car at top speed? It is believed that EA Trax has played an important part in the success of Need for Speed series. Gameplay is designed by brewing multiple game mechanics together. There is no specific recipe to make a best-selling racing game, but a game with various gameplay is more likely get popular. Developing a new Game Mechanic for Racing Games Whether a player is performing stunts, chasing a car, trying to make a huge crash score, or just playing a normal race, the core element is speed. Wouldnt it be great if a car never lose speed unless it is commanded to? Here, I have attempted to come up with such a game mechanic. During a race, if a player hits an obstacle, the car will lose health points but not the speed; the car will continue running throughout the track without losing its speed. However, massive loss in health points will ultimately result the player lose the round. The game presented here demonstrates the game mechanics with some other features as well. The demo consists of a single straight track. Instead of solid obstacles, the player will face white ghosts on track. On colliding with a ghost, the car will go through it but will lose health points. The race does not start with a countdown; instead it begins with the player car running at minimum speed; which increases the challenge from the beginning. On the other hand, if the player runs out of health, or fails to finish the race at first place, he loses the round. But, if the player finishes at first place without losing any health points, he wins a perfect finish. The demo also features some power ups. If the player picks up a health pack, the car health is restored. Slow motion slows down the game, allowing player to easily move through ghosts. Once activated, the game runs in slow motion for 10 seconds. Another power up is a shield which protects player from getting hurt by ghosts or opponent cars. The shield, once activated, stays active for 5 seconds. Shield provides a great advantage. When activated, the car will run 2 points slower than the real speed. Opponents do not collide or influence the players game; however, if collided with opponent cars, the player car will lose health. Evaluation Game Mechanics The following racing mechanics have been implemented into the demo, speed mechanics, power ups, random obstacle mechanics, competition mechanics, countdown less start up and finish first only. The gameplay was changed regularly as the demo was forming up in order to get the optimum effect of the mechanics. Multiple values were changed to improve the difficulty and challenge. However, it was also ensured that the difficulty is not far above the ground. Besides game mechanics, the gameplay can be improved with better feedback, graphical and visual effects, music and sound, more rewards or other bells and whistles. The Gameplay A game demo or a beta version of a game is made for testing purposes. The developers would test the graphics, frame rate or overall performance. Here, the game demo was made for an identical aim. The game demo was given to a group of game enthusiasts. Afterwards the reaction of the players towards the game mechanics was observed. The demo has a look and feel of classic road fighter (Konami, 1984) and the players did miss the superman bonus point. Random obstacles increased the challenge; it made the demo interesting as well. The demo has proved to be an ideal combination of challenge and skill. The players had to concentrate more in order to achieve the perfect finish; several players attempted more tactical approach to win the race. When asked about each feature of the game separately, the replies were encouraging and prove the success of the demo. User Comments Here are some comments given by players who tried the game demo. The game is quiet good; the ghosts were terrible as they ate up all my health in the first round. I rate it 4 out of 5. à ¢Ã¢â€š ¬Ã¢â‚¬Å" Pratik Solanki The concept was different from other games, though the difficulty level was maintained throughout the demo. It seemed easy to win the game, but it was tough to achieve the perfect finish. 3.5 out of 5 à ¢Ã¢â€š ¬Ã¢â‚¬Å" Kushal Joshi The game gets addictive as soon as you start playing   Dirk Fortmeier The Research Game development is not quite possible without understanding game mechanics. Gameplay is an important factor that attracts a player. The research on game mechanics helped to understand why a particular gameplay is more interesting and player involving.

Friday, October 25, 2019

A modern symphony : S & M Essay -- essays research papers

S & M: No Leaf Clover   Ã‚  Ã‚  Ã‚  Ã‚  The talent of an artist rests in the ability to recreate a sense of reality, and to communicate such an experience. When such timeless thoughts are offered to the audience in an honest manor, it is the result of a true artist. Artists such as Pablo Picasso, Langston Hughes, and the Beatles thrived off of taking such honest risks. In 1999, the San Francisco Symphony and the hard rock band Metallica redesigned the concept of risk taking in the reality for the artists’ world.   Ã‚  Ã‚  Ã‚  Ã‚   A young composer by the name of Michael Kamen passed away at 55. He had the pleasure of conducting The London Philharmonic Orchestra, and The San Francisco Symphony. He aspired to share creative energy with rock legends such as Pink Floyd, Rod Stewart, & Eric Clapton. In 2002 it was his talent that kept the world company during the winter Olympics.   Ã‚  Ã‚  Ã‚  Ã‚  In the late 1980s alternative rock was working at creating symphonies of its own. The band Metallica, known for its speed metal and talented range of chords, developed a new language in music. Their songs ranged from 2, to 9, to 20 minute riffs. They gained attention from emotionally eager listeners. The use of electric guitar, aggressive vocals, and dynamic tempos made their music appealing to an extraordinary audience (Holm-Hudson 189).   Ã‚  Ã‚  Ã‚  Ã‚  Michael Kamen responded to Metallicas unique guitar ingredients, and set out to collaborate with the metal band. In 1999 Kamen and the San Francisco Symphony, merged with Metallica to produce the album S & M. Kamens orchestra consisted of Violins,Violas,Cellos, Bass, Flutes, Oboes, Clarients, Bassons, Horns, Trumpets, and Trombones. Other instruments included the Tuba, Harp Timpani, Keyboard and of course percussion. Metallica has four musicians, two guitarists, a drummer and a bassist. The lead guitarist is also the lead vocalist.   Ã‚  Ã‚  Ã‚  Ã‚  On the insert of the C.D. sleeve S&M, Michael Kamen wrote about â€Å"conducting a conversation between two different worlds that share the same language†. Like the composers Hector Berlioz, and Ludwig Van Beethoven, Kamen experienced life through music and spoke of life’s journeys in symphony (Lang 131. He continued to put in plain words, â€Å"Combining the San Francisco Symphony and Metallica†¦ was rea... ...who has a portfolio of only oils may have perfected their skill, but closed off the opportunity to learn from others that may share the same appreciation. In the symphony S & M conducted by Michael Kamen, and composed by Metallica, it is clear that they both satisfy the criteria for honest artists. For both the artist and the viewer, a sense of emotion is released when one relates to another. Michael Kamen and Metallica worked to embrace each others talents. It is very beautiful to witness two different artists’ eager to learn, and so willing to invite an audience into their reality. Allie Kornbluth Berger, Melvin. Guide to Sonatas : Music for one or two instruments.   Ã‚  Ã‚  Ã‚  Ã‚  Anchor Books Doubleday , New York 1991. Holm-Hudson, Kevin. Progressive Rock Reconsidered.   Ã‚  Ã‚  Ã‚  Ã‚  Routledge, New York. 2002 Lang, Paul Henry. The Symphony : A Norton Music Anthology.   Ã‚  Ã‚  Ã‚  Ã‚  Norton and Company Inc. New York 1969. Walser, Rober. Metallica   Ã‚  Ã‚  Ã‚  Ã‚  Oxford University Press., 2003. http://www.grovemusic.com/shared/views/article.html?section=music.49160#music.49160

Thursday, October 24, 2019

‘Poetry Teaches Us About Life and the World Around Us

‘Poetry teaches us about life and the world around us. ’ The two poems â€Å"Martin and the Hand Grenade† by John Foulcher and â€Å"Beach Burial† by Kenneth Slessor both discuss different aspects of war and war times teaching us about life and the world around us. â€Å"Martin and the hand grenade† explores the notion that man has a violet streak which can lead to destruction, Foulcher depicts many aspects of war such as the mental impacts as well as some physical impacts and aspects of the grenade. Emphasising the difference in how adults and children interpret warfare. Beach Burial† is a recording of the poet’s grief for the sailors who died on a great land and sea battle in the North African campaign during WWII. On another level, it records the battle that we all fight, regardless of race or political or religious conviction, joined in the common front of humanity against death. The poem â€Å"Martin and the Hand Grenade â€Å"is based on a personal experience that Foulcher had while teaching at a boys school in one of his history lessons, portraying the idea that adults and children have a different view of war and violence. Foulcher creates a vivid image of the incident in our minds and allows us to picture ourselves observing the hand grenade through the metaphor â€Å"With his father's bleak skill, Martin edges out the firing pin†. Martin’s father is specifically referred to as having â€Å"bleak skill† that had once taught him how to operate the grenade. Foulcher used this adjective as an effective way of conveying his own attitude to war and violence, describing his own knowledge as â€Å"bleak† proving his negative attitude to the violence and destruction the Grenade causes. As Martin displays the grenade, the class â€Å"pause for history† symbolically showing how children’s understanding and interest in the war and many other aspects of the world around us can be enhanced through physically seeing or holding an artefact in their hands. The students ask questions, Martin metaphorically states, â€Å"No-it had limited, power: ten yards, then the spread, became too loose to catch a man's mortality†, illustrating the capability of grenades and the violent fatalities caused by wars. Likewise â€Å"Beach Burial† by Kenneth Slessor, depict aspects of war but this time of the more graphical and visual realities. A horrify image is created through personification â€Å"The convoys of dead sailors come; At night they sway and wander in the waters far under† enabling the reader to emphasis with the soldiers that died at war. As poetry allows us to develop greater insights and learn about the world around us, â€Å"Beach Burial† effectively portrays the real and actual happenings of war or the aftermath of war. To pluck them from the shallows and bury them in burrows, Someone, has time for this it seems†, metaphorically represents how a person, out of a mark of respect is burying the dead bodies. Emotively language further allows the reader to learn about the world and empathise with those who experienced the war, â€Å"And each cross, the driven stake of tidewood, Bears the last signature of men†. â€Å"Martin and the Hand Grenadeâ⠂¬  focuses more on the grenade and ‘painting a picture’ of the grenade and the class, allowing the reader to interpret the poem and visualise aspects related to the war and the world in general. Whereas â€Å"Beach Burial† focuses on not only the happenings of war, but on embedding a very strong image of war in the readers mind, allowing them to understand and feel the sadness intended by the poem. As both poems have a different way of conveying war, they still teach the reader about life and help them understand the world they are living in. â€Å"Beach Burial† depicts many visual aspects of the war, unlike â€Å"Martin and the Hand Grenade† which focuses on how Australian life has been influenced greatly; mentally, emotionally and physically by several aspects of the war.

Wednesday, October 23, 2019

Guidelines For Assignment

Define Organizational Culture What Is meant by Organizational Culture? Characteristics of Organizational Culture ? Positive (good) and Negative (bad) Provide relevant examples Research can be done by referring to similar researches that were conducted previously. The sources of references can be obtained from books, Journals, magazines or newspapers. Related research materials such as graphs, charts or pictures can also be used to support a statement. Students are also encouraged to give their opinions and their own understanding of the research topic.Provide examples of outcomes from previous researches (done by another searcher) regarding topics that are similar or almost similar. – relationship between Organizational Culture and the success or failure of an organization. Gather the information needed from books, magazines, newspapers or Journals relevant to the topic being discussed. From the gathered information, identify how elements of Organizational Culture affect the s uccess or failure of an organization. Provide examples. 1 State the outcome of the research based on the gathered Information.Relate between the theories learned with the real situation. Is It true Organizational Culture Is a factor that determines the success and failure of an organization? Yes or No Provide a conclusion from the overall research and give your suggestions for the development of a better Organizational Culture to enhance the success of the organization. Format for preparing the assignment: Paper Use Ã'›white-bond† quality paper Paper size : AAA (210 mm x 297 mm) Paper weight : 80 MGM Method of typing The text should be typed on one side of the page only.For text : black-colored ribbon or ink cartridge that produces an even black color. For diagrams, tables and charts : black or colored ink. Line Spacing For text : double-spacing For references (refer vii), appendices and tables: single-spacing Font Times New Roman Size: 12 2 Margin Left margin : at least 4. 0 CM (1. 5†³) Top, bottom and right margin : 2. 5 CM (1. 0†³) Section New major sections must begin on a new page. A new paragraph must begin with a Ã'›tab† from the left margin. V) Page numbering Excerpts, references, appendices and tables a) In the text.If an excerpt is taken from a reference material, the reference must be stated. Ex : Stoner and Yankee define strategy as, â€Å"†¦ The broad program for defining and achieving an organization†s objectives; the organization†s response to its environment over time. † (Stoner and Yankee, 1986) b) List of References At the end of the assignments, all references or bibliography must be stated in alphabetical order according to the name of the author. Book:Name of author.