Friday, August 21, 2020

Theories in phsychology of business Essay Example for Free

Hypotheses in phsychology of business Essay TV advert and site are the gadgets of advancing that have a broad assortment of accomplish and they have been ignored to a more prominent degree. People have a thought that TV adverts are for those rich people and site advert are for who have a machine or the people who customarily have adequate vitality to visit an advanced or can get the opportunity to machine. Right away, progressing and movements on the World Wide Web are basically traditional. Affiliations are making Web pages once in a while just to show remarkable. Utilizing the Web for publicizing requires certain provisions and authority, including getting a machine, getting an Internet association provider, obtaining (generally leasing) a Website name, orchestrating and introducing the Website outlines and various cutoff points varying (for instance, an online store for e-trade), pushing the Website (through particular web chase mechanical assemblies, inventories, and so forth.) and keeping up the Website. Different individuals dont much consider TV progressions due to the tendency that the plugs are incredibly indulgent. They are more unrestrained than a broad portion of vital sorts of publicizing. Regardless, with the expanding number of telecom associations and stations, affiliations may discover inconceivable courses of action for setting connections or various sorts of attachments. TV sees routinely are surveyed with close to contemplations to radio headways, that is, the measure of progressions, the length of progressions and when they are put announcing logically. TV kinds of publicizing can be used to arrive at various social occasion of individuals on the double and paying little mind to where segment the group fall, there is a framework airing fitting ventures along with promotions. Site advertisement have a broad assortment of accomplish and they are not limited to geological impediments and paying little mind to where the gathering of spectators is in any bit of the world and have permission to web joined machine they can get the advert. Maslow's hypothesis   Maslows hierarchy of necessities is a theory in brain science proposed by Abraham Maslow in 1943. It is alluded as theory of human motivation. Maslow expanded his idea in including his impression of people natural intrigue Maslows chain of significance of necessities is consistently delineated perfectly healthy of a pyramid with the greatest, most key degrees of prerequisites at the base and the prerequisite for self-fulfillment at the top. Maslows theory suggests that the most crucial degree of prerequisites must be met before the individual will immovably need the helper or progressively raised sum needs. Maslows theory is used in both TV advert and site in that when advert is persistently made the most basic things are featured at first imitated by the requirements that need self-fulfillment. In site the necessities that the business needs to advance are arranged from the most basic to the central ones and they are posted on the associations site or any accomplice exhibitin g. Hertzberg’s hypothesis   Two-factor hypothesis basics in any case called HERTZBERGS hypothesis has mindset and their relationship with present day mental prosperity are related to Abraham Maslows speculation of motivation. According to Herzberg, individuals are not content with the satisfaction of lower-demand needs grinding away; for example, those requirements associated with least compensation levels or protected and normal working conditions. Or maybe, individuals look for the pleasure of progressively raised sum mental requirements expecting to do with achievement, recognition, commitment, movement, and the method of the work itself. Herzberg added another estimation to this theory by proposing a two-segment model of motivation, considering the idea that the region of one lot of business characteristics or sparks prompts expert satisfaction at work, while an other and separate arrangement of occupation properties prompts disillusionment at work. In this way, satisfaction and dissatisfaction are n ot on a continuum with one extending as substitute reduces, yet are free wonders. This speculation prescribes that to upgrade work aura and advantage, heads must see and go to the two arrangements of characteristics and not acknowledge that an augmentation in satisfaction prompts decrease in unpleasable disillusionment. Two â€factor speculation nuts and bolts isn't used in either the TV advert and site since this theory is basically gotten ready for laborers and not customers. Vroom hope hypothesis   It acknowledges that lead results from discerning choices among plan B whose reason it is to extend amuse and limit torment. Along with Edward Lawler and Lyman Porter, Victor Vroom suggested that the connection between people lead at work and their destinations was not as essential as was at first imagined by various scientists. Vroom comprehended that a laborers execution is engaged around individuals segments, for instance, character, aptitudes, data, experience and limits. Vroom expectation speculation is based to look the sureness of the laborers, sentiments and perspective on the association. This speculation isn't used in TV advertisement and the web promotion. Freudian hypothesis   As per Freud psychoanalytic theory, all clairvoyant imperativeness is made by the drive. Freud moreover acknowledged that quite a bit of human lead was animated by two driving detects: the existence motivations and the passing driving forces. The existence driving forces are those that relate to a principal prerequisite for endurance, spread and happiness. They fuse such things as the prerequisite for sustenance, sanctuary, love and sex. He furthermore recommended that all individuals have an unmindful wish for death, which he implied as the destruction driving forces. Self-perilous lead, he acknowledged, was one understanding of the downfall drive. Regardless, he acknowledged that these end faculties were, all things considered, tempered by the existence driving forces. This theory is about used in the TV and site advert since the adverts made are controlled to people with obsession at explicit stages and with fixation at explicit motivations behind progression. The associati ons needs to understand their customers’ magnetism they are intending to attracts thought. Social Theory   Behavior contends that ideas like clash, uneasiness and obsession don't clarify conduct of a person. Conduct of individual is guided by discipline one get or remunerates given that strengthen the conduct and increment the odds of conduct happening. Conduct conviction that detectable boosts in the earth makes creatures act with a certain goal in mind. This hypothesis is identified with Freudian hypothesis and is essentially utilized in both type of commercial in this paper. The uneasiness of individuals is promoted by the greater part of the TV broadcasting station and when crowd are yearning to proceed with their preferred program there is a break for adverts to be made. For site it happens when a customer visits a specific site and before it opens there are a few adverts that flies there. In the two cases publicists underwrites the conduct hypothesis in ideas of nervousness. Subjective hypothesis   This hypotheses stresses mental procedures being developed, for example, rationale and memory. Piagel recommended that every one of us start existence with a little collection of tangible and engine plan, for example, looking , tasting, contacting and hearing we utilize each plan turns out to be better adjusted to the world. We have mental plan also and generally created in youth and immaturity. Mental plans permits us to utilize images and thinking coherently. Intellectual hypothesis is greatly utilized in promoting and much in TV and site advert. Publicists need to utilize the rationale while promoting in stand to catch the consideration of the customers or crowd. In subjective hypothesis, the crowd are not inactive students and the crowd improvement must be taken in to thought before advert is made as appeared by Freudian hypothesis. Correlation   Both covers broad assortment of gathering of spectators over any segment not at all like other sort of exhibiting like magazines The two of them covers all race of social affair of individuals especially channels like BBC and CNN despite the fact that their gathering of spectators needs to understand the lingo used as a piece of show. Difference For TV adverts there are those one gotten ready for grown-up people and they are brought when certain framework is communicated. For Website anyone can get to the advert in spite of the way that they were not expected for that age. My proposal is that there the portion made to each advert in TV and site should be advertised conceivably in a week or a month to cause people to have intensity to advance with them. The correspondence commission of every country should get together and draft the rule to be followed in making adverts that will arrive at anyone on the globe. References Rancher, W. (2001). 5. In Latent characteristic hypothesis investigation of changes in thing reaction stays: Final report (second ed., Vol. 2, p. 95). Washington, D.C.: U.S. Dept. of Transportation, Federal Aviation Administration, Office of Aviation Medicine ;. Cultivator, L. (1972). Speculations in phsychology of business. In Attitude and inspirational in dialects learning (first ed., Vol. 1, p. 211). Rowley: Newbury house. Kandoyan, N. (2002). Speculations in phsychology of business. In An investigation of execution effectiveness out in the open and private part associations (first ed., Vol. 2, p. 47). Baltimore: John Hopkin University press. Laban, J. (2003). Phychology of contemplations. In Phsychology of client in business (first ed., Vol. 1, p. 37). Newyork: Jameson distributer. Martin, S. (1990). Business and individuals. In Learned positive thinking (first ed., Vol. 1, p. 101). Ne

Monday, July 13, 2020

Game Development with MindMeister G Suite A Success Story - Focus

Game Development with MindMeister G Suite A Success Story - Focus With the huge number of games now available on the market, there’s a lot of work that goes into coming up with a unique game design. We heard from the independent game developer, Garrett Williams, about how he uses MindMeister and G Suite to generate his designs and plan out his game development. Building a Game with Mind Maps We’ve spoken a few times on this blog before about the proven role of mind mapping in sparking creativity, but it’s always great to hear from users about how they’re putting this creativity into action. We spoke with Garrett Williams, owner of  Tons of Hun Studios,  about how he’s doing just that. Thanks for joining us Garrett! Could you start by giving us an overview of your work as a game developer? Sure, in short, I’m an indie game developer. That means that I’m the sole developer and owner of my company, Tons of Hun Studios. I do all of the aspects of game development on my own, from the art and design work to the programming and the sound effects. This gives me the creative freedom to design and build my own games entirely from scratch, which I love.   Whats your favorite type of game to play and design? My favorite games to play and develop are creative games. Right now, I’d say my top game is Overwatch. The complex design of the characters, gameplay, maps, and storyline make it a lot more than just a game, its another world. I aim to make games that are creative in similar ways. I either put the gameplay mechanics in a different environment or put a new spin on the genre. One of my favorite games I’ve made is Teddy Bears Vs. Bed Buds. I’m a big fan of tower defense games, so I wanted to make one that was slightly different. I decided on a game that’s set on top of a bed, where you build stuffed animals to attack the enemy bed bugs from getting to the sleeping child. What are the stages you go through to design a game? Well, the first step is getting my concept for the game. I was laying in my bed (fortunately without the bed bugs) when I came up with the Teddy Bears Vs. Bed Bugs concept. Once I’ve come up with a concept, the next step is the organization and planning of development stage. I write down all the ideas I have in a mind map and choose the best concepts, which fit together nicely, from there. This stage of only choosing the best parts is a stage that lots of developers find difficult. In game design, we have something called “Scope Creep”, where you essentially keep adding layer upon layer to your game and never end up finishing. This is the first stage where I find using a mind map particularly useful. Within MindMeister, I can have all of my ideas in one place, so I can see what links together most sensibly and cut down on the rest. The aim is to limit your ideas to only the stuff that’s essential for release. Afterall, you can always add stuff later within further updates. I begin my mind map with the following template: Your browser is not able to display frames. Please visit Game Development Template on MindMeister. To use the template mind map, simply sign into MindMeister (or sign up free) and maximize the map via the ‘map actions’ icon. Once maximized, click again on the ‘map actions’ icon and choose to clone the map. From there, edit or embellish the topics to make the map suitable for your project. How do you remain focused during the planning stage? Before I found MindMeister, I’d put all of my ideas on paper or into online documents. This worked okay but as I’m a very visual person, so I found this unorganized and difficult to follow. I decided to look for something that would allow me to not only track all of my ideas but organize them in an appealing way. That’s where I found MindMeister. Mind maps are a great way for me to visualize all of my ideas and organize them into categories, like gameplay, artwork, and sound. I can organize these even further into subcategories, such as UI, 3D Models, and background music. MindMeister gives me the freedom to organize it as I like, while providing the necessary features to express my ideas. Below you can see how a plan, in this case, an upcoming game on bees, begins to develop. MindMeister has made the whole planning process of my games a lot easier and more fun. No one really wants to spend hours planning their game, when they could be making it. However, because MindMeister is so intuitive and its features are so visual, planning a game is now more exciting. After I’ve finished my mind map, I get a much better idea of what my game will actually be like and it remains as a resource to return to during the development stage. Get started with mind mapping. Discover MindMeister Its free! Discover MindMeister Do any particular features or integrations help? For storage and collaboration, I love using G Suite, particularly Google Drive, so the integration with MindMeister is great. Not only is it easy for me to store files, such as concept art, references or documents, but I also have access to them from mobile and desktop platforms. It’s very convenient to be able to access these directly from the mind map. It also leaves me rest-assured that my work is auto-saved via the MindMeister servers, as well as on Google Drive, so I won’t lose anything. I hope to start collaborating with a team in the future and I think Google Drive will be perfect for that too, allowing the easy sharing and co-editing of files. Although I haven’t used it extensively, I also think MeisterTask is a great tool for game development teams. Being able to take your MindMeister project and in just a few clicks, share all of the tasks at hand with your team, is very convenient. This way everyone is on the same page and can see the real progress of the game. I really like the ability to add images to my ideas. Even mind maps are still a bunch of text, and having the ability to embed pictures, like concept artwork and inspiration, into the ideas, makes it much easier to look at and get a good overview of development, at a glance. It also makes it easier to find things, as I can quickly locate my ideas on environments, characters, and UI design. In addition, all of this can be done either via my desktop or via my mobile device. Below, for example, is how the above mind map looks on my Android device: Once the game is all planned out, how do you go about building it? After your game is planned out, it’s time to build it! If you’re making a game that is completely new with no existing similar concept, it’s best to prototype the idea first, to check that it’s actually fun. Prototyping is essentially testing the most basic version of your game, to test whether the concept is good. It’s not worth pursuing a game idea when the most basic gameplay isn’t actually fun. When prototyping, you make a game that represents your core idea. If I was prototyping Mario, for example, I would make a game with a character that can move and jump, and could kill enemies if it landed on them. I wouldn’t even include art or music in the prototyping stage, because you may find that certain mechanics aren’t functional, which means you may never use those assets. Once the prototype is coded, its time to test and evaluate the validity of the idea.   Normally, I get all of the coding and mechanics done first as I like to see my game work as early as possible. I work with the Unity game engine, coding in C#. I find that Unity has a lot of useful features to make implementing mechanics easier (especially 2D). C# is a solid language that not only works well with Unity but has other capabilities, like Desktop Application development.  After I program the gameplay and have tested to see whether it’s fun to play, I move onto the artwork, the design, and the polish. Since I consider myself a programmer by trade, this part usually takes me a while, but I still enjoy it. After all of this is done, I play and test the game a lot, trying to find and eliminate any bugs. Finally, at this point, I’m ready to release my game!   Once your games are ready, how do you get the word out about them?   As of right now, all my games are available to play for free on web game sites like Kongregate and Game Jolt. I make a little bit of money each time an ad plays before the game loads. However, promotion is arguably the most difficult part of development. You can make a great game, but if you don’t market it right, no one will know. On these websites, typically you get a boost at release from the new games category, but it normally declines from that point. That’s why I find it’s important to market your game on social media, like Twitter, Instagram, Youtube, and by blogging.   See also: Solving Your 5 Biggest Business Challenges with G Suite, MindMeister and MeisterTask (White Paper) Do you have any exciting projects coming up that we should look out for? Some of the pictures youve seen above are of the mind map for my next game, currently named “Project: Bee Tycoon”. Its similar to web games like Corporation Inc. and Theme Hotel, except themed around bees. I’m still at the very early stages of development, but if you want more info, be sure to follow my Twitter and Instagram. A big thanks to Garrett for sharing his workflow with us. You can check out more of his work via his blog, Tons of Hun Studios. Design your project with mind maps Discover MindMeister Its free! Discover MindMeister Game Development with MindMeister G Suite A Success Story - Focus With the huge number of games now available on the market, there’s a lot of work that goes into coming up with a unique game design. We heard from the independent game developer, Garrett Williams, about how he uses MindMeister and G Suite to generate his designs and plan out his game development. Building a Game with Mind Maps We’ve spoken a few times on this blog before about the proven role of mind mapping in sparking creativity, but it’s always great to hear from users about how they’re putting this creativity into action. We spoke with Garrett Williams, owner of  Tons of Hun Studios,  about how he’s doing just that. Thanks for joining us Garrett! Could you start by giving us an overview of your work as a game developer? Sure, in short, I’m an indie game developer. That means that I’m the sole developer and owner of my company, Tons of Hun Studios. I do all of the aspects of game development on my own, from the art and design work to the programming and the sound effects. This gives me the creative freedom to design and build my own games entirely from scratch, which I love.   Whats your favorite type of game to play and design? My favorite games to play and develop are creative games. Right now, I’d say my top game is Overwatch. The complex design of the characters, gameplay, maps, and storyline make it a lot more than just a game, its another world. I aim to make games that are creative in similar ways. I either put the gameplay mechanics in a different environment or put a new spin on the genre. One of my favorite games I’ve made is Teddy Bears Vs. Bed Buds. I’m a big fan of tower defense games, so I wanted to make one that was slightly different. I decided on a game that’s set on top of a bed, where you build stuffed animals to attack the enemy bed bugs from getting to the sleeping child. What are the stages you go through to design a game? Well, the first step is getting my concept for the game. I was laying in my bed (fortunately without the bed bugs) when I came up with the Teddy Bears Vs. Bed Bugs concept. Once I’ve come up with a concept, the next step is the organization and planning of development stage. I write down all the ideas I have in a mind map and choose the best concepts, which fit together nicely, from there. This stage of only choosing the best parts is a stage that lots of developers find difficult. In game design, we have something called “Scope Creep”, where you essentially keep adding layer upon layer to your game and never end up finishing. This is the first stage where I find using a mind map particularly useful. Within MindMeister, I can have all of my ideas in one place, so I can see what links together most sensibly and cut down on the rest. The aim is to limit your ideas to only the stuff that’s essential for release. Afterall, you can always add stuff later within further updates. I begin my mind map with the following template: Your browser is not able to display frames. Please visit Game Development Template on MindMeister. To use the template mind map, simply sign into MindMeister (or sign up free) and maximize the map via the ‘map actions’ icon. Once maximized, click again on the ‘map actions’ icon and choose to clone the map. From there, edit or embellish the topics to make the map suitable for your project. How do you remain focused during the planning stage? Before I found MindMeister, I’d put all of my ideas on paper or into online documents. This worked okay but as I’m a very visual person, so I found this unorganized and difficult to follow. I decided to look for something that would allow me to not only track all of my ideas but organize them in an appealing way. That’s where I found MindMeister. Mind maps are a great way for me to visualize all of my ideas and organize them into categories, like gameplay, artwork, and sound. I can organize these even further into subcategories, such as UI, 3D Models, and background music. MindMeister gives me the freedom to organize it as I like, while providing the necessary features to express my ideas. Below you can see how a plan, in this case, an upcoming game on bees, begins to develop. MindMeister has made the whole planning process of my games a lot easier and more fun. No one really wants to spend hours planning their game, when they could be making it. However, because MindMeister is so intuitive and its features are so visual, planning a game is now more exciting. After I’ve finished my mind map, I get a much better idea of what my game will actually be like and it remains as a resource to return to during the development stage. Get started with mind mapping. Discover MindMeister Its free! Discover MindMeister Do any particular features or integrations help? For storage and collaboration, I love using G Suite, particularly Google Drive, so the integration with MindMeister is great. Not only is it easy for me to store files, such as concept art, references or documents, but I also have access to them from mobile and desktop platforms. It’s very convenient to be able to access these directly from the mind map. It also leaves me rest-assured that my work is auto-saved via the MindMeister servers, as well as on Google Drive, so I won’t lose anything. I hope to start collaborating with a team in the future and I think Google Drive will be perfect for that too, allowing the easy sharing and co-editing of files. Although I haven’t used it extensively, I also think MeisterTask is a great tool for game development teams. Being able to take your MindMeister project and in just a few clicks, share all of the tasks at hand with your team, is very convenient. This way everyone is on the same page and can see the real progress of the game. I really like the ability to add images to my ideas. Even mind maps are still a bunch of text, and having the ability to embed pictures, like concept artwork and inspiration, into the ideas, makes it much easier to look at and get a good overview of development, at a glance. It also makes it easier to find things, as I can quickly locate my ideas on environments, characters, and UI design. In addition, all of this can be done either via my desktop or via my mobile device. Below, for example, is how the above mind map looks on my Android device: Once the game is all planned out, how do you go about building it? After your game is planned out, it’s time to build it! If you’re making a game that is completely new with no existing similar concept, it’s best to prototype the idea first, to check that it’s actually fun. Prototyping is essentially testing the most basic version of your game, to test whether the concept is good. It’s not worth pursuing a game idea when the most basic gameplay isn’t actually fun. When prototyping, you make a game that represents your core idea. If I was prototyping Mario, for example, I would make a game with a character that can move and jump, and could kill enemies if it landed on them. I wouldn’t even include art or music in the prototyping stage, because you may find that certain mechanics aren’t functional, which means you may never use those assets. Once the prototype is coded, its time to test and evaluate the validity of the idea.   Normally, I get all of the coding and mechanics done first as I like to see my game work as early as possible. I work with the Unity game engine, coding in C#. I find that Unity has a lot of useful features to make implementing mechanics easier (especially 2D). C# is a solid language that not only works well with Unity but has other capabilities, like Desktop Application development.  After I program the gameplay and have tested to see whether it’s fun to play, I move onto the artwork, the design, and the polish. Since I consider myself a programmer by trade, this part usually takes me a while, but I still enjoy it. After all of this is done, I play and test the game a lot, trying to find and eliminate any bugs. Finally, at this point, I’m ready to release my game!   Once your games are ready, how do you get the word out about them?   As of right now, all my games are available to play for free on web game sites like Kongregate and Game Jolt. I make a little bit of money each time an ad plays before the game loads. However, promotion is arguably the most difficult part of development. You can make a great game, but if you don’t market it right, no one will know. On these websites, typically you get a boost at release from the new games category, but it normally declines from that point. That’s why I find it’s important to market your game on social media, like Twitter, Instagram, Youtube, and by blogging.   See also: Solving Your 5 Biggest Business Challenges with G Suite, MindMeister and MeisterTask (White Paper) Do you have any exciting projects coming up that we should look out for? Some of the pictures youve seen above are of the mind map for my next game, currently named “Project: Bee Tycoon”. Its similar to web games like Corporation Inc. and Theme Hotel, except themed around bees. I’m still at the very early stages of development, but if you want more info, be sure to follow my Twitter and Instagram. A big thanks to Garrett for sharing his workflow with us. You can check out more of his work via his blog, Tons of Hun Studios. Design your project with mind maps Discover MindMeister Its free! Discover MindMeister

Wednesday, May 20, 2020

The Association Of Psychosocial Aspect - 1279 Words

Abstract Diabetes has been addressed by the medical community in terms of biological interventions and treatments. Fewer studies have been conducted about psychological and social determinants that may be related with this disease. This study aims to analyze the association of psychosocial aspect specifically stress, which is caused due to financial burdens for paying rent or mortgage and diabetes prevalence. How strongly can this form of stress be correlated with diabetes prevalence? To evaluate this association, the study will use the BRFSS data. Keywords: diabetes prevalence, stress, money, rent/ mortgage. Introduction Diabetes is one of the serious diseases in the United States. The Centers for Disease Control and†¦show more content†¦The risk factors for type 2 diabetes include weight, inactivity, family history, race, age, gestational diabetes, polycystic ovary syndrome, high blood pressure, and abnormal cholesterol and triglyceride levels. (Diabetes Risk factors - Mayo Clinic, n.d.) A research study was conducted to understand patient psychological insulin resistance (PIR), in other words, to discern psychological opposition towards insulin use in both people with diabetes and their prescribers and its overall impact on diabetes management (Brod, Kongsà ¸, Lessard, Christensen, 2009). Another research study was conducted to estimate the risk of co-morbid depression on all-cause mortality over time among individuals with diabetes. The study concluded that depression significantly increased the risk of mortality among individuals with diabetes and discussed that early dete ction and treatment of depression may improve health outcomes in this population (Park, Katon, Wolf, 2013). In both the studies to obtain data of the subjects for the study, the researchers used a literature search for journal articles via databases such as the MEDLINE, PubMed, Google searches, Cochrane Library, Embase and Science Direct databases. Although the search was extensive and thorough, there could have been a few biases such as selection biases already made in the earlier articles which the researchers referred and actively employed in their

Wednesday, May 6, 2020

The Indus Valley Civilization ( 3300-1300 Bce ) Essay

Abstract Introduction The Indus Valley Civilization (3300–1300 BCE) was the one among the greatest early civilzation of the Old World alongside the ancient Egypt and Mesopotamia (Wright 2009, Wright 2010), which developed in South Asia along perennially flowing Indus and Ghaggar-Hakra ( also called as Saraswati) river in northwest India and eastern Pakistan (Wright 2010, Giosan 2012, Maemoku 2013). Though least studies so far, emerging archeological studies suggest that the Indus Valley (oftenly called Harappa) might have been most wide spread, extending across today’s northwest Pakistan deep into western India and carried probably more than five million people at its peak (Kahn 2005, McIntosh 2008). Reduced water supply has possibly caused the civilization’s demise and eastward movement of its population (Madella 2006, MacDonald 2011, Brooke 2014) towards the Gangetic plain after its decline (Possehl 1999; McIntosh 2002:11) giving rise to many succeeding Vedic tradition linked cultur es reinforced by reports of many religious artefacts of Hindu practices from Indus Valley locations (Mishra 2001). The northwestern region of pre-partition India was the centre for Indus Valley civilization and for the shift from hunting-gathering to the societies with settled agriculture and domesticated animals (Allchin and Allchin 1997) well supported by archeological discoveries of first agricultural occupation in the Indus basin near Mehrgarh (now in Pakistan) and surrounding areasShow MoreRelatedArgumentative Essay on Telivision Is the Leading Cause of Violence in Todays Society9353 Words   |  38 PagesDate range Phase Era 7000 - 5500 BCE Mehrgarh I (aceramic Neolithic) Early Food Producing Era 5500-3300 Mehrgarh II-VI (ceramic Neolithic) Regionalisation Era 5500-2600 3300-2600 Early Harappan 3300-2800 Harappan 1 (Ravi Phase) 2800-2600 Harappan 2 (Kot Diji Phase, Nausharo I, Mehrgarh VII) 2600-1900 Mature Harappan (Indus Valley Civilization) Integration Era 2600-2450 Harappan 3A (Nausharo II) 2450-2200 Harappan 3B 2200-1900 Harappan 3C 1900-1300 Late Harappan (Cemetery H); OchreRead MoreHistory of Science Technology in Indian Subcontinent5042 Words   |  21 Pages(7000–3000 BC)[show] * Mehrgarh Culture (7000–3300 BC) | Bronze age (3000–1300 BC)[show] * Indus Valley Civilization (3300–1700 BC) *   Ã¢â‚¬â€œ Early Harappan Culture (3300–2600 BC) *   Ã¢â‚¬â€œ Mature Harappan Culture (2600–1900 BC) *   Ã¢â‚¬â€œ Late Harappan Culture (1700–1300 BC) * Ochre Coloured Pottery culture (from 2000 BC) * Swat culture (1600–500 BC) | Iron age (1200–26 BC)[show] * Vedic period (2000–500 BC) *   Ã¢â‚¬â€œ Black and Red ware culture (1300–1000 BC) *   Ã¢â‚¬â€œ Painted Grey Ware culture (1200–600

Managing technological change Free Essays

Managing technological change effectively in organizations, and even across entire industries, has always been a challenge for management, IT practitioners, and business development specialists. Technological change within companies and enterprises is not primarily a technology issue nor is it an area of interested limited to IT managers and specialists alone. Technological change should be a primary concern for business managers. We will write a custom essay sample on Managing technological change or any similar topic only for you Order Now The new generations of IT advancements can be applied to support advanced information management which in turns can enable business transformation within an organization. Managing automation-focused projects has become an outdated approach. Without a system on managing technological change effectively, the end results for organizations in applying new technologies usually result in unexpectedly high failure rates (BusinessWeek Online, 2006). A solution for business and IT managers is to make use of the Benefits Realization method. All organizations actually have a Benefits Realization process whether they are aware of it or not. For most companies, it is most likely not a formal process, and as such, the organization does not only know about it, but it also does not understand it. When an organization is not aware of the Benefits Realization in place, then it tends to be a passive process, not a managed one. What happens of course is that the process does not work very well. However, when the Benefits Realization process is designed and engineered systematically, it can actually lead to a tremendous improvement in the organization’s performance (BusinessWeek Online, 2006). In general, the Benefits Realization method provides for a new basis for using IT to deliver business results more consistently, predictably, and effectively. The approach makes use of two interconnected elements: mindsets on IT and on management methods. Taken these two fields together, Benefits Realization seeks to focus on integrating technology into an organization’s business system. It posits that the application of IT alone, regardless of how technically powerful, cannot deliver effective and successful business results without considering and combining IT with business methods (BusinessWeek Online, 2006). In other words, for an effective Benefits Realization process, the organization must seek to combine IT and management capabilities, and provide for a system that monitors the entire process from start to finish. F. Research Issue The ideal Benefits Realization design should start from the launch of the project, go beyond deliver, and actually measure the success and process improvement of the new design, process, software, or whatever technology was introduced to the organization. The problem is that not all companies have systems in place to really measure process improvement for Benefits Realization after completion of the project. This may happen when the organization is not aware that it has a Benefits Realization process in place to begin with, or when the organization’s Benefits Realization design simply does not have the tools to measure the end results of the process. G. Objectives of the Study The research study has the following objectives: ? To identify the reasons why the introduction of technology in benefits realization has often failed to bring about real change and benefits to the company. ? To discuss how failure of most benefits realization programs are due to the lack of measurement tools in determining the benefits from its investments. ? To provide recommendations and solutions on how to establish effective benefits realization within an organization. H. Definition of Terms The following key terms, which will be used recurrently throughout the study, are defined as follows: ? Benefits realization – the discipline of ensuring that business initiatives deliver expected benefits (Aron, Tucker Hunter, 2005). It is â€Å"an integrated set of processes, techniques, tools, documentation standards and governance framework that cane be used to get the most value from technology investments† (Federal Aviation Administration, 1999, p. 1-2). ? Business benefit – a real source of value to the business, such as increased revenues, improved customer retention, lower costs, or quicker time-to-market (Aron, Tucker Hunter, 2005). ? IT-intensive project/initiative – a business project with a significant IT component. It is increasingly common to consider all projects business projects. Projects involving significant IT activities and/or costs represent an opportunity for the Chief Operating Officer (CIO) and Information System (IS) organization to contribute strongly to benefits realization (Aron, Tucker Hunter, 2005). I. Significance of the Study The study is significant since it will analyse the reasons why benefits realization programs fail in companies. It will discuss the strengths and weaknesses of benefits realization approaches used by companies. The recommendations that the study will provide can serve as useful tools for organization in setting up effective benefits realization programs. How to cite Managing technological change, Papers

Thursday, April 23, 2020

The Eleventh Commandment Essays - Social Psychology,

The Eleventh Commandment The Eleventh Commandment portrayed the state church as being the supreme dictator. It is through the eleventh commandment that the church held it's power and control over the masses. Without the church and it's leaders to guide the masses, their society would have collapsed. However, compared to Brave New World, the whole society is conditioned to "work for everyone else"(Huxley 67) by the abuse and daily consumption of soma. Without the drug called soma, their society would have also collapsed due to withdrawal symptoms. The underlying reality between the two societies is that the masses are manipulated, controlled, and brainwashed, without resistance, to obey and follow their leaders through various methods of enforcement. The Brave New World is controlled by a select few who call themselves Resident Controllers and Directors. These elite few are able to control the production and selection process of societies masses. Mustapha Mond, Resident Controller for Western Europe, and the Director of Hatcheries and Conditioning, oversee the conditioning of embryos. Their powers and control over these particular jurisdictions gave them great power, and with that the ability to manipulate others. "'You ass'... said the Director,... 'Hasn't it occurred to you that an Epsilon embryo must have an Epsilon environment as well as an Epsilon heredity'"(Huxley 23). Through a hierarchy of Alaphas and Betas down to the lower cast Epsilon, everyone was suited for their job. The Director however, through his position of authority, was able to "... condition the masses to hate the country,"(Huxley 30). In doing so, the Director succeeds in creating an obedient society, which obeys and bows to every whim of his commands. The Resident Controller and Director were two authoritative figures that were able to control whomever and whatever each person worked at, even before they were conceived. Each cast had pre-conceived morals preached to them through conditioning, and to this end effectively brainwashed to the point of utter obedience. The outcome of this brainwashing by conditioning sets forth a society that exists in two tiers, the guardians and the domesticated animals. The church and it's head archbishops are able to control and manipulate the masses in North America by preaching the eleventh commandment through strict laws and enforcement practices. The eleventh commandment ordained that every man and women must be fruitful and multiply. Because of this commandment and of the militant ruling religionist enforcement, North America alone had four billion people, and yet the church continued to preach the eleventh commandment and it's practices. The competition between continents was the driving force behind the eleventh commandment. If it was not the competitiveness between ruling church states, the eleventh commandment would have been abolished. Through dictatorial control the repercussions of not being fruitful and multiplying, or of using contraceptive devices were most severe for any man or women, and quite often lead to punishment and extermination. Coupled to the acts of punishment, often drugs and other brainwashing techniques were used on th ose who did not obey the eleventh commandment. Through control and brainwashing of the masses the church was able to manipulate their society to the point of total utter starvation. Manipulation and enforcement to the masses in the Brave New World was very easy for those who were in control. The techniques used by those in power were varied between the usage of subconscious persuasion, hypnopaedia, brainwashing, and chemical persuasion. Pavlovian conditioning was used on young children through constant manipulation and repetitive hypnopaedia. The use of chemical persuasion however could be seen to be more influent on the daily lives of the differentiating casts. It was part violence and part psychological manipulation for the people who lived in the Brave New World. For those individuals who did not conform to the standards set forth by their leaders, they were exiled to an island where they were left alone for the rest of their lives. While chemical persuasion was prevalent in the Brave New World, the accessibility and usage of drugs, especially contraceptive drugs, was strictly forbidden by the church. While the church enforced their commandments through a strict military totalitarian enforcement agency, people continued to seek contraceptive drugs. While some people were killed for their digressions against the church, most people were brainwashed