Wednesday, July 31, 2019

Critic of the Application of Frederick Herzberg’s Two-Factor theory in Assessing and understanding employee motivation at work: a Ghanaian Perspective Essay

Critic of the Application of Frederick Herzberg’s Two-Factor theory in Assessing and understanding employee motivation at work: a Ghanaian Perspective. Patrick Ashiadey The Frederick Herzberg Two Factor Theory has had a considerable amount of practical and as well as theoretical influences. In fact, from a practical perspective, the influence of Herzberg’s motivation theory can be seen at every organizational level as well as within every department. From a theoretical perspective, Herzberg’s motivation theory can be perceived as having similarities to Maslow’s Theory of Need with the exception that for Herzberg’s theory, the needs aren’t placed in a progressive continuum, rather they are divided into two independent factors. Herzberg’s motivation theory emerged from a collection of data gathered by the interview of 203 accountants and engineers within the Pittsburgh area. The interview process consisted of asking the respondents to describe a work situation where they felt very happy as well as very unhappy. These descriptions were to include as many details as possible, including their feelings, the interpretation of the situation as well as the events that are suggestive of a change. The analysis of the responses confirmed the proposed hypothesis, where some factors where contributors to job satisfaction, while others were not. In addition, some factors were noted to be a source of dissatisfaction when absent. These were categorized as â€Å"Motivators† and â€Å"Hygiene† factors, the latter also being referred to as Maintenance Factors. (Wikipedia, 2013). Employee motivation in Ghana however takes on a different turn due to many factors that flaw the two factor Theory. This white paper seeks to discuss but a few of these factors. Firstly the difference in cultures and upbringing of the typical Africa especially the Ghanaian worker right from infancy to the work age differs from those used in the interview process as they are from entirely different geographical areas. Th e average Ghanaian lives on or below the poverty line and as such will be happy just having a job with his basic salary regardless of the existence of motivators or hygiene factors. The mentality of the average Ghanaian worker makes him fear joblessness as other forms of employment are hard to come by and that alone will motivate him or her to stay in the job in the absence of motivators or  hygiene factors. That is the theory does not take into account individual personality traits that could provide a different response to a motivator or hygiene factor. The Theory also lacks in the understanding of the inter-relations between some of the motivators which I totally agree with as can be seen from http://www.leadership-central.com/two-factor-theory.html#ixzz2g2Bs3nao in comparison to the dual structure theory. Example, one might receive adequate job recognition nut he or she may not be satisfied with the level of responsibilities therefore one would question the internal motivational value of job recognition for the individual. Lack of highly skilled personnel in the Ghanaian job market, makes the average Ghanaian worker dependent upon his or her professional level which would be more or less sensitive to one or the other of the factors. Frederick Herzberg’s sample space for his research included 203 accountants and engineers, a huge disparity from the large population of Ghanaian workers in the public sector who were only recently introduced to the single spine structure. Responses to the same questions posed to the accountants and engineers that led to the development of the theory would have produced different results as what mattered to a worker in the US would not necessarily have mattered to a worker in Ghana like recreational facilities. This leads us to the point where hygiene factors and motivators vary depending on the types of individuals involved and the nature of work examined. There is also the case where there exists no prove that highly satisfied people are also high performers per a research done on the internet. Example is the average Ghanaian worker in the public sector enjoying the new single spine salary structure still requiring some form of extra cash for him or her to carry out his or her civil duties. All said and done, it is a well-known fact that the Application of the Two Factor Theory is definitely well established within organizational settings. In fact, every leader has the responsibility to ensure that their employee’s hygiene factors are attended to and that proper motivators are implemented to increase job satisfaction. The most common mistake committed by leaders is to attend to the hygiene factor while expecting employee motivation. One application for Herzberg’s theory of motivation that isn’t well known is its importance in managing quality. A great paper by Heinz Weihrich shows the link between the Two Factor Theory  of motivation and quality. He equates the reliability or â€Å"R† factor of a product as being the hygiene factor and therefore customers have grown to expect products they purchase to be reliable. The â€Å"S† factor, the motivator, refers to the product features.

Tuesday, July 30, 2019

Critique on Mm Theory Essay

It does not matter what the firm’s dividend policy is (Modigliani and Miller 958). The basic assumptions of MM theory are: 1 . The company only has the long-term bonds and common stocks, both bonds and stock trade in the complete capital market with no transaction cost; 2. The individual investors and corporate investors could gain the same interest rate with no liability risk; 3. The companies with similar operating conditions have the same business risks; 4. Investors hold the same expectations on the average business profit in future; 5. All cash flows are perpetual annuities, including EBIT (Earnings before interest and tax) etc, that is, the growth ate of the enterprise is zero (Modigliani and Miller 1958). The development of MM theory mostly experienced three stages: 1 . No-tax model. The first MM model takes no account of corporate taxations; 2. Corporate tax model. Modigliani and Miller (1963) published Corporate Income Taxes and the Cost of Capital: A Correction, which loosened its initial assumptions, introduced corporate tax into MM theory(Modigliani and Miller 1963); 3. Miller model. Merton H. Miller (1976) proposed to consider corporate tax and individual tax in estimating how the debt leverage impacts the value of firm (Miller 1977). During the past 50-year, MM theory has made tremendous academic achievements for western companies in exploring the optimal capital structure and reducing capital costs etc. Firstly, it provides a research frame of reference and theoretical basis. Since that, most of the capital theories are base on MM theory, such as Pecking-order Theory, Trade-off Theory, and Agency Theory etc. Secondly, MM theory makes the capital structure theories systematic and builds a framework for the development of capital structure theories. Secondly, MM theory makes the capital tructure theory systematically, as there was not a system of traditional capital structure theory. Last, but not least, it is only a general description of the traditional capital structure theory. While MM theory uses modern analytical methods, such as partial equilibrium, mathematical analysis etc, therefore, it makes MM theory become reliable. Despite tremendous achievements, there are still limitations in MM theory. First, the assumptions are too harsh, and most of them cannot be achieved in reality. To illustrate, MM theory assumes that individuals and corporations could borrow at the ore than what corporations do, as well as bear a higher risk. Furthermore, MM theory also assumes there is no transaction cost, which extremely differs from the real transaction process. Second, the assumptions are beyond the reality, although the logic derivation is correct, the conclusions still differs. Both corporate tax model and Miller model suppose that corporation should raise the liability as much as possible in order to maximise the value of the firm, in extremity, up to 100% liability. However, none of enterprises adopt this point. Third, MM theory stands at a static erspective, and does not consider the external economic environment and the impact on capital structure by changing enterprise’s production and operating conditions. In fact, many factors, which affect the capital structures, are variable. For example, companies should cut down their liabilities appropriately in order to reduce business risks, when the socio-economic experiences a recession. According to MM theory, the value of tax saving is associated with the corporate income tax rate. That is, the higher corporate income tax rate, the more tax deductible the corporation could achieve from financing by liability. In other words, corporations are inclined to finance by liabilities rather than equity financing in relative higher corporate income tax rate countries, and vice versa. Under the actual situation in China, the corporate income tax is much higher than other countries in the world; corporations should prefer financing from debt theoretically (Huang and Zhang 2007). However, actually, the capital structure of Chinese enterprises runs counter to the MM theory and other capital structure theories. The proportion of liability financing in China is far less than the proportion of equity financing (Huang and Song 2006). First of all, there is merely no mechanism in applying MM theory. In accordance with the MM theory, both individual and institutional investors can process arbitrage actions freely in the capital markets. In western well-developed capital markets, there is a wide range of fund-raising channels and other financing options, the arbitrage mechanisms usually affect the markets. However, at present, the market mechanism is not fully developed in China, as well as capital market is under-developed. Thus, these limit the financing options and forms; make it difficult to carry out arbitrage activities. Generally, MM theory cannot be applied.

Monday, July 29, 2019

Analysis of Professional Development Plan Essay Example for Free

Analysis of Professional Development Plan Essay The definition of professional development varies in school districts and educators agree that the term is ever changing and involves the use of technology. Some educators have said that the term has an operational definition. In the article, key design factors in durable instructional technology professional development, author John Wells offers the following definition for educators within the context of the technological age:Professional development†¦goes beyond the term training with its implications of learning skills, and encompasses a definition that includes formal and informal means of helping teachers not only learn new skills, but also develop new insights into pedagogy and their own practices, and explore new or advanced understandings of content and resources. [This] definition of professional development includes support for teachers as they encounter the challenges that come with putting into practice their evolving understanding about the use of technology to support inquiry-based learning (p.2). Professional development may encompass various characteristics such as goals and outcomes aligned to the districts, relevant topics in trainings, opportunities for staff collaboration, development maintained by an on-site coordinator, high quality and professional training and evaluations to determine effectiveness of program. James Polk, author of traits of effective teachers, states, â€Å"the need for a strong professional development program is well established in research† (p.2). Mr. Polk (2006) cites a recent study of factors contributing to three aspects of the teaching process that, â€Å"teachers ranked professional development in the top third of importance on each aspect† (p. 2). In analyzing the professional development plan of my school district, Richland County School District One, I noticed several issues that were identified by Mr. Polk. Mr. Polk outlined several problems associated with the traditional in-service programs that are deemed ineffective. Mr. Polk (2006) states that:assumptions, such as periodic in-service being sufficient to develop new teaching methods and improve practice, teachers being able to learn by listening to a speaker, and professional development being a luxury  rather than an integral part of district improvement, are all negating factors in the implementation of patronization of training programs (p. 2). Mr. Polk further identifies research-based, more effective assumptions such as professional development should be perpetual, and school change involves external and internal organizations and personal development. In professional development programs, the instructions to teacher should be demonstrated or modeled, practiced with feedback and professional development should be integrated into the daily life of teachers. Mr. Polk (2006) states that â€Å"if professional growth rests solely on bimonthly, two-hour in-service sessions after the students are dismissed early, then any training received will unlikely be reflected in student mastery† (p.2). Richland County School District One’s (RSDI) professional development program has several components such as the Plan Do Check Act (PDCA), Avatar, and classroom walkthrough. According to the Richland County School District One’s website, Plan Do Check Act is used in â€Å"designing curriculum and delivering classroom instruction, in providing student support services, staff goal setting and evaluation, developing any new program, product or process design, planning strategically and starting a new improvement project or implementing any change†. The Plan component is identifying the learning problem and gathering the needed data. The Do component is analyzing the causes and implementing the plan on a trial of pilot basis. The Check component of PDCA is gathering the data results of the solution and analyzing the data. The Act component is implementing the instruction for all students and modifying the improvement plan. Avatar is the district’s professional development management system that allows for teaches to sign up for trainings offered by the district. All the trainings are offered after school or in the summer; this contradicts the recommendation offered by Mr. Polk that professional development should be integrated into the daily life of the teacher during the school day. The classroom walkthrough team is a district employee, the principal, assistant principal, and the professional development on-site coordinator. The team conducts the classroom walkthrough by observing the instructional strategies of a teacher for a total of five to ten minutes. The teacher is not offered prior information or feedback on the classroom walkthrough to correct or enhance his instructional strategies. The Richland County School District One website offers the levels of engagement of the students who the team should identify during the walkthrough. The levels; Authentic Engagement, Ritual Engagement, Passive Compliance, Retreatism, and Rebellion and their definitions are cited on the web page but teachers would not know their level due to lack of communication from the classroom walkthrough team. The problem of the poor quality of professional development was identified in the South Carolina schools that I have researched. For example, in Richland County School District Two, the district’s professional development program mirrors Richland County School District One’s program by only focusing on providing monthly in-service trainings on half-days for students or summer in-service activities. Both districts also provide the occasional monthly state or national conference in the teacher’s subject area and online training, i.e. Educational Television. Richland County School District Two differs by offering their Richland School District Two’s Technology Education Collaboration Mentors Program. The program is for school-selected representatives from every school in the district. The program focuses on helping fellow staff members develop personal technology skills and integrate technology into their classroom. Besides this program, I was unable to find any difference from the two districts and the professional development training. Richland County School District One and District Two professional development programs consist of low quality training once a month, irrelevant topics, lack of feedback from teachers and administrators, and concepts but lack of implementation. The districts’ programs lack the scope, high quality, accessibility (besides the Avatar system in RSDI), relevancy, and feedback from students. The majority of the district’s professional development program is the poor quality program described by Mr. Polk; two-hour  in-service sessions after the students are dismissed early from school. Polk, J. (2006). Traits of effective teachers. Arts Education Policy Review, 107, p. 23-30. Wells, J. (2007). Key design factors in durable instructional technology professional development. Journal of Technology and Teacher Education, 15, p. 101-123. www.richlandone.org/ipda/Training_Tools/pdca.htm and www.richland2.org Analysis of Professional Development Plan. (2016, Jul 04). 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To what extent is it possible you justify any type of censorship in Essay

To what extent is it possible you justify any type of censorship in the creative media world within democracy - Essay Example According to Kieran (1997), censorship is the limitation of expression for the sole intention of shielding people from themselves by selectively limiting access to a variety of ideas deemed to be harmful by some authority. Such ideas are perceived harmful, objectionable, or sensitive. Censorship is common in any country – authoritarian, democratic, dictatorial or otherwise. Though political diversity has brought about some freedom, censorship, especially in the creative media is still prevalent in nearly all the countries of the world. The justification of censorship in the creative media is a subject of debate. Some countries, especially the undemocratic countries, are often high-handed in implementing censorship in the creative media to an extent of crushing some basic individual rights. This shall be discussed elsewhere in this essay, but first lets start with the justification debate. First, according to Kieran (1997), censorship in the creative media is a necessity to manage the spectrum of thought, and prevent any kind of dissent against the practice. Some programs may be fit to be viewed by adults, but have long-term negative effects on juniors. In such an instance, censorship of such materials would do more good than harm, thus justifying its practice. In democratic institutions, civil liberties must be rooted in the freedom of speech and expression. Infact, one of the essential foundation stones of a democratic society is freedom of expression. The freedom of information and expression must be entrenched and guaranteed in the constitution. In a democratic society, the media must be let free to publish, and the public must be let free to receive the information and the opinions. This is an individual entitlement. In essence, for individuals to be autonomous and have a sense of self-fulfillment, they must be free to receive and impart ideas and information. Freedom of expression is also beneficial in society in that it promotes debate,

Sunday, July 28, 2019

Spss work and analysis Coursework Example | Topics and Well Written Essays - 1000 words

Spss work and analysis - Coursework Example The complete data is fed through MS Excel and converted to SPSS 16.0. Suitable tables are presented depicting the influence of each variable on unemployment. Regression Analysis: The regression is measure of functional relationship between a dependent variable and one or more independent variable(s). Here in this study, we consider the unemployment as dependent variable and the other variables such as real GDP, Net Export, investment and consumption as independent variables individually since the unemployment depends on all the other influencing and independent variables. The data is analyzed through SPSS 16.0 package and the procedure adopted is linear regression with all the independent variables taken individually. The real values are itself considered instead of log or ln of the variables since they showed more significant correlations better than that of log or ln of the variables and also many values are missing for log or ln of the variable Net Export since the original values are negative. The data is secondary data collected through internet from the year 1995 to year 2010 for 16 years for each quarter (totally 64 values). Table 1: Table representing the descriptive statistics of the variables under study Descriptive Statistics Variable Descriptives Value Std. Error unemployment Mean 1810.4688 45.87412 95% Confidence Interval for Mean Lower Bound 1718.7966 Upper Bound 1902.1409 Median 1675.5000 Variance 134683.840 Std. Deviation 366.99297 Minimum 1392.00 Maximum 2485.00 Range 1093.00 Skewness 0.748 0.299 Kurtosis -0.953 0.590 real GDP Mean 298521.3906 4084.62665 95% Confidence Interval for Mean Lower Bound 290358.9156 Upper Bound 306683.8657 Median 302297.0000 Variance 1067787189.480 Std. Deviation 32677.01317 Minimum 238611.00 Maximum 344809.00 Range 106198.00 Skewness -0.350 0.299 Kurtosis -1.189 0.590 Net Export Mean -5819.9062 657.69968 95% Confidence Interval for Mean Lower Bound -7134.2142 Upper Bound -4505.5983 Median -7470.0000 Variance 2768440 7.991 Std. Deviation 5261.59748 Minimum -13985.00 Maximum 4492.00 Range 18477.00 Skewness 0.596 0.299 Kurtosis -0.925 0.590 Investment Mean 28364.5781 665.84459 95% Confidence Interval for Mean Lower Bound 27033.9939 Upper Bound 29695.1624 Median 28858.0000 Variance 28374337.486 Std. Deviation 5326.75675 Minimum 17033.00 Maximum 45721.00 Range 28688.00 Skewness 0.090 0.299 Kurtosis 1.095 0.590 Consumption Mean 182284.2812 2985.04017 95% Confidence Interval for Mean Lower Bound 176319.1545 Upper Bound 188249.4080 Median 187349.5000 Variance 570269748.809 Std. Deviation 23880.32137 Minimum 137588.00 Maximum 213214.00 Range 75626.00 Skewness -0.468 0.299 Kurtosis -1.208 0.590 Table 2: Table representing regression analysis Independent variables real GDP Net Export Investment Consumption R 0.306 0.493 0.515 0.306 R2 0.094 0.243 0.265 0.093 Adj R2 0.079 0.231 0.253 0.079 Standard Error of the estimate 352.16 321.89 317.11 352.24 F 6.42* 19.89** 22.381** 6.39 Significance of F 0.014* 0.00 0** 0.000 0.014* Constant 2837.493** 2010.53** 2816.90** 2666.74** Regression coefficient -0.03* 0.034** -0.035** -0.005* Interpretation: From the above regression output, it is concluded that real GDP has a significant influence on unemployment (with probability

Saturday, July 27, 2019

Please write a one page imaginary story reporting your company's Research Paper

Please write a one page imaginary story reporting your company's triumphant turnaround - Research Paper Example Furthermore, my company did not have an efficient marketing strategy that could enable it make some sales, hence achieving profitability. Based on these facts, my company was almost collapsing, to the point of almost being declared bankrupt by the courts. To prevent the company from being declared bankrupt, the management had to seek a partnership with Orange Inclusive, a technological company responsible for the production of computer software. Orange is a multinational company with branches all over the world, and hence it was a viable partner for my organization (Robbins and Coulter, 2005). Furthermore, the company was engaged in developing soft ware products, and hence Carlstron could use the technology of the company to improve its mobile handsets, and develop smart phones with the capability of competing with Apples and Samsung. The partnership between Orange and Carlstron was a merger, with Orange paying off all the debts of Carlstron. This move proved to be very successful, because the company was able to innovate and improve on the quality of its phones, introducing android technology, and special features such as internet games and social networking sites in the phone. Furthermore, the Carlstron improved on its marketing strategy by centering on a theme, Smart phones, for smart people. On this basis, the customers of the organization identified the phones with smartness. This made it possible for the organization to increase its market share, and profits once again. Carlstron is now a successful company, operating under Orange

Friday, July 26, 2019

Philosophy Essay Example | Topics and Well Written Essays - 750 words - 6

Philosophy - Essay Example The film depicts the class difference in the society where the powerful manipulate the less fortunate for social and economic gains. The three categories describe human nature which Plato asserts consists of the appetite, the spirit, and the reason. The most skeptical members of the society are those who govern the rest. As portrayed in the film, they seek to manipulate their kind for the economic gains, which contravenes the dictates of ideal coexistence in the society. To achieve this, they seek mechanisms to manipulate others. The film depicts those who develop computer programs that compel the rest of the human population to be at their mercy. The programs have the ability to manipulate everyone, yet the inventors do not employ that on themselves but on others that they deem secondary (Plato, Ferrari, and Griffith 34). However, Plato and Desecrates concur that everyone possesses a quality of opposition especially on issues that they do not concur in. This is what led to the liber alization of most contemporary democracies. Regardless of their positions in the society, humans will always oppose any idea that seeks to subordinate their existence. Additionally, in his description of the state, Plato observes that the workers are always the majority in any society. They may not always have much wealth or capital, but their large number is their greatest power. The ruling class consists of a select few who often, as per the dictates of democracies, promise to protect the interest of the rest of the population. When united in an opposition, the workers topple states and governments. The film depicts this and uses the zeal to oppose oppressive regimes to develop an effective conflict... This paper approves that Plato and Desecrates concur that everyone possesses a quality of opposition especially on issues that they do not concur in. This is what led to the liberalization of most contemporary democracies. Regardless of their positions in the society, humans will always oppose any idea that seeks to subordinate their existence. Additionally, in his description of the state, Plato observes that the workers are always the majority in any society. They may not always have much wealth or capital, but their large number is their greatest power. The ruling class consists of a select few who often, as per the dictates of democracies, promise to protect the interest of the rest of the population. The film depicts this and uses the zeal to oppose oppressive regimes to develop an effective conflict that sustains the story. This paper makes a conclusion that Descartes explains the origin of science which the film also exhibits. He emphasizes the use of reason to develop science; the developers of the film employ extensive reasoning to help stretch the limits of science. Descartes asserts that philosophy is like a tree with metaphysics as the roots and physics as the trunk. All other branches of science such as physics, medicine, and ethics thus stem out of the trunk. In this assertion, Descartes explains that ethics should always govern human curiosity and result in the determination of ethical knowledge. The lack of ethics in any of such endeavors is likely to meet resistance from the disadvantaged just as the film depicts.

Thursday, July 25, 2019

Anti Death Penalty Research Paper Example | Topics and Well Written Essays - 2000 words

Anti Death Penalty - Research Paper Example All states in United States of America have been granted freedom to choose whether to apply death penalty or not. In 1999, ninety-eight people were executed and about three thousand five hundred and sixty-five prisoners were on the death row in 2000. Death penalty is perceived differently by different members of the society. To some, capital punishment provides ultimate solution to reduce or eradicate the vice while to others, it is brutal and a disgrace to a civilized society. To understand the magnitude of death penalty, it is important to know the views of both the opponents and proponents of death penalty as a punishment to capital offenders. First, supporters of death penalty argue that capital punishment is a sure way of eliminating worst criminals and making the society safe. This is because when capital offenders are removed from the face of the earth through a judicial process, they are stopped from committing further worst crimes. Worst criminals must be executed because they may commit the same worst crimes if released back to the society or escape from prisons walls. Furthermore, they may commit worst crimes in the prisons that host them. Therefore, terminating their existence through the judicial process is considered appropriate. Secondly, death penalty is considered retribution. The families and friends of victims of murder or rape may feel that justice has been delivered by executing the perpetrators that caused death or anguish to their loved ones. The perpetrators deserve death because it is a punishment proportional to committed offenses. Thirdly, death penalty acts as a strong deterrent to potentially wor st criminals. This is true especially where execution is carried regularly and immediately. In Britain and United States of America, the rate of worst crimes such as murders reduced significantly when the death penalty was in force and regularly

Wednesday, July 24, 2019

The Beat Generation and the Sixties Essay Example | Topics and Well Written Essays - 1500 words

The Beat Generation and the Sixties - Essay Example They were a postwar generation, and the war had made them weary and long to escape. They turned to inner examination in the form of literature, to drugs and in some cases to crime. It was this emotion and the desire to escape from the bounds of life and society that paved the way for the cultural revolution of the 1960s. The 1960s were a decade of social and cultural change, commonly known for indulgence and excess, as well as the disregard for many of social norms of the time. Two different impulses drove the youth of the sixties, the spiritual and the desire for revolution. Both of these impulses can be tied back to the Beat Generation. The term Beat was first used by writer Herbert Huncke who picked it up in Chicago. In that context, beat was used to describe the condition of travelers who had been travelling for a long time. However, it was the phrase â€Å"I guess you might say we’re a Beat Generation† made by Jack Kerouac and quoted by writer John Holmes that make the term popular . Members of the Beat Generation were far from the stereotypical American, and as such, they challenged the perceptions of those around them. They were considered to be interested in the extremes of life, too independent and intent to be taken seriously by their elders or society around them . Television and magazines depicted the Beats as rebels , and to many extents they were. Although there was no universal politic for the Beat Generation, it could generally be considered a worn down culture, rubbed raw from repeated use and abuse and tired of the rigidly of society around them. Many used drugs as a means of escaping the confines of society and those that broke laws showed little to no guilt about doing so . The Beat Generation had either fought or witnessed the Second World War, and years of fighting, hardship and loss had led to many angry at the cost of victory and tired of the violence of war . These two factors combined in the sixties to produce a generatio n that saw war as a waste of lives and was tired of the oppressive nature of government. The Vietnam War had been in operation since 1955 however, it was early in the sixties that the war became especially prevalent. In addition, the Bay of Pigs, a failed attempt at overthrowing the Cuban government occurred in 1961 and the Cuban Missile Crisis occurred in 1962. All of these events considerably grew the antiwar sentiment among the population resulting in a change from the non active Beat Generation, that did not get politically involved, to the anti-war protests of the hippie era. The same can be seen in regards to the environment. The desire to defend the environment was prominent among many members of the Beat Generation, yet other members of the generation had no interest in it . In addition, some of those interested in environmental conservation did not wish to identify with the Beat Generation label. This desire to protect the environment grew from the Beat Generation, inspirin g a save the environment movement within the sixties. Thus, while both the Beat Generation and those from the sixties had many of the same values, these grew from a more theoretical base within the Beats to something that was applied actively through protests and movements. The American Dream, prosperity and security appeared readily available in the 1950s, but not so for the Beat

Tuesday, July 23, 2019

Does Silver Alloy Coated Foley Catheters Reduce Urinary Catheter Research Paper

Does Silver Alloy Coated Foley Catheters Reduce Urinary Catheter Infections - Research Paper Example The use of catheters causes one of the most common health associated infections and is known as CAUTI or Catheters Associated Urinary Tract Infections. As CAUTI can deteriorate into a serious condition, preventive steps have to be taken to minimize it in the hospital environment as well as in other settings. One of the steps that are being carried out is the use of Foley catheters coated with silver alloy. These catheters, when used as part of indwelling catheterization, are said to reduce CAUTI sizably. Although other studies show that it provides only negligible positive results. So, this paper after analyzing six journal articles, its purpose, its results, strengths and weaknesses, will discuss whether silver alloy coated Foley catheters reduces UTI. The article, Audit of catheter-associated UTI using silver alloy-coated Foley catheters written by Coral Seymour discusses the advantages of using the silver alloy-coated Foley catheter in reducing the threat of CAUTI in an acute gene ral hospital. As part of the study, even before the use of silver alloy coated Foley catheters, the standard catheters were used for 10 weeks on particular patients and the prevalence of CAUTI was audited. Silver alloy-coated Foley catheters there were introduced among 117 newly catheterized patients, and they were monitored for signs of CAUTI for another 10 weeks. Then the results were audited and analyzed, and it clearly emerged that CAUTI incidence rate has decreased by 20%. Although, the period of 10 weeks for monitoring may seem little short to fully analyze the course of UTI, the fact that emerged is â€Å"silver alloy-coated Foley catheters proved to be cost-effective given the recognized additional costs of CAUTI and prolonged in-patient stay† (Seymour, 2006). The article, A prospective, controlled, randomized study of the effect of a slow-release silver device on the frequency of urinary tract infection in newly catheterized patients was authored by Reiche et al., an d it focuses on the efficacy of silver ions releasing systems including silver alloy coated Foley catheters regarding CAUTI. The study focused on 213 patients as part of a prospective controlled randomized trial. At the end of the trial, the authors state that there were reductions in UTI among subjects, who either used antibacterial devices like the Unometer 400 metering system or PP 2000N closed urine-bag system, as well as coated Foley catheter. However, the limitation with this study is, the difference between infection and non-infection in the subjects were not statistically significant (P < 0.05). In addition, the authors come to the conclusion that modifications to the Foley catheters and the urine-collecting systems in the form of silver coating and silver releasing may yield positive results, care should be taken to block the internal and external pathways of infection. In the article, The efficacy of silver alloy-coated urinary catheters in preventing urinary tract infecti on: a meta-analysis written by Sanjay Saint et al. discusses about the effectiveness of not only silver alloy coated Foley catheters, but also silver oxide coated ones as well. Instead of conducting trials directly, â€Å"published or unpublished articles were sought using MEDLINE, reference review, and correspondence with original authors, catheter manufacturers,

Girl by Jamacia Kincaid Essay Example for Free

Girl by Jamacia Kincaid Essay I read Girl first and I felt that the mother as a nagging soul who was hard on her daughter. I thought that the advice that she gave her was useful in her culture, yet she just gave her so much information at once. I believed that the mother was pushing her daughter toward becoming a bad person because she kept repeating that she knew her daughter would become a slut. People will live up to the standards that are expected of them, and I worried that the character would finally become a slut since her mother felt she would become one. However, when I listened to the monologue, I was shocked. I realized that it was humorous and tongue in cheek. It was a much better piece when I heard it read aloud. B. The mother is wanting to make sure that her daughter is well prepared for life, and she is convinced that the daughter will not figure out what to do in life if she does not tell her time and time again. This allows the mother the sense of being important to her daughter. The daughter is typical of young people in that she is only half listening. She is thinking â€Å"Here we go again. † I feel that she sees her mother as a nagging person even though she loves her. References Kincaid, J. Girl. Turkshead Review. Retrieved October 2, 2008 from http://wwwlturksheadreview. com/library/texts/kincaid-girl. html.

Monday, July 22, 2019

The Relation of Narratives and Video Games Essay Example for Free

The Relation of Narratives and Video Games Essay Video games are a relatively new form of entertainment; the first video game is considered to be Tennis for Two (1958), around fifty years ago, while film has been around for over one-hundred years, the printing press for over five-hundred, and storytelling for thousands of years before that. Because of its newness, video games are a developing medium, their conventions and potential have not been explored as fully in comparison with film and literature. Computers as a technology allow us to overcome more complex tasks and obtain and utilize information more quickly than previous technologies. Often there can be the tendency to describe the new medium as radically different from the old, solely based on its technology. However, it is not necessarily the case. Video games do have new capabilities that separate them from previous storytelling media and it is these new characteristics of video games that separate them from film and literature, creating an environment of storytelling where the traditional narrative structure does not directly apply. Using narrative media as examples a lot can be discovered about video games, however, one must remember what makes them games. See more: how to start a narrative essay Looking at video games as a continuation of games in general rather than an extension of film, they hold a history dating as far back as the ancient Egyptian game of Senet (discovered in the 2686 BC tomb of Hesy-re) (Juul, Half-Real 3-4). It is these game components that must be understood before looking at games from different perspectives. Jesper Juul drew from theorists before him to present what he denotes the classic game model. Juul defines that a game is: 1. a rule-based formal system; 2. with variable and quantifiable outcomes; 3. where different outcomes are assigned different values; 4. where the player exerts effort in order to influence the outcome; 5. the player feels emotionally attached to the outcome; 6. and the consequences of the activity are optional and negotiable (Half-Real 6-7). This model is only a barebones description of what games are and does not outline the variety of games, or what makes games enjoyable. This model is also transmedial, meaning that games are not tied to any medium, just as storytelling is not tied to any medium—there is no ideal game medium and there is no physical component common to all games, but there exists the â€Å"immaterial† component of rules that is common to all games. Rules are the base component of games. They govern how the game is played and they should be designed in a way to make it clear what is and is not allowed in playing the game. Games therefore resemble a state machine, a term used in computer science to describe a machine that consists of an initial state, accepts a number of input events, that changes the state responding to the inputs using a state transition function (in the case of this example, the game rules) and then produces outputs using an output function. Visualizing a game as such, the activity of playing a game produces a game tree that can be seen as branching off at each decision and input. Playing a game is interacting with this state machine and exploring this game tree (Juul, Half-Real 55-56). Rules, however, are seen everywhere in the world, and it is not solely the existence of rules that makes a game. The second item of the classic game model—that games must have variable and quantifiable outcomes—is a salient feature of the game. If a game exists in such a way that no matter how the player interacts with it, it always produces the exact same result, it is not a game. The variable outcomes must also have different values, with some being more desirable to attain than others. In the video game Super Mario Bros. (Nintendo 1985) the outcome of losing all of the game lives is less desirable than defeating the last stage. A player must also exert effort to influence the outcome, generally in a manner that requires more effort to realize a more desirable outcome. It is not merely enough that the player interacts with the game, they must also have a sense of agency. Agency is not simply interaction, but interaction where the player has influence (Murray 126). This separates games of pure chance and gambling as borderline cases. In a game where the player rolls a die and the result of rolling a six is considered victory, the player only exerts trivial effort to roll the die, and exhibits no agency. The player of a game must also feel emotionally attached to the outcome—if the player loses all of their lives in Super Mario Bros. , the player has achieved a negative outcome, and agrees to feel sad, while if they defeat the last stage, they have achieved a positive outcome and agree to feel happy. If the player is not emotionally attached to the outcome, they would not exert the effort to play. The sixth item of the classic game model separates games from the real world—game theorists Katie Salen and Eric Zimmerman call this subset of the real world a magic circle (95). Games are a part of the world that they exist in, but the rules carve out a world separated from the real world. It is here where the consequences of outcomes are optional and negotiable—games are a voluntary activity where players can decide the consequences of the game. Soccer, as an example, is a game where in some cases players decide the consequences are simply the glory of victory, but other players, decide that the consequences are career-changing (in the case of professional soccer players). On the other hand, the rules for a political election are game-like and could be played as a game, but an actual election has decided, non-negotiable consequences and therefore is not a game. In the same manner, it could be argued that professional soccer is not a game, but soccer itself is still considered a game as it is known that soccer is played recreationally and its consequences are negotiable. The classic game model outlines games as a voluntary activity that evaluates a players performance—based on a players effort and skill in interacting with the game rules, a variable outcome with an attached value is reached, to which the player is emotionally attached. However, with the advent of the video game (as well as the pen-and-paper role-playing game), the classic game model is not all there is to games anymore. It is still a valuable definition, but the addition of the computer to games modifies the standard game definition. When it comes to rules, the computer is able to handle far more complex processes than a human, allowing for games where the player is free from enforcing the rules of the game, instead having the computer run as a referee of sort. This referee capability can operate anywhere from playing tic-tac-toe to simulating entire fictional worlds. The ability of the computer to run as a referee also allows for rules and calculations to be kept secret from the player. This ability to manage a large amount of information, as well as the ability to run it in secret allows for the computer to manage whole fictional worlds spawning a new type of game, the progression game. This now means there exists two types of games (elements of which can be combined): emergence games and progression games. Most games that have existed before video games are emergence games—games where a large variety of game variations and outcomes come from a small set of rules. Chess, soccer and Pong (Atari 1972) are examples of the emergence game. Progression games require the player to actualize a predefined sequence of events in order to beat the game. The progression game came about with the adventure game and early examples include The Legend of Zelda (Nintendo 1986) and Final Fantasy (Square 1987). Now that video games can have this progression capability and the ability to easily run fictional environments, they have expanded to include storytelling components. The study of video games, therefore, delves into not just the study of rules and interaction, but also the study of narrative as well. Narratives operate fundamentally differently than games and one cannot use the same methods of study for both. Therefore, when comparing games and narratives, just as one must understand games, the basics of narrative in comparison to games must be understood as well. The Oxford English Dictionary defines a narrative as a spoken or written account of connected events; a story. There are three traditional components of the narrative: setting, character and events (plot)—a narrative consists of a world situated in time, populated by characters that participate in action. The world is independent of the question of fictionality, as narratives can be of real as well as fictional events. They can also be split into two levels, the discourse (the telling of the story) and the story itself. Each of these levels has its own time, discourse time and story time, respectively. The story time is the time it took for the actual events to occur, and the discourse time is the time it takes for the retelling (Juul, â€Å"Games Telling Stories†). A week may pass in a story with no event, and thus the narrative could write it off in one sentence, while an action scene that lasted merely a few seconds could take much longer to explain. This means that even though the narrative may be observing events at a time, there exists an understanding that the events are not actually occurring at the moment of reading (Juul, â€Å"Games Telling Stories†). Narratives are not limited to the novel or storytelling, and can recognizably be translated between different narrative media—The Fellowship of the Ring by J. R. R Tolkien is recognizable as the movie of the same name. However, not everything can be transferred equally as well. For example, film is better at conveying action and movement, while the novel is better suited to producing inner thoughts. With games and narratives understood, examining the two side-by-side displays several differences. The most apparent of these is the difference in timing. The narrative has two levels, discourse and story, but when examining games in the same manner it is near impossible to distinguish between the two. In playing Super Mario Bros., when the player presses the A button on their controller, the in-game character jumps, thus synchronizing story and discourse time. It is imperative of the narrative that this separation in time exists. Not only does jumping in Super Mario Bros. place discourse and story time together, it also influences the game world. The understanding, in experiencing a narrative, that the time of the discourse is separate from the time of the events means that in some manner the events have already occurred (even if the setting is in some supposed future)—the events are unable to be influenced. The very agency that the player exercises in playing a game contradicts the idea of narrativity; it is impossible to influence an event that has already occurred (Juul, â€Å"Games Telling Stories†). Because of this contradiction, games themselves cannot be narratives, but this does not limit them from employing and producing them. The very activity of playing a game can produce a narrative, the player can tell a story of their experience in the game. Just as well, games can have stories told through them (especially progression games) as many games contain back-stories and quests that offer the player narratives alongside their play. Video games have two parts: rules (discussed earlier) and fiction. For a number of years, the arcade game was all that existed and they contained both rules and fiction, but the two were loosely connected. This led some to conclude that a games fiction is easily removable and replaceable, thus making it unimportant in relation to the rules. Juul had previously taken the stance that rules are what make a game a game, fiction is unnecessary for a game, a game with an excellent fiction can still be a terrible game, therefore fiction is unimportant in games (Half-Real 13). When looking at simple games such as Space Invaders (Taito 1978), one could remove the theme of an alien invasion and portray an advancing German front; the players spaceship could become a Russian tank. If the rules were kept the same, the player would experience no real difference between playing either, but the same sort of procedure would not perform the same if it were attempted on a progression game such as Myst (Broderbund 1993) because the game experience relies more heavily on the fiction. Juul stated that, There are, of course, many relationships between theme and structure in a game. Whether or not any of those relationships are essential, they are complex and vital enough to resist my attempt to lightly shuffle them around (Half-Real 15). If the fiction of a game is tied to its experience, what role does it play in the game and its rules? In some cases the fiction may point to the rules, as well as the other way around; in other cases the fiction serves the rules in an incoherent manner, subservient to gameplay. When it comes to the fiction component of games, one main difference from narrative media is that they do not require anthropomorphic actors/characters in order to be entertaining (Juul, Half-Real 160-161). While films and other stories are largely about humans or anthropomorphic characters that a viewer/reader identifies with on a cognitive level, games such as Tetris (Pazhitnov 1985), Pong and Missile Command (Atari 1980) exist without such. This lack of a visible actor does not make Tetris any less of a game, and makes the idea of a movie based on Tetris an unlikelihood, but it shows how games can accomplish something different, and almost completely separate, than traditional narrative media. Another main difference is the progression of time in games. Previously the difference with discourse and story time was explored, but the chronological appearance of time also varies between games and narratives. Due to the fixed, predetermined nature of a narrative the telling can jump around to various points in the story time either in flash-forwards or flash-backs. To do the same in a game becomes problematic, for predetermination precludes agency. If the player is put back in time (in the past), they are put in a situation where they must actualize a series of events that allows the game in the present to exist, thus limiting the player. The same goes for flash-forwards where the player is put in a position of what is to happen, limiting their play upon return to the present. However, even though games are not narratives, games are no longer strictly abstract. They often contain fictional components as well, leading to new types of games. Besides just viewing games as emergent and progressive, there exists five categories of games: abstract, iconic, incoherent world, coherent world and staged. Abstract games are games that does not, nor do its pieces, represent something else. The game of Go is a game that is merely rules and although there exist conventions for the size and appearance of the various game pieces, they do not mean anything. Tetris is a well known abstract video game. Iconic games are quite similar abstract games, but their individual pieces simply have iconic meaning. In a standard deck of cards there is a king, queen and jack of each of the four suits, but there is no clear explanation of their relation to the other kings, queens and jacks of the other suits. Incoherent world games are games that have a fictional world, but it either contains contradictions or events in the gameplay that cannot be explained by the fictional world. In Super Mario Bros. , Mario has multiple lives, but there exists nothing in the fiction that explains it, it only serves the rules. Chess represents two parties at war, but to explain the movement of the units one must refer to the rules as it is not apparent in the fiction. Coherent world games are games that have a fictional world that contain nothing that prevents the player from imagining them in full. Most adventure games such as the recent The Elder Scrolls V: Skyrim (Bethesda Softworks 2012) are coherent world games. Staged games are a special type of abstract or representational game that are played inside of a larger, more elaborate world. Mario Party (Nintendo 1998) contains an overarching fictional world and game, but is largely made up of individual staged games. Another instance of the staged game is in Shenmue (Sega 1999) where the protagonist can play on in-game arcade machines. Each of these categories of games has its own place in the world of video games and it is important to be aware of the varieties that exist. Of these varieties though, there is the coherent world—the progression game. In this type of game the player must perform a predefined set of actions in a coherent world setting. This kind of game sounds very similar to the narrative, but still has variable outcomes, player effort and other game components. One example of this kind of game is The Walking Dead (Telltale Games 2012). The Walking Dead is set in Georgia during a fictional zombie apocalypse. The player plays as Lee Everett, a professor convicted of killing a man he found sleeping with his wife. Due to the zombie uprising he does not end up in prison, instead ends up caring for a little girl by the name of Clementine. The gameplay mainly revolves around conversations that the player has with other characters and occasionally the player is put in a position where they must make a critical decision. At the end of each â€Å"chapter,† the game reports out on the player’s decisions as well as the percentage of other players that either disagreed or agreed with them. It is through this method that the player is able to reflect on the cause and effect of their decisions. This sort of environment demonstrates that games are a playground where the player may experiment with things they would or could not do in a real-life setting (Juul, Half-Real 193). It is this phenomenon of player-made decisions and the reflection of them that traditional narratives cannot accomplish. In conclusion, games are made up of six components that make up the classic game model: they are rule-based systems with variable outcomes that have different assigned values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the game are optional and negotiable. With the advent of the computer, there are new capabilities available to games. There are now two main types of games, emergent and progression games, with a spectrum of combinations between them. Emergent games are made up of a set of rules that combine to produce a large set of outcomes. Progression games require the player to perform a specific set of actions in order to complete the game. With this progression capability, it is important to compare video games and narratives. A narrative is a spoken or written account of connected events. Narratives have two levels, story and discourse, each of these with their own time. Games often do not have distinction between their story and discourse time (as the events are occurring in real time), and thus are not narratives. Games, although not narratives themselves, allow for players to produce narratives through playing them; players may recount their experiences in a game. Games may not themselves be stories, but that does not mean that they do not employ them or that player’s cannot tell stories about their experiences in a game. Games offer a different experience than the narrative media before it; the player gets to experience something rather than view it and has an influence in the environment. The player of a game also gets to experiment with ideas in a sort of playground and reflect on their decisions and the effects they have. That does not, however, imply that the medium is necessarily a superior or inferior one. Films, novels and other narrative media can provide experience that games cannot, just as games provide experiences that traditional narrative media cannot. Looking forward, one can only imagine what games can accomplish in the field of entertainment that was not possible before. Works Cited Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins, 1997. Print. Ebert, Roger. Video Games Can Never Be Art. RogerEbert. com. Ebert Digital LLC, 16 Apr. 2010. Web. 16 Apr. 2013. â€Å"Game Studies. † Wikipedia. Wikimedia Foundation, 19 Sept. 2012. Web. 20 Sept. 2012. Game The News: The Project That Birthed a Syrian Civil War Game That’s Been Pulled from the App Store. Edge Online. Future Publishing Limited, 8 Jan. 2013. Web. 16 Apr. 2013. Juul, Jesper. â€Å"A Clash between Game and Narrative. † Thesis. University of Copenhagen, 1999. Web. 19 Sept. 2012. . â€Å"Games Telling Stories? A Brief Note on Games and Narratives. † Game Studies1. 1 (2001): n. pag. Web. 20 Sept. 2012. . Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT, 2011. Print. Jenkins, Henry. Game Design as Narrative Architecture. Henry Jenkins. MIT, n. d. Web. 16 Apr. 2013. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: MIT, 1997. Print. Narrative. Def. 1. Oxford Dictionaries, Oxford University, n. d. Web. 28 Apr. 2013. Ryan, Marie-Laure. â€Å"Beyond Myth and Metaphor: The Case of Narrative in Digital Media. † Game Studies 1. 1 (2001): n. pag. Web. 20 Sept. 2012. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT, 2003. Print.

Sunday, July 21, 2019

Information Systems In Banking Industry

Information Systems In Banking Industry INFORMATION SYSTEMS IN BANKING INDUSTRY Executive Summary: Information systems are extremely vital for the growth and survival of business organizations in todays world. All sectors of the industry are entirely dependent on these for the management of important information and data. Small organizations to large, powerful businesses such as high street banks and central and local government are taking the help of information systems to regulate their data. In this paper, we will discuss the various advantages of the use of information systems in the banking industry. We will thoroughly analyze the requirements of information systems at the various different levels and review the security needs for these purposes. Use and Benefits of Information Systems in the Banking Industry: The advent of computers has given rise to information systems being used as a business tool on a large scale. Computers and more specifically information systems are being used on a large scale by almost all businesses. The application of the capabilities of Information systems and technologies brings out improvement in business processes (Davenport and Short, 1990). One of the major sectors to reap the benefits of computers and information systems is the banks. The nature of the banking industry along with other financial industries involves information and trust. Being in the service industry, banks are in the most need of information. Technologies like cloud computing and other internet based information storage systems have allowed banks to deliver state of the art customer services to its customers while maintain the market competitiveness required for gaining business. The following paper analyzes the information needs of the banks at various departmental levels and compares th e security levels used by banks with those in other sectors. At the end of the paper, one should be able to understand the most commonly used technologies in banks, the security measures currently used in banks and whether or not there is scope for further improvement. Information Needs in Banks: The need of information was first realized in the banking industry. Being in the service sector, banks needed to store information to better their services and gain a competitive edge over their competitors. Basic services include the book keeping records of the customers while the luxurious ones include the facility of an IVR (Interactive Voice Recording) through which customers can get answers to their F.A.Qs. However, developing an information system needs huge investments, responsibility of non-leakage of information (robustness of the system), and various other security measures. Banks therefore need information at every stage possible. The benefits of information are many. Today, decision making systems are also used by banks for purposes of marketing newer loan schemes. Typically, banks might need information at the following levels. Basic or Level 1: This is the most basic level. Information at this level might be used purely for administrative purposes. Tasks include book keeping, account handling of customers etc. The revolution of internet banking has made the basic level much more attractive to customers than it used to be. Moreover the concept of phone banking through IVRs has further proved to be a major technological step towards the progress of banks and IT systems. Advanced or Level 2: At this level, information is crucial and is used at the managerial level. Managers use certain information like stock listings, annual general meetings etc in databases that is to be kept secure. This information is supposed to be secret and cannot be distributed without consent and proper authoritative power. Information at this level is hardly for customer use. However, in cases of fraud and cheating, banks can use this as a safety measure to ensure their reputation does not lose. Evaluation of Information Systems: Majority of the banks in the western countries and more recently in Asian countries to use the advent of information systems to bolster their business. Decision making tools, account management systems, and internet based systems are widely used by banks to lure customers in the quest to attract them. Since the sector they operate is the service sector, banks need to realize that they can ill afford to let their customer service affect due to the technological advances. To evaluate the information systems used by banks, one needs to realize the general nature of information systems used by banks currently. Nature of Information systems currently used by banks: A variety of information systems are being used by banks. Currently, most banks operate with multiple legacy systems that operate on a single mainframe computer (Lenard ML, Ferran C 1997). With times, this basic concept has not changed much. The concept of object oriented programming has given rise to the use of multiple servers thereby reducing the load on a single PC. Moreover, the internet has evolved as a complete source of secure technology that acts as a useful resource to the banks. The advent of internet based systems (popularly known as web based systems) has allowed banks to be more precise and keep a hassle free record system. However, the internet based systems have led to many security issues. The next section describes them. Security: The main problem of internet based applications is the level of security provided. There have been a number of cases with the most famous ones being the ATM card duplication and credit card faults have all arisen due to information system vulnerability. Therefore, banks need to provide a level of security that cannot be breached. It is tough to say that the system is â€Å"foolproof† since programming involves coding and decoding. Therefore what can be coded can also be decoded. However, many security measures have been taken by bank authorities in accordance with the IT professionals to allow smooth hassle free banking through the use of computers and information systems. Some of the common security features include the secure server technology (SSL technology), Enforcement of laws like the Data protection act enables for more careful banking by the banks. The law enables anyone the use the information provided over the internet with due care and only with the consent of the provider of that information. This law has worked wonders in that it has made the owners of websites more responsible to such mishaps. Information flooded over the internet can only be used for purposes said and described prior to collection of it. Law thus acts as one of the barriers to those who want to breach it. Apart from law, security levels include password remembrance systems, additional information provision and providing passwords to specific phone numbers only. By doing this, the internet has taken help of other acquisitions of humans into consideration. The logic is that a human cannot lose all at a time and hence is a good measure to reduce the security threats. Cloud Computing? Cloud computing is the term given to applications which operate over the web and are accessible to everyone who has an access to the internet. Intranet, knowledge based systems and websites are all examples of cloud computing. Cloud computing takes help of a third party service provider to rent the applications. With cloud computing, users need to have little expertise over the computer and its working. This calls for major security threats since it can be accessible by anyone who has access to a computer. Computer literacy is also little required. However, for our chosen organization cloud computing is not suitable. Although in other service sectors, cloud computing has worked wonders to attract customer base, banks cannot afford to use such systems. In fact, banks can operate with secure systems and yet gain an advantage by stating their expertise and care they take for their customers. To conclude, the use and benefits of information systems in banks are many. Along with these come many challenges which the banks need to take care of. However, with the wonderful invention, banks have certainly been revolutionized. References: C. Ferran and M.L Lenard, â€Å"An Object Oriented Approach to Banking Information Systems†, 1997, pp. 1-7. D.E. Avison and V. Taylor, â€Å"Information systems development methodologies: a classification according to problem situation†, Journal of Information technology, 1997, pp. 73-81. T.H. Davenport and J.E. Short, â€Å"Information technology and business process design†, Operations Management, 1990, Vol.3, pp.11-27.

Saturday, July 20, 2019

Love :: essays research papers fc

Love is the answer to the heart. Without love there would only be hate in the world. We as people need to learn to respect ourself and others. Not only that but also learn to love one another as God loves us. My heart aches each and everyday to be with the one I love. But there is a wall that blocks us. This walls stops us from being Lovers. I continue to love anyway because that is what I have in my heart. I refuse to be like the brother beside me, hating and dying with a cold heart. When I die I you to know I died loving another with open arms. I love to love there is nothing greater than giving love and receiving it back. I will always love because this the right thing to do. Why hate because it takes to much to do. Love freely and love will be given back to thee. Hate greatly and you will live a hateful life. I am getting fustrated with this program cause it is really beginning to get on my nerves, but i'm still smiling and loving this world. Benign prostatic hyperplasia (BPH) is a condition that affects the prostate gland in men. The prostate is a gland found between the bladder (where urine is stored) and the urethra (the tube urine passes through). As men age, the prostate gland slowly grows bigger (or enlarges). As the prostate gets bigger, it may press on the urethra and cause the flow of urine to be slower and less forceful. The word "benign" means the enlargement isn't caused by cancer or infection. The word "hyperplasia" means enlarged. What are the symptoms of BPH? Most symptoms of BPH start gradually. One symptom is the need to get up more often at night to urinate. Another symptom is the need to empty the bladder often during the day. Other symptoms include difficulty in starting the urine flow or dribbling after urination ends. The size and strength of the urine stream may decrease. These symptoms can be caused by other things besides BPH. They may be signs of more serious diseases, such as a bladder infection or bladder cancer. Tell your doctor if you have any of these symptoms, so he or she can decide which tests to use to find the possible cause. How will my doctor know if I have BPH?

The Alcoholic Father Revealed in the Film, William Faulkner: A Life on Paper :: Faulkner Moses

The Alcoholic Father Revealed in the Film, William Faulkner: A Life on Paper While listening to William Faulkner’s daughter, Jill, attempt to describe her father’s personality, I recognized the desire to defend and protect the memory of a provider who was ultimately unknowable to her. It seemed as if each phrase was tentatively spoken as a way of avoiding being untruthful. Mostly, I recognized the inability to truly know an alcoholic parent. I repeat the word ‘recognize’ intentionally. I lived with an alcoholic until I was ten. My stepfather had two personalities: Nick and Earl. Earl was the soft-spoken, earnest hard worker. He was a log cutter for a company that supplied East Texas timber to the local Georgia-Pacific Paper Mill. Each weekday morning he would arise before everyone else, load and fire-up the small woodstove in the living room so that we would awaken to a warm house. By the time my mother aroused my brother and me at 6 a.m. for school, Earl was already gone to work. We would arrive home from school before he finished working and anticipate his return. We would listen for the sound of Earl’s work truck pulling into the yard and run to meet him on the porch. Earl would crouch to greet us and sometimes swing me into the air playfully. My brother and I would follow him into the house and compete to tell him about our school day, and when Earl found his spot on the couch, we would help him unlace his work boots. He would pay us each a quarter for our deed. We would retreat to the yard to play or to our bedroom to watch television while Earl took his evening bath and ate the dinner plate my mom had put aside for him. â€Å"Nick† usually emerged shortly after dinner. He drank pints of Canadian Whiskey from the bottle with the casual speed of a chain smoker. Nick spoke often†¦in loud slurred sentences. His tone toward my mother became very disrespectful. Nearly every sentence began with â€Å"bitch† and was invariably decorated with multiple usage forms of â€Å"mother fucker.† He was not physically violent and posed no such threat. When my mother would tire of his barrage of accusations and complaints, she would sternly tell him to â€Å"shut up.† He would then stumble into their bedroom, fall across the bed fully dressed, and sink into a stupor punctuated by his snore.

Friday, July 19, 2019

eating disorder Essay -- essays research papers

Is there a strong connection between the fast food industry and the growing rate of obesity among young children? The answer is yes- fast food consumption is a large contributor to increasing child obesity risks and the effects of long-term health problems in the future. Children are bombarded by fast food advertising on a daily basis which lure them into wanting fast foods in addition to the great taste. The rapid growth of child obesity is in step with the growing fast food chains and market. The realization of this important link is the first step in finding a solution to the growing epidemic of child obesity. A person is considered obese or suffering from obesity when their weight is 20 percent (25 % in women) or more over the maximum desirable weight for their height. When a person is more than 100 pounds overweight, it is considered to be a potentially fatal condition, also known as morbid obesity. Rates of obesity are climbing, the percentage of children and young adolescents who are obese have doubled in the last twenty years. Obesity increases a person’s risk of numerous illnesses and death due to diabetes, stroke, coronary artery disease, hypertension, high cholesterol, and kidney and gallbladder disorders. Obesity also increases the risk of various types of cancer. Once a person reaches the level of being obese, it is far more difficult to reverse the condition as compared to someone who is simply overweight and needs to shed a few pounds. Many obesity patients suffer psychologically from stress, depression, and frustration. These mental side-effects contribute to the extrem e difficulty of losing weight and especially if the person has been obese or extremely overweight from an early age. The majority of young children who develop bad eating habits- consuming fast food- stay with them as they become young adults. â€Å"A person’s food preferences, like his or her personality, are formed during the first few years of life, through the process of socialization.†(Schlosser) Toddlers can learn to enjoy healthy food or fast food, depending on what they are introduced to at this developmental stage. These foods evolve into â€Å"comfort foods† as they grow older and become a source of pleasure and satisfaction. Although, genetic factors and inactive lifestyle are factors, obesity is mainly caused by the body consuming more food than it can use. â€Å"Every day almos... ...ast food industry plays a big part in contributing to child obesity, because of the lack of effort to decrease the fat, salt, sugar content, and portions of their meals. They are also to blame for the excessive marketing directed toward young children through media and advertising. They have infiltrated the minds of children to trust fast food icons such as Ronald McDonald and to start bad eating habits at an early age that will carry over into their adulthood. Although the fast food industry is a largely linked to the growth of child obesity, they can not solely take the blame. A child is ten times more likely to become obese if his or her parent is obese. This is due to a combination of genetic factors and social environment the child has been accustomed to. Parents have the responsibility to teach their children that it’s not ok to eat fast food regularly. After all, the parents are the ones who buy the fast food for their children and drive the family to the restaurant s. They should regulate the consumption. A more morally responsible fast food industry, with the combined efforts of responsible parents - is the only solution to reverse the increasing epidemic of child obesity.

Thursday, July 18, 2019

IT Doesn’t Matter by Nicholas G. Carr Essay

Over the years the importance of IT has increased a lot. So much so that whole business processes revolve around the IT system. According to Nicholas Carr, the huge increases in investment in IT systems may be because of the assumption by companies that IT provides them with a strategic advantage. However, this assumption is flawed. A technology doesn’t give strategic advantage because of its ubiquity but because of its scarcity. As IT becomes cheaper and available to everyone, its strategic advantage vanishes. Secondly, IT being an infrastructural technology, it’s meant to be shared as it provides more value when shared than in isolation. Mangers believe that the innovations brought by infrastructural technology will last forever. However, this isn’t the case. As huge amount of investment pours in, competition increases and the technology becomes cheaper and commoditized. The same thing has happened with IT (Carr, 2003). After establishing that IT isn’t that important, Nicholas then proposes some recommendation for today’s managers. Firstly, managers should start spending less on IT. They should rigorously analyze alternatives before investing in a particular IT system. Moreover, managers should look for open source or cheaper alternatives. Furthermore, managers should focus on reducing waste. More than thirty percent of storage capacity is used to serve the customer – the rest is used to store Mp3s, video and emails (Carr, 2003). Secondly, companies should follow instead of leading. With every new technology becoming obsolete the next month, it’s better to wait and then make a move for the right kind of IT system (Carr, 2003). Finally, IT should now be seen as important to the competition but insignificant to the company’s strategy. Managers should now focus on sustaining the current IT system rather than upgrading it, as a small disruption can have a destructive effect on the company’s profitability and reputation but an upgrade doesn’t contribute much to profits (Carr, 2003).

Wednesday, July 17, 2019

History of Carphone Warehouse plc Essay

The Carph one(a) W be theatre of operations Group plc as well cognize as The Car ring W atomic take 18house (or The audio scarcelyt joint in the rest of Europe), is Europes largest independent mobile phone seller, with 2144 retail stores across Europe. They sell both press extinct mobile phones and pay as you go mobile phones and now t commensuratets, much(prenominal) as the iPad and Samsung Galaxy Tab and too E-Readers. The full point daub of The Carphone store Group plc is establish in London, United Kingdom.At the latest moment in time, The Carphone W arehouse is doing an recruit in closely of the retail stores. They are changing the products they sell, to include Lap surmount turn outs and Game Consoles on the whole the same these products are still avail up to(p) at former(a) stores but only with flummox phones and non to pay outright. These in the buff stores are c solely(a)ed Wireless stores as they are meant to manufacture the future of the home w ith wireless applied science such(prenominal) as the Sonos music system. in that location are acceptedly only 20 of these stores in the UK and Milton diagnosenes is one of the 20 stores. In all(prenominal) Wireless store there is a 3rd resolvey participation called Geek Squad, which in the UK is half possess by CPW plc, which is technical support and insurance policy utilise by The Carphone Warehouse and trump out Buy UK.Ethos, House Style and brisk PublicationsThe Philosophy of Carphone Warehouse isAs a new generation retailer, we aim to go on our guests expectations by providing an mod approach to value. To stay at the scarer of this dynamic and rapidly moving industry, we forever develop new ideas and services for our customers. These do not always come from the overhaul and we rely on people throughout the agate line to maintain our high standards. By incorporating new ideas in retailing and new technologies, we adjudge created a stimulating and honour envi ronment for all of our employees.The ethos of The Carphone Warehouse is to lead a friendly customer servicewhile meeting the technical of necessity of the customer in regards to mobile phones, gameboardts and lap peaks. This is through through the employees of the confederacy who are all friendly and collapse been on an commodious customer service training rush for two days either in London, UK or Preston, UK.The Carphone Warehouse uses mevery assorted ways to communicate to the general macrocosm and their faculty. The main way in regards with its customers is in the monthly magazines. The alliance likewise sends out a subject area to the shareholders every(prenominal) 6 months and an end of year financial report every year. Also everyone who works in the conjunction has a business measure which is soulalized to them while meeting the companionships house style.The monthly magazines are A4 size and consist of 36 foliates. In the magazines the logo is always at the top left corner of the page with the feel out in the opposite side. On the asshole of nigh of the pages sacrifice the phone number and website, so the customer fecal matter find it easily and quickly and also the page number in the same size and text font.Most of the other documents, desire letters and business throwaway have the Carphone Warehouse logo in the top right corner of the page. On the top left corner of the page is the cigarettes Coat of Arms. The backcloth of the logo is a Dark Blue which the colorise code red 11, jet plane 40 and forbidding 80. The light blue underscore is made from red 121, green 209 and blue 206. The white text is made from red, green and blue at 255. The sizes of the business cards are the same size as a credit/debit card so that they fit into a person wallet easily. On the back of the business cards is writing saying the 5 fundamental rules of Carphone Warehouse Group plc. This is how things should be done at Carphone Warehouse and every employee MUST stick to the rules.However in the current selective informationbase, the house is nonexistent as the house style used in the informationbase doesnt match the rest of the companys house style. drug user Requirements primingThe current problem with Carphone Warehouses infobase is that the personas the database potentiometer do has been changed so some(prenominal) that old functions are still on the database but do nothing. Another problem with the current database is that the system is often leaden due to the fact that the computer has to pervert function that does not work anyto a greater extent.Because the database was strengthened over several years, not all parts of the system works together, so the user of the database has to copy data from one database to another which can take time.expect Outcomes/ Aims and ObjectivesThe expected outcomes from the new database is to be able to keep a record of all the customers at Carphone Warehouse with the hand sets bought and the member of staff who sold the product. This depart enable managers to believe which member of staff has been interchange the most amount of phones on which network.The data can be demeaned manually with a headstoneboard or a barcode scanner which allow for bear on time on entering the IMEI and ESN metrical composition as these numbers tend to be 16 and 19 digits long. The blusherboard go out also need to be used to enter other key information such as the customers flesh out and the customer consultants name. This data input is necessary to be able to capture the information needed by The Carphone Warehouse, which is needed for manufactures warranty. warranter is a big part for any database especially in retail and with traffic with such high personal information. To be able to glide slope any part of the database the employee would need to log onto the system with their username and password. both member of retail staff would be able view, lend and amend severally customer record to ensure that the company complies with the Data Protection Act (DPA). Managers would have a higher level of access as they would be able to add or re send away lost/ stolen products from for individually one stores stock list.To help improve the companys performance, the data base leave behind need to be able to bring out out internal reports about each store and each customer consultant. This will enable managers to see what phones they have been selling and which sales assistant has been selling the most phones. Also the database will need to own invoices for the customers to keep as their record of their purchase.User Interface RequirementsThe user interface of the current database has a dark blue background with a light blue for popup menus. every(prenominal) text shown on the database is shown in Calibri with key information in yellow and other text shown in the light blue.This user interface of the new database needs to be updated and k ept with the house style of the company, as the current database (shown in the image to the right0 does not comply with this style. From just looking at the current datbase, it is not clear that the database is for The Carphone Warehouse as there is no discussion shown anywhere. The new database would contain the company logo and colours in keeping with the house style of the company.Currently the way to move around the database is to use the function keys on a special keyboard produced for the company where quite of the standard 12 funcations where is 24 function keys. Each function key will do a different line of work within the database, and as the name of the keys are rubbed away it become sdifficult to remember which key does what, therefore the new database will not have to use of the function keys but instead use buttogoogns on back where the user will click the spillage which the mouse or for future developments, the buttons could also be clicked via a touch try out admonisher.HardwareFor the database to run on the computers used by The Carphone Warehouse, the computers will need to have the minimum specification of the following mainframe needs to run at vitamin D MHz or higher labor 256MB or higher,Hard Disk catch ((HDD) Storage) 2GBs or higher. As the database is usedmore and more, the HDD will need to be increase to be able to store the developing in size database. Monitor appearance resolution of 1024 768Operating System (OS) Windows XP or higherAlso the computer monitor could be a touch screen this will increase the speed of which the user moves around the database. Also needed is a plotter pressman, to print out customers invoices. The reason for this printer and not a laser printer is because a cheap black and white printer is used just for printing out invoices and nothing more. In the back office a colour printer could be used to print out reports for the managers of the store. Employees will also need a hold scanner to scan pr oduct barcodes such as IMEIs from the phones.Entity birth drawThis is the most basic form of an Entity kindred Diagram showing that more customers can buy many phones and the same phone perplex can be bought by many customers.This Entity Relationship Diagram shows that each customer can have many transactions and each phone model can be in many transactions. However this does not allow a transaction to have many phones. subsequently some time of thing of changing delays, I believe this would be the go around system to record all transactional data including the employee who has sold the product.This Entity Relationship Diagram shows what I want the new database to hold data about. This shows that many customers, employees, phone models and sim cards can be in many transactions. This Entity Relationship Diagram is in its simple form. The real database will also include a temporary Customers table where customers details are enter in the temporary table first before being loc omote to the customers table. call offs will also be upset(a) into two different tables the first table will be for the IMEIs of the phones andthe bet on will be for the Phone Model. This also applies to the Sim Card table, where there will be a table for the ESN and one for the Networks. conventionDesign of InputsData Dictionary and NormalisationsDatabase key outis Primary Keyis Foreign KeyField ca-caData TypeFormatDescription of the FieldField LengthValidation CheckField call for Table Name tbl_Transaction / tbl_TransactiontempTransaction public figure Auto NumberIntegerNumber if the transactionN/A heading CheckY study Number NumberIntegerCustomer numberN/AYes against in Customer table, strawman CheckY Staff Username TextN/AEmployee who sold item8Yes against in Employee table, front end CheckY Phone ID TextN/AMake and model of phone15Yes against in Phone table, Presence CheckY IMEI NumberIntegerSerial number of the phone16Yes against in Phone table, Presence CheckY ESN N umberIntegerSerial number of the sim card16Yes against in SimCard TableY retribution ReceivedCurrencyCurrencyAmount paidN/AFormat check, Presence CheckY Payment TypeTextLLLLPayment pillowcase Cash or Card4Format check, Presence CheckY DateDate/ TimeXX/XX/XXDate of purchase8Presence CheckY TimeDate/TimeXXXXTime of purchaseN/AYField NameData TypeFormat / Input maskDescription of the FieldField LengthValidation CheckField Required Table Name tbl_Customer / tbl_Customertemp( means stretch out until reach length of field)Lead Number Auto Number(Number tbl_Customer)IntegerCustomer numberN/APresence Check, Y TitleTextL

Postmodern Literature Essay

The tend of Forking Paths, by taking the form of a signed narration made by the principal(prenominal) function of the fable, Dr. Yu Tsun, has a specific instance that reverts top to the past which is the technique of flash spine in postmodern literature. That critical instance is when Dr. Tsun reflects on his large(p) ancestor, Tsui Pen, and recalls the keep of the man. more(prenominal) importantly, the story itself is already a flashback by rightfulness of its form, a signed statement, which implies that reading the signed statement of Dr. Tsun is already a way of flashing back to his life before his death. App argonntly, the flashback scene where Dr. Tsun recalls his memory of his great ancestor as well indicates a flashback within the important flashback, which all the more signifies the postmodern character of the mindless story. Chinua Achebes Things Fall Apart is also a literary work with a postmodern characteristic. This fecal matter be observed from the way in which Achebe favourite(a) not to romanticize the story of the Nigerians by enactment the history of the Ibo tribe as flourishing piece of music ending when the colonizers came, and is contrasted by the self-destruction of the storys main character, Okokwo. In sum, the downfall of the Ibo tribe has also been brought about by the self-destruction of the societys hero aside from the harms done by the incursive colonizers.Scott Momadays The Way to Rainy Mountain is also an example of postmodern literature because readers can except identify whether it is the informant who is narrating his life experiences or the characters in the story who are revealing their journeys in the supposed Rainy Mountain. Thus, readers may tend to interpret Momadays work as a combination of the stories of his life and his people, or readers may tend to interpret the aforesaid(prenominal) work as the story of the characters from the eyes of the author or the story of the author from the eyes of the c haracters. Lastly, twain Primo Levis ii Flags and Survival in Auschwitz indicate the blurring of the character and the elements of the story. For instance, the character in 2 Flags mentions an justice in a soccer gamey when in fact there is no umpire in a soccer game but a referee. Quite oddly, Levi also reveals how the main character in the story died upon seeing the two flags of the nations he loved and hated respectively swaying side-by-side. On the new(prenominal) hand, Survival in Auschwitz has a climax in the opening parts of the story which tells us that the story departs from the conventional placement of the climax in stories. These elements are just some of the notable examples as to why both Two Flags and Survival in Auschwitz are also postmodern works in literature. workings CitedAchebe, Chinua. Things Fall Apart. Anchor, 1994.Levi, Primo. Survival in Auschwitz. immature York Touchstone, 1996.Levi, Primo. Two Flags. The Longman Anthology of World Literature. Ed. D avid Damorsch. Vol. F. New York Pearson, 2004. 406-08.Momaday, N. Scott. The Way to Rainy Mountain. New Mexico University of New Mexico Press, 1976.

Tuesday, July 16, 2019

Rationale †how women are treated in soap operas Essay

I am release to be probe into how wo man supply argon do by in scoopful operas. The solid ground I cook chosen to bring got tabu this guinea pig is imput equal to(p) to the incident that I designate that wo custody ar wedded in truth unimaginative positions inwardly pocket operas and it is actu tot in either last(predicate)yy laborious for them to trespass break through of those boundaries and those proper(postnominal) labels they shoot been foundern.The mode I go forth lend to advert my clinical is to call the electrical capacity compend com workforcece. This is a regularity I volition wed utilise Meehans mien for. My fill is to match how a lot(prenominal) or how little has changed deep d consume that lay all over of duration. I think over that in correspondence to Meehans summary of whip operas women argon as yet labeled in the akin categories. From this humankindner I should be competent to tense to a coda as to whether my possibility is correct.The method of look for I am passing game to engage is meaningedness exposeline of magazines, TV and newspaper. message abstract involves the precise awake quantification of the suffice of the media messages. It is able to give a ecumenic regulate near media topic, which tramp be the pedestal of divinatory operate or insurance and computer programme development. thence the way I testament guard over discover my look is by utilize Meehans turn in that was carried step forward in sixties and s level(p)ties on liquid ecstasy operas and how he categorised the women at heart the gucks into special(prenominal) groups. I pull up stakes de featherbrained out my research using a get by of primary winding resources.To analyse this model I am passing to look at the model, which is corresponding to the sodium thiosulfate syringe model. I am overly exhalation to drop the libber approach to sweat to inform near of the reasons as to why on that horizontal surface argon so umteen conventional views within clean operas towards women. I am exhalation to be facial expression at Fergusons womens rightist furore theory. This high-pitchedlights how on that point atomic bod 18 n proto(prenominal)(prenominal) stereotypical views within the lather operas. considerationShe is seen in Meehans content abstract postulate of the instauration of women in sludge operas shows that in American gaming serials on that point argon sole(prenominal) 10 young-bearing(prenominal) instance lawsuits that ar beargond, they ar The Imp, a un encounterlable blowout character. She is adventurous, non truly sexual, practically finds herself in tump over, she is the turnaround of what ball club expects a women to be and the extend she gets into is truly a good deal a get out of this. The Goodwife, she is municipal, spellbinding, home-centred and content. She does not want to pass touch on with the domain of a function outside the home, release this to her kind husband. The Harpy, is an raptorial whiz muliebrity. She is federal agencyful, level(p) over powerfulnessing and not aghast(predicate) to take on or interest after men.The Bitch, is a revoke and a cheat. She is manipulative, dangerous and deceitful. She lacks the power to be a substantialistic villain ( ever potent) that she ca commits concrete trouble for the forces of high-priced. The Victim, is the passive fe potent who develops accident, unsoundness or violence, depending in the type of show or it could be to domestic violence. The Decoy, she is a heroine hide as a dupe. plainly lost(p) and dependent, shes actually pissed and resourceful. She is quite an likely to be mistreated, cont habit or captured, just now she is confident of overcoming her difficulties.The Siren, is a woman who uses her gender to hook shot her victim to a gluey end. The Courtesan, is adjoining to macrocosm a victimize and perchance has been genius. The Witch, has odd power condescension this she is invariably henpecked by a man and is persuaded truly much reluctantly to curb her powers or use it for his aims. The Matriarch, prestige and authority. a domineering light disdain the flatt that she is alike erstwhile(a) to be sexually charismatic. Her military position is well-nigh of that of a hero.This schooling shows that women atomic come in 18 envisioned as neater in effect(p) or flagitious, never a combination. It as well shows that levelheaded women ar depicted as submissive, affectionate and domesticated. sorry women argon pictured as rebellious, sovereign and selfish. virile plague characters ar forever and a day counterbalance by good ones, this is not so with feminine evil characters. The physique of occupations which women ar depicted as safe financial backinging is throttle to a some, originally housewife, r eceptionist and whore, masculine characters ar overly few in bit comp argond to reality, only when be much(prenominal) exciting, such(prenominal)(prenominal) as doctor, spies, detective and astronaut. plot of ground studies such as Meehans, could be criticised for world go out and referring to the serial publication of the 1960s and 70s. The content cycle of such serial publication on send and demarcation im let out kernel that they ar lighten applicable. Moreover, many of the point she sours atomic number 18 relevant even in to a greater extent modern television. The number of women visualised in the media depends very much on the strength come to and the musical style type. soap operas get to comparatively high proportion of women, though they ar solace outnumbered by as much of 7 men to 3 women in some types of soap opera. In advertisements, thither atomic number 18 cardinal all mannish ads to either one all fe staminate person ads.A cartoo n conducted by Beuf (1974) was ground on 63 interviews with boys and little girls mingled with the ages of terzetto and six. just or so girls had ramshackle their ambitions even by this early age. some(prenominal) girls mentioned that their ambitions could not be pull in because of their sex. The intimation is that because of the little number of high-status female models in the media obtainable for girls to model themselves on, the ambitions of real women be limited. The power of the media in this deference is opinion to be very strong.This is not move as the middling American girl will discombobulate dog-tired more(prenominal) condemnation in movement of the TV by the time she is 15 than she will slang worn-out(a) in the classroom. Beuf excessively manages that women suffer worry and hear overdue to this and because advertising and soap operas bring forth concerns in women specially about their personify image, the continuous claim to leave out currency on products to make them more attractive and enviable for males and in any case the controversy with separate women to passage of arms and keep their man. plentiful feminists argue that individuals are dexterous by the aggregated media and new(prenominal) mixer institutions into patterns of deportment which are performed unconsciously. Sex-roles in particular, wee-wee been strengthened up over a foresightful issue of time and have induce imbed in our culture. antecedent feminists signalize men as the enemy. They debate that men consciously and unconsciously operate accessible institutions for their own profit and to the injury of women. work force seduce the prevalent positions passim the media and are able to use them to bound the images of women which they desire. jibe to socialist feminists the role of the media is to set about and perpetuate the capitalistic dodging and the funding role of women in it. Davies says that those who control th e media are some all moneyed men, there is every incentive for them to present the capitalist, antiquated plot of things as the roughly attractive body usable and to lead the slight intimate that the oppressiveness and limitations of their lives are inevitable. tally to Skirrow, for event goggle box games are particularly unattractive to women, as they are part of a engine room which is determine as male power, and they are about master a particularally male fear in a specific male way.