Friday, January 24, 2020

The Success of Dell Computer :: GCSE Business Management Coursework

The Success of Dell Computer 1. How and why did the personal computer industry come to have such low average profitability? The PC industry has started to develop fast in the 80's when IBM launched its first PC series and later on when numerous small companies entered the market. PC is a new product and companies had to create the demand to it from the scratch. We shall apply the Porter's 5 Forces model to examine the PC market and see how forces of competition influence the profitability of the market players. (See Appendix 1 for detailed description of how does certain parameter influence the market.) Entrance barriers are: The initial investment is relatively low (1.1) Brand loyalty is average to low (1.2) Switching costs of the market player are average. (1.3) The threat of new competitors lowers the profitability of the market Customers bargaining power: It is very hard for the customers to join forces and fight for their interests. (2.1) According to the modern way of life the need for computer in every work place and home is high which decreases even more the power of the customers. However, the switching costs are low (2.2) In general the customer bargaining power is low and therefore it raises the potential of market's profitability. Though, most of the companies provide "buy-backs" and price protection that lessens the chance to cash on moderately strong manufacturers position. Suppliers bargaining power Suppliers are divided into 2 major groups: (3.1) See the attached table (3.2) for the detailed description what parameters influence the suppliers’ powers. The suppliers bargaining power is generally strong because of the big monopolies and the high importance of purchasing components and operating system, therefore it decreases the profitability of the market players. Threat of substitute goods Substitute goods are different on for different market segments see (4.1) For most of the customers these substitute products cannot satisfy the needs covered by PC computers. The lack of suitable substitutes raises the industry profitability. Complimentary products product market is rapidly growing and therefore it raises the industry profitability. Rivalry among established firms is fierce. There are several factors that illustrate this: established market players (6.1). The product is highly standardized and the switching costs of the customers are low. Players are aggressive (6.2) Business environment. PC industry is affected by two opposite forces: technological advance that pushes the industry forward and the industry sensitivity to economical stagnation (if the economical situation is bad customers won't upgrade their computers).

Thursday, January 16, 2020

Impressionism and Earth Art

Impressionism and Earth Art When one hears the term Impressionism or Earth Art, one can already presume and expect what sort of depiction each movement would present without having any prior knowledge of them. Impressionism, which began in the sass's, often depicted scenes and the artists' impression of nature and, modest yet vivacious quarters of Paris. Now almost exactly one hundred years later, a completely new form of art takes the place of the prior paintings of those subject matters, actually inside -called Earth Art. In France, 1875, a new genre of painting began to emerge.These paintings demonstrated a fleeting outcome of colors. Impressionists aimed to capture that immediate moment of their subjects which provided a sense of spontaneity. These sudden bursts of color and light had taken the public by surprise -who had adapted to observing rather conservative, academic paintings with somber shades of colors. It was the first most dramatic change in style, expression and revolu tionized painting throughout Europe and eventually the world. For Earth artists, they all had similar objectives as well.It was now taking their imaginations to the outdoors as well as raise awareness towards the environment. This form of art is almost like three- emotional version of Impressionism landscape pieces, but with a more defined arrangement and form. Earth artists made of use of the materials the landscapes offered such as dirt and rocks. The leaders of their respective movements, Claude Monet and Robert Smithson both began completely new eras of art. Claude Monet started off as a realist and Robert Smithson started as a conceptual artist.Monet wanted to create an impression of what he saw and defied the norms of realistic, bibliographic paintings. The thickness and low consistency of his oil paints allowed him to dramatically express his impression of his subject matter. His paintings mainly consist of landscapes, water lilies in particular. Smithson also took the initia tive to start something completely new. Smithson pieces were meant to gradually perish through time and nature. It was a theme throughout all his works, whether it was his art or his writing -the theme of time.Smithson aimed and successfully displayed the delicateness of nature in such a commercial environment. In 1873, Motet's pieces entitled Impression; Sunrise initiated the spark which would soon become Impressionism. Louis Leroy, the critic, declared this painting incomplete, that it was solely a sketch of Motet's impression and this resulted in the hole movement being coined by this piece. Monet conveys vague forms through his short, natural brushstrokes of his oil paints. The constant altering of light and color are effectively represented through the shadows and contrasting of the pure colors.This piece, Spiral Jetty (1970), is already exceptional in a sense that there is no exact set way to observe it. From afar, from above, up close, each different view gives off a differen t sensation. Smithson implements the use of black basalt, limestone rocks, dirt and the earth itself to create this seemingly effortless spiral. It is a staggering Engel of 1,600 feet, smoothly extending into Salt Lake City, Utah. Both pieces use a body of water as the foreground, but different focal points. Motet's piece has a dark boat figure and bright sun which contrasts the more composed shades of green, blues and yellows.Spiral Jetty doesn't necessarily contrast greatly color-wise but in form. The elongated, linear movement of the spiral with a Jagged texture is distinct from the uniformity of the ocean. Initially looking at the two pieces, Haystacks, Morning Snow Effect and Spiral Hill, there is already a similarity in form of the central objects. The haystack and the hill ACH have a trilateral shape and upward motion. Smithson evidently creates circular motion up the hill. Often through the use of circular motion and shapes, he demonstrates his theme of time, the chronologic al cycle.Through Motet's piece, he also embraces the notion of time but more so of a moment in time. Although the brushstrokes of the oil paints are rather rough, the softness of the colors and contrasts emit the serenity of a winter morning. The appropriate choices of colors, the soft yellows, blues and grey, capture the essence of the bitter cold winter morning but also the warmth of a morning sun. The murky cast shadow of the haystack illustrates the progression and movement of the sunrise. This atmosphere in Motet's painting clearly depicted and established whereas Smithson piece is transposable.Depending on the time and day at Men, Holland, the weather can alter the impression it imprints. Wet, gloomy weather versus a warm summer day, each produce a different foreground. Rain or snow, along with the black soil and white sand that Smithson utilized for this piece, can affect the color and shade of the materials as well as the texture. Though Claude Monet and Robert Smithson idea s are a century apart, they both had significant effect on society and the history of art. Their contributions and efforts lead art history to keep moving to what it is today.

Wednesday, January 8, 2020

Video Games Do Not Cause Violence - 1619 Words

Video game violence has been a discussion dating back to games like Pac-Man and Space Invaders to current games like Call of Duty and Mario. Many people are lead to believe that video games can cause children to act violent. However, video games do not cause violence in children. Video games can help in many ways either in society, people with certain disorders, or improve some mental issues. Video games help shape society in the way they bring people together. Video games are said to bring kindness and prosocial behavior to people. While juvenile crime are decreasing and do not cause any shooting spree. Statistics taken within the United States show â€Å"the number of youth offenders†¦ fell more than half between 1994 and 2010—while video game sales more than double since 1996†(Kain). The number of children playing video games grows each year while juvenile crimes are decreasing. Since, children are easily able to require video games, they will usually become to engage in the game and spend most of their time indoors playing by themselves or with friends. They feel the less need to go out and do something they shouldn’t do. The more time spent playing video games, the less time and determine they will have to go out and commit crimes. When buying a video game they are not just for playing, but â€Å"[s]ocial and prosocial are [part of the pack age] of the gaming experience with games rapidly learning social skills that could generalize to social relationships in the real world† (â€Å"AreShow MoreRelatedDo Video Games Cause Violence?752 Words   |  3 Pageswith, video games are something kids, teens, and even adults enjoy playing every day. Video games have provided people endless hours of entertainment to people across the globe, yet people seemingly want to get rid of video games altogether. Whenever any sort of crime occurs and a report comes out that the individual plays video games, video games take the blame rather than the person who committed the crime. Video games tend to be a very common scapegoat for causing violence. However, video gamesRead MoreViolent Video Games Do Not Cause Violence And Aggression1527 Words   |  7 PagesViolent Video Games Over the past few years, the United States has seen violence that has come from the inside of the country. Various high schools, have had shootings inside of them from some of the high school students that go to that specific school. Some experts blame the shootings by categorizing the students as someone who has been tormented and bullied basically most of life, while other experts believe the shootings were caused by the violence in video games. 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Video gamesRead MoreViolent Video Games Cause Violence : Cause Of Violence And Video Games1377 Words   |  6 PagesLit. 27 November 2017 The Blame Game Statistically, 2017 has become the year with second lowest crimes rates since 1990, assuming there isn’t a big resurgence in violent crime between now and the end of the year (Bump). However, violent crimes continue to be a problem in modern-day America. Many have sought out to find out the root of these crimes and what causes them, and as a result, many different things have been cited as a cause for violence. Violent video games are said to be a possible sourceRead MoreVideo Games Do Not Cause Violent Behavior855 Words   |  4 PagesVideo games do not cause violent behavior The advancement of technology in the contemporary word has increased the use of video games by children, teenagers and young adults. The video games have existed for almost three decades and the controversy of their causing violent behavior spans the same period (Porter and Starcevic,422). The release of Death Race game in 1970s initiated a debate with organizations, governments officials and other institution taking sides in the argument of whether violent