Wednesday, May 6, 2020

A comparison of two types of renewable energies in China...

Today it is the imperative of each country supply own citizens by water, food, energy, infrastructure. If country want to improve own economic, politic situations in the World, it should, first of all, advance the citizen’s level of living, because the main value of any country is the countries civilians. Therefore, one of the majorities of factors which could improve living level ipso facto improves industrial and economic situation of a country is the energy sustainability. Nowadays, China is the World’s leader in population, according to the Central Intelligence Agency (2010) it supply about 1.33 billion people. It is seen that China needs gigantic supplies of energy, because of large energy consumption. At the present, there are many†¦show more content†¦Role and meanings of these energy types in China As mentioned by Feng and other researchers (2007, 188) China is the World’s leader in biomass technology and its consumption. Biomass energy defines as energy that obtains by producing it from organic matters, such as crop residues, firewood, foul, industrial and bio wastes (Zhang et al. 2007, 440). So, to attain this energy there is a great deal of distinct types of contraction biomass energy: direct burning, co-firing, biomass gasification, repowering, and other types (How Biomass Energy Works 2010). The easiest and common way of converting organic matters to the energy is the direct burning: biomasses should be burned to produce a steam; consequently this steam runs turbines which generate electricity (How Biomass Energy Works 2010). Another widespread example of bio energy is biomass gasification – a production of syngas by combination a heated biomass with oxygen under pressure, which could easily produce electricity by transforming it into steam, which goes throug h the electricity generation turbines (ibid.). Especially, China utilizes direct burning and biomass gasification (biogas) as the main forms

Tuesday, May 5, 2020

Material Selection For Automotive Spaceframes Essay Example For Students

Material Selection For Automotive Spaceframes Essay Material Selection For Automotive Spaceframes Essay Aluminum usage in automobiles and light trucks has been climbing steadily. Even more important, auto manufacturers are beginning to see aluminum the way aircraft manufacturers do as the basic structural material for their vehicles. Increasingly, in the case of carmakers, that thinking begins with an aluminum body structure such as the spaceframe. Its a new and potentially powerful trend. As recently as 1990, there were no aluminum-structured passenger cars in production anywhere in the world. The closest thing was the HMMV (Hummer), at that time strictly a military vehicle. As of 1997, there were seven aluminum-structured passenger cars in production. For three of them Audi A8, Plymouth Prowler, and GM EV-1 Alcoa has been the principal partner in designing, engineering and manufacturing aluminum components, subassemblies, and in the case of the Prowler the frame itself. And thats just the beginning. A concept car with a modular spaceframe in technology reviews held for Ford and Chrysler, Alcoa unveiled a vehicle concept embodying ideas for future cars and light trucks. The design is based on a spaceframe structure comparable to those Alcoa has helped to develop for the Audi A8 and Plymouth Prowler. The closest thing was the HMMV (Hummer), at that time strictly a military vehicle. As of 1997, there were seven aluminum-structured passenger cars in production. For three of them Audi A8, Plymouth Prowler, and GM EV-1 Alcoa has been the principal partner in designing, engineering and manufacturing aluminum components, subassemblies, and in the case of the Prowler the frame itself. And thats just the beginning. A concept car with a modular spaceframe in technology reviews held for Ford and Chrysler, Alcoa unveiled a vehicle concept embodying ideas for future cars and light trucks. The design is based on a spaceframe structure comparable to those Alcoa has helped to develop for the Audi A8 and Plymouth Prowler. But in the concept vehicle, the spaceframe is modular, a step toward using such structures in a broad range of future vehicles. By changing modules, a carmaker could produce a sedan, a sport utility vehicle, and a pickup truck, all from a single production platform. New programs with Daimler-Benz and Chrysler Alcoa is producing the front energy management structure for the new Mercedes-Benz A-class car (above) now selling in Europe. This 11-piece structure was designed by Alcoa and is robotically assembled at Alcoas plant in Soest, Germany. Production volume is expected to reach 1,000 units per day. For Chrysler, an aluminum rear crossmember designed and manufactured by Alcoa improves the handling and noise-vibration-harshness performance of the all-new 1998 Dodge Intrepid and Chrysler Concorde as well as the 1999 Chrysler LHS and 300M models. AAS will manufacture 270,000 units per year at its Northwood, Ohio plant. Something new around the windshield. A key advance incorporated in the 1997 Corvette is a first-of-its-kind windshield surround developed in a design and engineering collaboration of General Motors and Alcoa. An effective combination of aluminum cast and extruded products makes this an extremely stiff structure, helping the new Corvette to earn excellent reviews for its stiffness and superior handling. Northwood will produce 25,000 windshield surrounds annually. . Design tools to aid in product development New guidelines for use in designing automotive components have been installed at AAS operations in Esslingen, Germany; Southfield, Mich; and Alcoa Technical Center (ATC) near Pittsburgh. Developed by AAS and ATC, the guidelines will assist automotive engineers in evaluating product design and fabrication options. Objectives: Improve design quality and cut development time by 30%. Audi A8 is picked as a technological winner In December, the Audi A8 was named one of the top 25 Winning Technologies by Industry Week (IW) magazine in the U.S. The editors report: The 1997 Audi A8 with its aluminum spaceframe body technology indicates what is possible when the status quo in materials is challenged in automotive design. The luxury sedan delivers a new standard in weight savings, structural integrity, safety, performance and comfort. IW traces the origins of the Audi spaceframe to an early 1980s RD initiative that became a joint-venture with Alcoa. The spaceframe took 10 years to develop, the editors note, and is the result of 40 new patents, seven new aircraft-grade aluminum alloys, and extensive design analysis via supercomputers. Alloy A substance with metallic properties, composed of two or more chemical elements of which at least one is a metal. More specifically, aluminum plus one or more other elements, produced to have certain specific, desirable characteristics. .u753b4da84ba38d832e66fa4b8211cd8f , .u753b4da84ba38d832e66fa4b8211cd8f .postImageUrl , .u753b4da84ba38d832e66fa4b8211cd8f .centered-text-area { min-height: 80px; position: relative; } .u753b4da84ba38d832e66fa4b8211cd8f , .u753b4da84ba38d832e66fa4b8211cd8f:hover , .u753b4da84ba38d832e66fa4b8211cd8f:visited , .u753b4da84ba38d832e66fa4b8211cd8f:active { border:0!important; } .u753b4da84ba38d832e66fa4b8211cd8f .clearfix:after { content: ""; display: table; clear: both; } .u753b4da84ba38d832e66fa4b8211cd8f { display: block; transition: background-color 250ms; webkit-transition: background-color 250ms; width: 100%; opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #95A5A6; } .u753b4da84ba38d832e66fa4b8211cd8f:active , .u753b4da84ba38d832e66fa4b8211cd8f:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .u753b4da84ba38d832e66fa4b8211cd8f .centered-text-area { width: 100%; position: relative ; } .u753b4da84ba38d832e66fa4b8211cd8f .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .u753b4da84ba38d832e66fa4b8211cd8f .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .u753b4da84ba38d832e66fa4b8211cd8f .ctaButton { background-color: #7F8C8D!important; color: #2980B9; border: none; border-radius: 3px; box-shadow: none; font-size: 14px; font-weight: bold; line-height: 26px; moz-border-radius: 3px; text-align: center; text-decoration: none; text-shadow: none; width: 80px; min-height: 80px; background: url(https://artscolumbia.org/wp-content/plugins/intelly-related-posts/assets/images/simple-arrow.png)no-repeat; position: absolute; right: 0; top: 0; } .u753b4da84ba38d832e66fa4b8211cd8f:hover .ctaButton { background-color: #34495E!important; } .u753b4da84ba38d832e66fa4b8211cd8f .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .u753b4da84ba38d832e66fa4b8211cd8f .u753b4da84ba38d832e66fa4b8211cd8f-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .u753b4da84ba38d832e66fa4b8211cd8f:after { content: ""; display: block; clear: both; } READ: Museum of Fine Arts Essay Alumina Aluminum oxide produced from bauxite by an intricate chemical process. It is a white powdery material that looks like granulated sugar. Alumina is an intermediate step in the production of aluminum from bauxite and is also a valuable chemical on its own. Aluminum Spaceframe An integrated structure of aluminum castings and extruded parts that forms the primary body frame of a new generation of automobiles. Bauxite An ore from which alumina is extracted and from which aluminum is eventually smelted. Bauxite usually contains at least 45% alumina. About four pounds of bauxite .

Friday, April 17, 2020

Online role-playing games Essay Example

Online role-playing games Essay Online role-playing games facilitate communication with fellow players to encourage players to talk and establish social networks. The most popular online games such as World of Warcraft and EverQuest impede group efforts such as guilds and group quests, so that players make several online friends and communicate for a significant part of the time, working together for team battle and competition purposes. Online computer game players that used to bring their friends to their rooms to be able to play together no longer have to do so. All they have to do now is create an account in an online game and log in to talk to people who they are close to or people who theyve never even seen before. The online communication factor is particularly attractive because online players already all share a common feeling: they all love online games very much. This shared feeling gives other players a sense of ease in their communication with other players because they share a common interest. Since so many players can be found online at any given time, other players will not get lonely and can always socialize with other online players if they cannot find their usual acquaintances. We will write a custom essay sample on Online role-playing games specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on Online role-playing games specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on Online role-playing games specifically for you FOR ONLY $16.38 $13.9/page Hire Writer This ongoing socialization between other players is one aspect of the game that makes it so immersive for players. Players can ignore their real lives and concentrate on their online characters and his social relations instead of their own. This is one of the many reasons why online game players that build social networks inside the game would extend their subscriptions to the game and play longer. Players that are part of guilds or other social gatherings play to be part of their group. Since they do not want to fall behind in their status, they would be required to play for longer periods of time to advance in level and catch up to the other players in their group. Guild leaders, especially, would have a large amount of pressure to play because of their numerous responsibilities. One female player says, I worry about my game life as much as I worry about my real life. If I am late getting on, I feel like people will be disappointed with me. As a guild leader, when conflicts arise people come to me to resolve them. People look to you to have events, help them get things, quest, etc I try to please everyone, but it is unrealistic to think you can be everywhere for everyone, keeping them all happy. It gets to be a heavy burden to bear, and sometimes I end up in tears out of frustration. I am an addict. Will I quit? No. Why? Because I love it. 4 Females, especially, have been found to be interested in a game mostly because of the social interactions between players. 5 Males, on the other hand, mostly seemed to be interested in popular MMORPGs because of the attraction of a status of high power. The leveling of their players to become more powerful drove males to play for longer periods of time. Extensive online gaming is only recently being seen as a serious issue. Because of some extreme cases involved in players who play extensively, China has implemented control regulations of the time that players can remain online in their games. 7 Chinese players can now remain online for three hours before their in-game benefits will be cut down. In terms of the games, this would mean reducing the value of equipment found within the game, or lowering the power of the players character. After five hours, players will be warned that their in-game benefits will be cut down to zero and their avatars health will be damaged if they continue to remain online. The most popular online games agreed to the playing curbs; although they did not have much choice as they need the governments support to offer online games. However, many critics and moderate online players feel that the system is not enough. This is because of the significant loopholes in the regulations. Players can just play until their time is up and then switch characters to another profile. This is feasible for the large number of addicted Chinese players. Control of online video game addiction is essential for many caught up in the games. Many extreme cases of violence have occurred because the players were addicted to the games. For example, one child whose gameplay was interrupted by his little brother proceeded to kill his younger sibling with a hammer because he had interrupted his game play. 9 One man, Shawn Woolley, shot himself to death after a tragic loss occurred in his game. 10 These are not isolated cases. Reports of video game violence are frequent and are far from over. There are many reasons why players may resort to such extremes. Online games, perhaps, in their violent gameplay, may confuse players about the consequences of killing and death. Since addicted players tend to spend so much time away from reality and their friends and family, they may begin to forget about how important these people are to them, and when they become isolated from their games they lose sight of what to do and how to respond to others. One psychologist from Stockton became so wrapped up in the game in trying to study it, that he frequently entered all-night sessions with the game before forcing himself to quit. 11 He says, Here I was in a good position to understand the problem and yet I really did have to struggle to beat this thing I can imagine that somebody with less knowledge of these kinds of issues would really have a hard time understanding what was happening to them. Many players would become confused at the priority shift brought into by the games, and some react by ignoring their real lives and instead focus solely on the game. Many online video game players find themselves unable to lead the rest of their lives, even if they have made the changes necessary to rid themselves of the game. This is because of many reasons. Players who have become immersed in the games find themselves experiencing withdrawal symptoms when they are away from their games. Also, players have poor health and little to no social skills. It becomes very hard for gamers to lead social lives and develop platonic and romantic relationships outside of their online games. Players who have a history of extensive gaming find it hard to react to what others say to them and usually have little confidence. Most are unable or unwilling to develop romantic relationships because of commitment issues or a poor sense of self-worth. These gamers find it difficult to confront people face-to-face because they have not done so for such a long time. Gamers find it hard to attract others of the opposite sex because they do not feel confident talking to others if they are not on their computers. Some may even lose the ability to speak practically, because they have become so accustomed to speaking in terms of the game and with other online gamers who speak in the same style. Additionally, players in high school may lose the rest of their lives because their extensive gaming has ruined their chances to enter university or college. Some players lose the drive to do well academically and essentially squander their future by playing video games. One adult player explains the trouble that his addiction to the game has cause for his profession and life, I am addicted to EQ and I hate it and myself for it. When I play I sit down and play for a minimum of 12 hours at a time, and I inevitably feel guilty about it, thinking there a large number of things I should be doing instead, like reading or furthering my education or pursuing my career. But I cant seem to help myself; it draws me in every time. I have been out of work now for over a month and now find myself in a stressful, depressed state that is only quelled when I am playing EQ, because its easy to forget about real world troubles and problems, but the problem is when you get back to the real world, problems and troubles have become bigger, and its a bad, bad cycle. 12 This is another significant reason why so many players feel that their online games have ruined their lives. Some players may not get the chance to redo their years of high school and end up with a mediocre job. Others may not even attain to that level. Because so many players are able to immerse themselves in their games without other distractions, they tend to forget about the importance of their real lives. Players tend to neglect their friends and family, just so they can play their games for a few more hours. It is undeniable that online games have ruined millions of peoples lives and something must be done about it. However, the attitudes and behavior of the player prior to introduction to the game must also be analyzed. Players that suffer from ADHD and other psychological disorders may tend to become more involved in these kinds of games because it allows them to escape from their real lives. Players with poor self-image and low self esteem also react the same way. For some of the addicted players, the game may not be entirely at fault. This is the main reason why so many psychologists and addiction experts refuse to classify online video game addiction as the real thing. Many still believe it to be a joke that only happens in extreme cases. For now at least, they may be right. However, it is also important to consider the gaming culture of many countries. South Korea and China are two of the most heavily gaming countries in the world. China alone had a video gaming revenue of $633 million in 2005. 13 For many technology-oriented countries such as China and South Korea, gaming is a way of life. Thus, it seems obvious that most of the severe cases of online video game addiction would occur in these countries. In China, for example, skipping school to go to Internet Cafes is a regular habit for thousands of high-schoolers. 14 This kind of behavior starts social trends that escalate into bad habits for other students. It is not uncommon for adults to go to Internet Cafes after work to play online games. It may be even more unacceptable for adults and especially parents to be gaming online excessively. Parents may introduce their children or spouse to the game, creating a family-friendly environment for the child and spouse to play online together. This is especially dangerous for the child because then the child feels safe playing online, and feels that it is the right thing to do. Children at a young age can become easily addicted to online games because it is new and exciting to them. Children of a young age fantasize about being in charge, and having superhuman powers. Therefore, when the child gets both from a video game, the child generally becomes enthralled and wants to continually play the game instead of focusing on their life. This leads to bad habits later in life. If the child gets used to gaming on a regular basis, he will usually want to continue to do so later in life as his priorities change and his responsibilities increase. Given the issues at hand as a cause of extensive video game play, possible solutions should be considered as well. In the case of the Chinese effort to decrease addiction in online game players, a good effort was made. However, other countries have not fared so well in their attempts, if any, at facing this problem. One possible solution could be to change the dynamics of the online games slightly, so that the player finds it less rewarding or engaging. One way to follow through with this idea would be to decrease the value or number of rewards given to players, similar to the efforts made in China. According to an extensive study conducted by Nicholas Yee in 2001, the second most popular reason why Ever Quest (an extremely popular MMORPG) appealed to the player was because they were able to achieve goals. 15 Perhaps the game could alter their time structure such that players are not required to spend as much time to achieve goals or to gain items. This solution would be very effective, providing the player with the same rewarding experience within a shorter period of play, however, the player may simply choose to play even longer because they find it so rewarding. Therefore, an effective solution must include a way to restrain the time a player spends online. A more direct way of dealing with the threat of game addiction would be to involve parents or close family that could be educated about the game and how they can prevent the consequences of spending too much time online. This solution would coerce the player to spend more time in social interactions outside of the game. According to Nicholas Yees The Norrathian Scrolls: A Study of EverQuest, the third most satisfying experience for players of EverQuest was to establish a friendship with other online players. 16 A significant reason why players choose to play their game for so long is because they are lonely and want to make friends but do not have the self-confidence or social skills from real life so they would do so online, where it is much easier. Social interactions with family members and friends would improve their social skills and boost their self-esteem, giving them the chance to participate in activities with friends in real life. A solution that could be implemented through online gaming companies would be the monitoring of the activity of a computer, identified through its Internet Protocol address. In this way, the online gaming activity of each computer could be tracked by gaming companies, and used to limit the time to which players can stay online. This idea would not work for all players, because some may have more than one computer, or may change computers after their time is up for one computer. However, this would likely work for the majority of players, as the chance that a single person would own more than one computer is relatively small. This solution could help the Chinese government in lowering the online play time because addicted players in China would just log off their character and sign on through another account. One addicted Chinese player said, I have mixed feelings about the curbs. They might help me find different ways of passing the time. But you can get around the rules. When my time is up playing as one character, I can just continue playing as another character. So these rules wont affect the addicts. 17 Since this method involves tracking a computers IP sentence, it does not matter how many characters the player has, because the tracking of the IP address will identify the computer instead of the players current profile. After extensive research and analysis of the roles, attitudes, behaviors, and motivations of teenage online video gamers, a conclusion has been reached. The main social and ethical issues with respect to online computer gaming and teenagers are the players mental and physical health, reduced mental and physical stimulation due to addiction, financial insecurity and lack of social interaction. However, on reaching this conclusion, many unresolved questions have arose throughout the research. It is still unknown, for example, whether online gaming can be classified as a clinical addiction. Also, the debate of whether or not online gaming can be directly attributed to the game was not resolved. This is because it is undecided whether the player or the game itself has the larger role in the addiction.

Saturday, March 14, 2020

Dadaist movement Essays

Dadaist movement Essays Dadaist movement Essay Dadaist movement Essay Endgame is the term used to describe the ending of chess match where the outcome is known before the check mate move is made. Beckett recognises the parallel between endgames in chess and the final stages of life; no matter how you live your life, you will die. Endgame by Samuel Beckett has been called a despairing play about despair. Even the title alone, once analysed, gives the whole play deep resonance and meaning. There is plenty of room for argument that if you take the dialogues out of context and analyse them, they are meaningless.Even if ones interpretation of Endgame is that it is meaningless, they can still enjoy it; in that respect Endgame is like a piece of abstract art it moves before it means. The fact that nothing happens in the play is irrelevant. Endgame has been likened to work created in the Dadaist movement. This was a movement that rejected conventionally thinking, writing literature and making art which had no specific meaning but transgressed an impression of travesty or nihilism.However, just the relationships between the four characters, in my mind, immediately inspired inquisition. The two main characters in this play, Hamm and Clov are constantly bickering with each other. Their relationship alternates between master/slave and father/son. Hamm provides the food, by remembering the combination to the lock that seals the food; Clov, in turn, retrieves the food using his legs and eyesight.The relationship is both mutually beneficial and vital, as without one the other would die Beckett makes this point very clear by having Clov say about Hamm If I could kill him Id die happy This is the reason that Clovs continual threats of leaving Hamm do not get trivial. Every time Clov threatens to leave he is questioning his desire to carry on living. Beckett paints the audience of the play a portrait of desolation, lovelessness, boredom, ruthlessness, sorrow and nothingness.The extent of their isolation is made very apparent by Clov when he is reporting what he sees out through the telescope when looking out the window Zero, Zero and Zero. The setting of their house/bunker is not the only thing that is baron and arid about the lives of the four characters. The characters, it seems, go through the same routines day in day out. The opening actions of the play when Clov is moving the ladder to see out the window has a very rehearsed feel.It seems that the characters have said and done everything they do in the same order every day. Hence it is not surprising that both Nell and Clov ask, Why this farce, day after day? The question then immediately arises, why do they carry on? This is the question that Beckett wants the audience to ask themselves why carry on with life? One critic said the characters perform these rituals in order to satisfy their own need to affirm their existence If this is valid it could also provide Becketts answer to the question of why people carry on with life.

Wednesday, February 26, 2020

Leadership dyad outline Essay Example | Topics and Well Written Essays - 500 words

Leadership dyad outline - Essay Example Bringing changes in the organizations is a basic need to expand the business activities by adopting new ways and strategies. An effective leader is also an innovative leader. Some researchers suggest that the Consideration structure of the leadership styles should be strong by comparing to the initiative structures. The consideration is strongly correlated to the job satisfaction criteria. Walter and Humphrey conducted a research on emotional intelligence and leadership styles to know the effective and performance based leaders’ emergence within the organizations. The result of the research shows that the emergence leadership style 100% effects on the emotional intelligence of the leaders. The effective behavior of the leaders influences 81% on the emotional intelligence. The effectiveness of the leadership influence 87.5% to the emotional intelligence. The research findings present a true picture of the emotional intelligent and its impacts on other variables. It is also included that the role of emotional competencies is important for leadership emergences to perform efficiently through effective strategies implementations. All the leaders are hardworking to perform efficiently. The leaders who have a few skills or not well educated, are called ineffective leaders. The qualities of decision-making choices differentiate the types of ineffective to effective leaders. The effective leaders are sensors, intuitivists, thinkers, feelers, extraverts, introverts, judgers, and the

Monday, February 10, 2020

What changes have enabled Michael Porter to see Procurement Essay

What changes have enabled Michael Porter to see Procurement (Purchasing) in a more strategic light - Essay Example Porter explains when a unique product is produced; a firm could have the advantage to set premium price for it, calling it as a differentiation advantage. In addition, he wants to point out there is competitive advantage earned when a firm could produce existing similar product offerings, but at lower cost. He calls this cost advantage. Today, most, if not all, firms require outsourcing almost everything just in order to provide or come up with service or product offerings. This can be clearly elaborated in the value chain, which at the bottom line, one would be able to realize the associated cost generated in production of certain product or service. In order to achieve cost advantage as Porter defines, it is therefore important to at least minimize or cut cost in order to produce offerings that would have competitive price. Procurement or purchasing is an important component in Michael Porter’s value chain model. In this model, he originally identifies procurement to be just a support activity. However, recently, he emphasises the potential strategic contribution of procurement to shared value, as published in the Harvard Business Review. Concerning Porter’s recent claim, this paper tries to present the existing trend to justify whether opportunities for purchasing to contribute more strategically have increased, and how it might have addressed relevant matters in the difficult economic conditions facing organisations today. Significant trending Purchasing together with its strategic importance has long been remarkably considered, but there was actually less appreciation of it when it comes to what it can actually do with business performance. Concerning this issue, a study with empirical analysis conducted on 141 industrial companies reveals interaction among purchasing efficacy (purchasing strategic objectives and capabilities) and strategic integration of purchasing (between business strategy and purchasing strategic objectives) (Benito, 2007 , p.901). Today, one essential point of understanding the actual strategic importance of purchasing can be viewed within the context of its actual contribution to business performance. So this goes with finding interesting stuffs about the likelihood of its contribution to creation of profit, customer satisfaction, increase market share and more. After all, business performance might include different metrics that could help measure and as bases of actual business growth. Regarding this, it has become a considerable point to constantly investigate purchasing using various empirical researches just to be able to quantify its actual significance as a strategic function. A recent study conducted to investigate the empirical contribution of purchasing and supply management (PSM) to the company’s success generated a substantial result based on the information gathered from the international survey of 306 major companies from eight industry sectors (Hartmann et al., 2012, p.22). Th e study showcases empirical evidence leading to the point PSM has remarkable contribution to the company success. The contributed value was found to be mediated by three operational performances such as cost, quality and innovation (Hartmann et al., 2012, p.22). PSM, increasingly regarded by senior management to strategically influence operational performance and financial performance, however, was found to still require external survey methodology that complements the internal perceptional measures of PSM performance, and a comprehensive performance measurement framework

Thursday, January 30, 2020

Keeping Marine Mammals in Captivity Essay Example for Free

Keeping Marine Mammals in Captivity Essay Problem (2 Points) Does captivity affect the overall health and behavior of marine mammals? Research (2 Points) Wild Animals Habitat: Open ocean Diet: Krill Behavior: Friendly Captivity Habitat: Tank of ocean water, replicated to appear like the ocean. Diet: Krill caught in the ocean, fed three times a day. Behavior: Friendly to other mammals within the tank. Hypothesis (4 Points) If we keep marine animals in captivity for over a year, then their health and behavior will be negatively impacted. Procedure (4 Points) 1. Set up area in both wild and captive areas for testing. 2. Choose the same marine mammal for both the wild and captive area to test. 3. Tag and assess health of the wild marine mammal. Asses the health of the  captive mammal. 4. Monitor mammals for a year. 5. Record their behavior with detail and accuracy. 6. Asses health and behavior of both mammals after one year. Analysis (4 Points) The animals in captivity appeared to be healthier and friendly to their tank mates. They were fed organic krill and were fed regularly, but were very nervous and slightly hostile to outside animals once they were exposed. The animals that were not in captivity fed on their own time but were not necessarily unhealthy. They were not hostile to other mammals and peacefully coexisted with other mammals in the ocean. Conclusion (2 Points) My results did not support my hypothesis. The mammals kept in captivity were healthier than the mammals in the wild, due to controlled setting, and regular nutritious diet. However their behavior was negatively impacted. They were nervous and somewhat hostile towards the wild mammals once exposed to the wild. Grammar/Spelling (2 Points) Once you complete designing your own experiment, check the assignment for directions on how to submit your final product to your instructor.