...NAME: __Savitree Sinchai____ CASE 14: Google’s Strategy in 2008 1. BACKGROUND INFORMATION |Timeframe |Country(s) Involved |Key Individuals & Titles |Company Type & Size | | | | | | |1998-2008 until |USA |Global internet search solutions, |Big size, American public corporation earning revenue from | |now | |advertising solution |advertising related to its internet search, e-mail, online | | | | |mapping, social networking, and video sharing services as well | | | | |as selling advertising-free versions of the same technologies. | 2. BRIEF SUMMARY OF CASE SITUATION |Business or Industry Description |Particular Company Situation | | | | |Providing advertising solutions, global internet search |Google’s innovative search technologies...
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...This is the first english class that feels different compared to all my previous ones, and I like it. Through the first quarter I have learned so much that I haven't been very exposed to before and I like it. For example, the “showing not telling” has been a big influence in understanding what makes a story great and captivating. I’m satisfied with the work i’ve produced, but at the same time I am very eager to achieve more. After this first quarter, I now understand what I’ve done wrong and what I need to do in order to bring my writing to the next level. PWP Prospectus- https://docs.google.com/document/d/1DHaSG2SS-k0kaluxvLVa-laV3htfU7lKZUShJLQQXTs/edit In life you’re often told to do what you love, and that's what I wanted to write about....
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...Football Manager is an enormously complex simulation. On a global level, the game tracks thousands of careers, ambitions and relationships, and on any given match day, weather, morale, skills and individual personal issues can contribute to moments of brilliance or abject failure. Talking to Sports Interactive’s director Miles Jacobson, I found that the simulation model is even more elaborate in some areas than I’d expected. Read on to find out about the game’s expanding narrative engine, how climate change is forcing the team to update the code that generates weather patterns, why the ugliest aspects of football have no place in FM and how a non-contract player’s family situation might prevent him from playing for your club. RPS: You’ve mentioned in previous interviews that you have a database of thousands of features to implement eventually. But do you have an overall vision of where the game is going to be in two or three years? Is there a shape that it’s taking? Jacobson: I tend to work two versions ahead. It used to be three but it’s two now because we’re managing to fit in a lot more each year, so there’s always an overall vision for the game. Whether that’s a year of revolution or of evolution – I think, certainly, the revolution years are going to be less and less because there’s so much in the game already that we’d rather look at evolving certain large chunks of the game each year. When you’re working on an annually iterative sports title that’s based on real life...
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...Whenever I think of the events that have occurred in the past, I always seem to remember more tragic events than the blissful moments. Even in literature, the tragedies are more remembered than other stories. For example, the story of Romeo and Juliet is one of the most notorious plays, despite its appalling ending. Authors have made it a point to sell tragedy in order to make money. However, my perspective on that opinion has been changed. I read The Great Gatsby during my sophomore year in high school as a part of an American literature class. By the end of the book, I realized that no matter what happens in life, it will still keep going and I should only have to look at the optimistic part of it. For some reason, I felt sympathy for Gatsby,...
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...painting, the French New Wave (or Le Nouvelle Vague) made its first splashes as a movement shot through with youthful exuberance and a brisk reinvigoration of the filmmaking process. Most agree that the French New Wave was at its peak between 1958 and 1964, but it continued to ripple on afterwards, with many of the tendencies and styles introduced by the movement still in practice today… French New Wave The New Wave (French: La Nouvelle Vague) was a blanket term coined by critics for a group of French filmmakers of the late 1950s and 1960s, influenced by Italian Neorealism and classical Hollywood cinema. Although never a formally organized movement, the New Wave filmmakers were linked by their self-conscious rejection of classical cinematic form and their spirit of youthful iconoclasm. "New Wave" is an example of European art cinema. Many also engaged in their work with the social and political upheavals of the era, making their radical experiments with editing, visual style and narrative part of a general break with the conservative paradigm. Using portable equipment and requiring little or no set up time, the New Wave way of filmmaking presented a documentary type style. The films exhibited direct sounds on film stock that required less light. Filming techniques included fragmented, discontinuous editing, and long takes. The combination of objective realism, subjective realism, and authorial commentary created a narrative ambiguity in the sense that questions that arise in a...
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...prominence to own a “mobile” phone. Today, the industry is so mainstream that 86% of people all over the world own a cell phone. Here in the U.S. 18% of Americans use a cell phone as there primary phone. The house phone is becoming obsolete and cell phone companies are reaping in the rewards. With all the added features of today's basic cell phone, the devices are also becoming a primary source for television, cameras, mp3 players and personal computers. Cell phones have served as a security tool for parents who want to keep an electronic eye on their children while still keeping their distance. They can be your GPS when you are lost in the middle of nowhere. They can be your best friend in an emergency or if you find yourself in any other tight spot. I once had a classmate who told me that he had a paper due in less than 45 minutes and he wrote and submitted it on his Blackberry. For these reasons and many more, the cell phone industry has exploded in the last quarter century and some of the major service providers have made profit hand over fist. This narrative is meant to give the reader an insight into Sprint; one of the top three service providers here in the U.S. The Sprint company began in the late 1800's as the Brown Telephone Company based out of Abilene, Kansas. Started by visionary Cleyson Brown, the Brown Telephone company was originally meant to challenge the local power, Bell Telephone Company. Bell, which owned all important patents related to the telephone, enjoyed...
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... Apple Computer, Inc. The idea fell from a tree, literally. Steve Jobs had returned from visiting a commune like place in Oregon located in an apple or hard. Apple co-founder and jobs pals, Steve Wozniak ,picked him up from the airport. On the drive home, Jobs simply said “ I came up with a name for our company- Apple”. Wozniak said they could have tried to come up with more technical sounding names but their vision was to make computers approachable. Apple fits perfectly. INTRODUCTION APPLE INC.. , formerly Apple Computer, Inc., is a multinational corporation that creates consumer electronics, computer software, and commercial servers. Apple's core product lines are the iPad, iPhone, iPod music player, and Macintosh computer line-up. Founders Steve Jobs and Steve Wozniak effectively created Apple Computer on April 1, 1976, with the release of the Apple I, and incorporated the company on January 3, 1977, in Cupertino, California. For more than two...
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...Whistleblowing: Necessary Evil or Good Thing Maureen Haley University of North Carolina – Asheville April 16, 2014 This paper was prepared for Management 484-001, taught by Professor Donald D. Lisnerski Whistleblowing: Necessary Evil or Good Thing Is whistleblowing a necessary evil or good thing? Can whistleblowing be avoided? Can the whistleblower be protected? “A whistleblower is an employee who discovers corporate misconduct and chooses to bring it to the attention of others.”(Ghillyer, 2014) Whistleblowers can be viewed as providing a praiseworthy act or be severely labeled as informers who have breached the loyalty of their co-workers and company. Whistleblowing can be a service to the community and public. Whistleblowing can be ethical or unethical, and the whistleblower discovering corporate misconduct has the options to be an internal or an external whistleblower. Whistleblowing can save people’s lives. Dr. Jeffrey Wigand made the decision to go public with information that his employer Brown & Williamson (B&W) was manipulating the nicotine content, suppressed efforts to develop safer cigarettes, and lied about the addictive properties of nicotine. According to Sissela Bok, in the book Taking Sides: Clashing views in Business Ethics and Society, “not only is loyalty violated in whistleblowing, hierarchy as well is often opposed, since the whistleblower is not only a colleague but a subordinate. Though aware of the risks inherent in such disobedience...
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...Business and Economics, Haldane Building, Singleton Park, Swansea University, Swansea SA2 8PP, UK ABSTRACT The Apple iPod is currently the undisputed leading product in the global MP3 player market. This competitive advantage is due to the design, high functionality, and perhaps most importantly, the ‘cool factor’ which Apple has managed to obtain with its products. This study explores if owning an iPod (as opposed to another brand of MP3 player) makes a difference in the perception of general life satisfaction. Using Diener et al.’s generic satisfaction with life scale (SWLS) to measure the dependent variable life satisfaction, a model with the key concepts usage, benefits, peer influence, design, iPod phenomenon, and iPod bubble has been developed and tested in a variety of ways, including regression analysis. The sample consisted of a multinational sample of 240+ young adults, aged 18–35 years. The demographic profiles of iPod and non-iPod owners were very similar, but for iPod owners, 23 per cent of the variance in overall life satisfaction is explained by the key concepts used in this research. Key influencing variables for iPod owners are peer influence and design. For non-iPod owners, the amount of variance explained by the independent variables was negligible. iPod owners also considered their MP3 players to be much ‘cooler’ than did non-iPod owners. This article considers the managerial implications of these findings for Apple and for competing brands. The social implications of these...
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...eclipse witnessed, eighteenth-century style, by members of the court of Philip V of Spain around 1740. Restless spectators squint through pieces of tinted glass prepared in the smoke of a small fire. It is a precious visual detail, a jolt of history in this sumptuously though often inaccurately detailed film that offsets the melodrama to follow. Without warning, a wind, helped along by corny, time-lapse photography, ushers in a sea of Goya-like clouds. A murmur passes through the entourage; eerie blackness falls on the court. The King is shrouded in another kind of darkness: his famous, chronic melancholy (we would call it 'clinical depression'). He pronounces the whole earth a tomb, makes the sign of the cross, then calls for a dose of his personal pain reliever - the voice of Carlo Broschi, known as Farinelli: 'Bring back the sun', he demands. Without hesitation the singer intones in a thin soprano the mournfully exposed opening phrase of 'Alto Giove', an aria from Nicola Porpora's Polifemo. Farinelli is known to have performed the work at the...
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...Arts and the Education of Artists: Art and Story CONTENTS SECTION ONE: Marcel’s Studio Visit with Elstir……………………………………………………….. David Carrier SECTION TWO: Film and Video Narrative Brief Narrative on Film-The Case of John Updike……………………………………. Thomas P. Adler With a Pen of Light …………………………………………………………………… Michael Fink Media and the Message: Does Media Shape or Serve the Story: Visual Storytelling and New Media ……………………………………………………. June Bisantz Evans Visual Literacy: The Language of Cultural Signifiers…………………………………. Tammy Knipp SECTION THREE: Narrative and Fine Art Beyond Illustration: Visual Narrative Strategies in Picasso’s Celestina Prints………… Susan J. Baker and William Novak Narrative, Allegory, and Commentary in Emil Nolde’s Legend: St. Mary of Egypt…… William B. Sieger A Narrative of Belonging: The Art of Beauford Delaney and Glenn Ligon…………… Catherine St. John Art and Narrative Under the Third Reich ……………………………………………… Ashley Labrie 28 15 1 22 25 27 36 43 51 Hopper Stories in an Imaginary Museum……………………………………………. Joseph Stanton SECTION FOUR: Photography and Narrative Black & White: Two Worlds/Two Distinct Stories……………………………………….. Elaine A. King Relinquishing His Own Story: Abandonment and Appropriation in the Edward Weston Narrative………………………………………………………………………….. David Peeler Narrative Stretegies in the Worlds of Jean Le Gac and Sophe Calle…………………….. Stefanie Rentsch SECTION FIVE: Memory Does The History of Western Art Tell a Grand Story?……………………………………...
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...today. Most have established their social life in the internet. However cyber bullying is very common. In 2011, Zottola and Tenenbaum explain how a person can destroy your privacy on the internet. Some Kidnapped because of the information see in one’s personal account on the internet. The problem of many online users’ right now is how to avoid the so-called “privacy invasion” particularly on Facebook and Twitter. According to Tagvoryan & Briones in 2009, the explosion of social networking sites on the Internet has raised many questions regarding this expectation of privacy for users. Recent legal developments around the world provide insights into the future interpretation of the Fourth Amendment’s “expectation of privacy” as it applies to the users of these websites. Hughes, Horn, Debatin and Lovejoy in 2009 illustrates particularly how useful Facebook and Twitter for viewing this evolving legal landscape, two of the most popular social networking sites. Specific privacy concerns of online social networking include inadvertent disclosure of personal information, damaged reputation due to rumors and gossip, unwanted contact and harassment or stalking, surveillance-like structures due to backtracking functions, use of personal data by third-parties, and hacking and identity theft. Facebook and Twitter are the two of the most widely used social networking sites by millions of people around the world. Without Facebook a life of a student is almost unthinkable. Research...
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...relationship where both sides benefit from the other Roone Arledge, Jr. - American sports and news broadcasting pioneer - President of ABC sports from 1968 to 1986 - President of ABC news from 1977 to 1998. - Key part of the company's (ABC) rise to competition with two other main television networks (NBC and CBS) in the '60s, '70s, '80s, and '90s. - Created many programs still airing tonight such as Monday Night Football, ABC World News Tonight, Primetime, Nightline and 20/20 Jim McKay An American tv sports journalist. Is best known for hosting ABC's Wide World of Sports Billie Jean King An american former World No. 1 professional tennis player. In 1973, at the age of 29, she won the s0-called Battle of the Sexes match against the 55-year-old Bobby Riggs Bobby Riggs An american tennis player who lost to Billie Jean King in the Battle of the Sexes Match What is meant by the relationship between sports and tv being a symbiotic relationship? - Both have derived enormous benefits from the other. - Both have been around for most of the last 100 years. - The world of sports has helped to grow the business of tv, while tv has enable sports ventures, worldwide, to become high-end family entertainment. By the end of the '50s, what happened to sports programming and where during the weekly programming schedule did they find their place? What were the factors mentioned in the text that contributed to this change in programming? Other genres...
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...Grant Writing FOR DUMmIES 3RD ‰ EDITION by Dr. Beverly A. Browning, MPA, DBA Grant Writing For Dummies® 3rd Edition , Published by Wiley Publishing, Inc. 111 River St. Hoboken, NJ 07030-5774 www.wiley.com Copyright © 2009 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400, fax 978-646-8600. Requests to the Publisher for permission should e addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201)748-6008, or online at http:// www.wiley.com/go/permissions. Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, Making Everything Easier, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/ or its affiliates in the United States and other countries, and...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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