Friday, January 31, 2020

Where did I go wrong in life My independent life Essay

Where did I go wrong in life My independent life - Essay Example Life was too perfect and boring with no sense of adventure and excitement. Finally, my fervent application to numerous agencies bore fruit and my first joining letter came with an attractive pay cheque, with separate room rent. Informing my parents about my decision to move out to a separate apartment in the proximity of my office, I landed into a studio apartment. The feeling was one of elation and ecstasy, for there won't be anybody to check me litter the house, nor will my pa be here to switch off the music when I listen to it full blast. I can watch my favourite TV show, without having to battle over the remote with my brother. I am finally on my own and nobody can dictate me what to and what not to do. With a feeling of euphoria, I started my independent life, which lacked discipline and a complete chaos prevailed at my apartment. I often reach home late and called friends over, partying away the entire night, and go to work the next day without sleeping a wink.

Thursday, January 23, 2020

Vietnam :: essays research papers

The country is approximately 331,688 square kilometers. The topography consists of hills and densely forested mountains, with level land covering no more than 20 percent. Mountains account for 40 percent, hills 40 percent, and forests 75 percent. The northern part of the country consists of highlands and the Red River Delta; the south is divided into coastal lowlands, Dai Truong Son (central mountains) with high plateaus, and the Mekong River Delta. The climate is tropical and monsoonal; humidity averages 84 percent throughout the year. Annual rainfall ranges from 120 to 300 centimeters, and annual temperatures vary between 5Â °C and 37Â °C. Land boundaries: Total: 4,639 km border countries: Cambodia 1,228 km, China 1,281 km, Laos 2,130 km In 1986, the Sixth Party Congress of the Communist Party of Vietnam formally abandoned Marxist economic planning and began introducing market elements as part of a broad economic reform package called "Doi Moi" ("Renovation"). In many ways, this followed the Chinese model and achieved similar results. On the one hand, Vietnam achieved around 8% annual GDP growth from 1990 to 1997 and continued at around 7% from 2000 to 2002, making it the world's second-fastest growing economy. Simultaneously, investment grew three-fold and domestic savings quintupled. On the other hand, urban unemployment has been rising steadily in recent years, and rural unemployment, estimated to be up to 35% during nonharvest periods, is already at critical levels. Layoffs in the state sector and foreign-invested enterprises combined with the lasting effects of an earlier military demobilization further exacerbate the unemployment situation. The country is attempting to become a member organi zation of the WTO. Vietnam, however, is still a very poor country with GDP of around US$37 billion in 2004. This translates to merely US$450 per capita. The impressive growth is due to its low base and the government cleverly hide the fact that inflation in the country is high, estimated at 14% p.a. in 2004. This figure has been scaled down by the Government to 9.5% p.a. to avoid the ‘double digit’ classification. The high inflation rate effectively makes the growth rate negative. However, it is noticed that the spending power of the people has increased. The answer lies in the ridiculous property prices. In Hanoi, the capital, property price can be as high as that in Tokyo and New York. This has amazed many people because GDP per capita of this city is just around US$1,000 p.a. The booming has helped people with little piece of land or a tiny apartment, by selling them, realise their dream despite their pitiful monthly income. Vietnam :: essays research papers The country is approximately 331,688 square kilometers. The topography consists of hills and densely forested mountains, with level land covering no more than 20 percent. Mountains account for 40 percent, hills 40 percent, and forests 75 percent. The northern part of the country consists of highlands and the Red River Delta; the south is divided into coastal lowlands, Dai Truong Son (central mountains) with high plateaus, and the Mekong River Delta. The climate is tropical and monsoonal; humidity averages 84 percent throughout the year. Annual rainfall ranges from 120 to 300 centimeters, and annual temperatures vary between 5Â °C and 37Â °C. Land boundaries: Total: 4,639 km border countries: Cambodia 1,228 km, China 1,281 km, Laos 2,130 km In 1986, the Sixth Party Congress of the Communist Party of Vietnam formally abandoned Marxist economic planning and began introducing market elements as part of a broad economic reform package called "Doi Moi" ("Renovation"). In many ways, this followed the Chinese model and achieved similar results. On the one hand, Vietnam achieved around 8% annual GDP growth from 1990 to 1997 and continued at around 7% from 2000 to 2002, making it the world's second-fastest growing economy. Simultaneously, investment grew three-fold and domestic savings quintupled. On the other hand, urban unemployment has been rising steadily in recent years, and rural unemployment, estimated to be up to 35% during nonharvest periods, is already at critical levels. Layoffs in the state sector and foreign-invested enterprises combined with the lasting effects of an earlier military demobilization further exacerbate the unemployment situation. The country is attempting to become a member organi zation of the WTO. Vietnam, however, is still a very poor country with GDP of around US$37 billion in 2004. This translates to merely US$450 per capita. The impressive growth is due to its low base and the government cleverly hide the fact that inflation in the country is high, estimated at 14% p.a. in 2004. This figure has been scaled down by the Government to 9.5% p.a. to avoid the ‘double digit’ classification. The high inflation rate effectively makes the growth rate negative. However, it is noticed that the spending power of the people has increased. The answer lies in the ridiculous property prices. In Hanoi, the capital, property price can be as high as that in Tokyo and New York. This has amazed many people because GDP per capita of this city is just around US$1,000 p.a. The booming has helped people with little piece of land or a tiny apartment, by selling them, realise their dream despite their pitiful monthly income.

Wednesday, January 15, 2020

Home Video Game

1: Why the rapid growth of Atari? Why the 1982-85 collapse? How did Nintendo rebuild the industry? What was its strategy? After Bushnell settled on Atari, his first built was the simplest game, which people knew the rules immediately, and this game could be played with only one hand. Then, Bushnell talked his way into a $ 50000 line of credit from a local bank to start his business. By 1974, 100,000 Pong-like games were sold worldwide, and although Atari manufactured only 10 percent of the game, the company still made $3. 2 million that year. Atari had a rapid growth because it is a new industry, and Atari does not have any competitor at that time. So, Atari is the only company in this home video game industry, and it has a huge power of supplier with no competitors and substitutes. After 1976, about twenty different companies were crowding into the home videogame market, Atari still has more than 50% market share in the industry. Until 1978, Atari estimated that total demand would reach 2 million units. In 1982, Atari lost $500 in the first nine months of the year. Part of the blame for the collapse was laid at the feet of an enormous inventory overhang of unsold games. With more and more new games hit the market, the average price would goes down and the profits goes down as well. Nintendo established a commanding worldwide position by the end of the decade. The first step of Nintendo was to license video game technology from Magnavox. Then, Nintendo tried to develop its own video game machine (Famicom) that combined superior graphics processing capabilities and low cost. In the US, Nintendo established a subsidiary named as Nintendo of America (NOA) by 1980, and Nintendo repositioned the market in U. S. NOA spent about 2% of sales budget for advertising and also sought out promotion partner, and it practiced careful inventory management in releasing its new games. In conclusion, Nintendo made an innovative new game system which had some competitive advantages such as cheaper, superior image quality, faster hardware processing and a connector that can be used for future addition of a modem and keyboard. : How was Nintendo able to capture value from the home video game business? First of all, with the video game industry’s collapse, none of the company seems to have anything to do with the with the home video business except Nintendo. So, it was a big chance for Nintendo to monopolize the video game business, and it was a good chance to negotiate and license other companies to develop games for its system. Secondly, Nintendo has good market posi tion and distribution in United Stated. Thirdly, Nintendo has good game designing and technology, and it uses the regulation, contract and patent license to limit the market share of other game companies. 3: How was Sega able to gain market share from Nintendo? With Sega’s first game Periscope, Sega built up a respectable export business. Then, Sega realized that great games drove sales and more powerful technology gave game developers the tools to develop more appealing games. Sega also licensed other companies to develop games for the Genesis platform, but asked for lower royalty rates than Nintendo. Despite aggressive marketing in the 80s, it wasn't until the introduction of Sonic the Hedgehog in 1991 as a direct competitor to Nintendo's Mario character that Sega was able to capture a meaningful amount of the market with its Genesis console. The key point was Genesis does what Nintendo don’t, and Sega version out sold Nintendo’s two to one. 4: Evaluate the competitive strategy of 3DO. What flaws can you see in 3DO’s approach? The vision for 3DO was to shift the home video game business away from the existing cartridge-based format and toward a CD-ROM-based platform. The belief at 3DO is that the superior storage and graphics processing capabilities of the 3DO system would prove very attractive to game developers, allowing them to be far more creative. In turn, better games would attract customers away from Nintendo and Sega. The 3DO’s strategy was to license its hardware technology for free. However, only a few 3DO titles were available by the Christmas period where reports suggested 150 titles, and sales of the hardware were slow. As can be seen, 3DO did good at its software, but bad at its hardware. As a result, 3DO announced that it would either sell its hardware system or move into joint venture. 5: How come the Sony Play Station has succeeded where 3DO failed? Sony set up a retail channel separate from its consumer electronics sales force, and Sony has a good communication with retailers before the launch to find out how it could help them sell the play station. Sony targets its advertising for PlayStation at specific generation and age range. So, Sony focused on it retailers and customers, and it has a good market position. On the other side, 3DO only focused on its products but lack of the communication with its retailers and customers. 6: What drove Microsoft’s decision to enter the industry with its X-box offering? Because before Microsoft entered the home video game industry, it was no stranger to games. Microsoft had long participated in the PC gaming industry and was one of the largest publishers of PC games. X-box was based on Microsoft’s PC technology, and it would be much easier for software developers to write game for. Microsoft enter the industry because with annual revenues in excess of $20 billion worldwide, the home video game industry is huge and an important source of potential growth for Microsoft. 7: What lessons can be learned from the history of the home video game industry that has been used to help launch the Sony PlayStation II and Microsoft’s X-Box? Do Microsoft and Sony appear to have learned and applied these lessons? The lesson can be learned from the history of the home video industry was to focus on R&D, market positioning, cost leadership, innovation, technology and communications. Sony PlayStation II has consumed about 1. 3 billion in R&D, and Sony actually loses money on Sony PlayStation machine but gain from game CDs. On the other side, Microsoft’s X-Box cut X-box price over time but guaranteed a profit margin. There are three technical factors determined the quality of a video game: data width (in bits), clock speed (in MHz), and the amount of RAM (in bytes). Both Sony PlayStation II and Microsoft’s X-Box have their own competitive advantage in these technologies, and they also both are good game designers.

Tuesday, January 7, 2020

Potential Therapeutic Treatment Options For Psychiatric...

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Cannabinoids in the Brain: Potential Therapeutic Use of Cannabidiol Versus Delta-9-Tetrahydrocannabinol in the Treatment of Psychiatric Disorders The neuromodulatory lipids endocannabinnoids, along with their receptors, are found naturally throughout the body, and have a primary goal of assisting with homeostasis. They help to carry out a myriad of physiological processes including mood, appetite, memory, and the sensation of pain (Sagie et al., 2013). Since the discovery of the naturally occurring receptors in the early 1990 s, plant derived cannabinnoids have gone under increasingly extensive clinical trials for their possible therapeutic uses (Kumar et al., 2001). 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