Monday, September 30, 2019

HBR case

While MS gained the biggest share in SO market, it could not achieve the same dominance in PC applications. The organization of Office Business Unit (BOB) in MS had departments that were functionally independent. M's initial software development was at a large part decided by technicians who are enthusiastic in programming but less focused on user experience. In mid asses, they formally introduced program management into he development of new products.The project/tech lead, program manager, product manager, online/print-based lead and localization lead worked together in a cohesive endeavor for the office product. Although MS boasted its' small company style which had small teams work together, the problem between product managers and developers was they didn't cooperate very closely. Lack of communication and mutual understanding, they both acted in their own ways. Since M's culture was ‘people know what they are doing and will try to do the right thing, they didn't make enoug h effort to fix it.The development of Word for Windows was behind schedule when it first started. The requirements included too many features regarding the interface and integration with other applications, e. G. Database, spreadsheet, data protection etc. And frequent changes of management, e. G. The absence of technical lead had prolonged the development process. Besides, pressure on the schedule made it even more difficult for engineers to assure quality of the product. Although facing these difficulties, the program finally completed successfully.The market condition was also favorable to the Windrow since the product had fewer bug than expected and its' competitor's products were still under development. Ideas for improving product development in process, management and develop strategies came up based on the postmortem of BOB office development. It is now a consensus that more structured process, especially an early specification, and clear phases for design and implementation would help MS stick to the schedule. Some managers at MS contend that lack of control and focus in management was the major weak-point.I cannot totally agree with that, because if we need the teams to stay small and agile, there are definitely tradeoffs in management control. Last but not the least, it is also said that development strategy has been unsatisfactory for Word development. The share of code between products of different platform was difficult in the initial phases of development, but I don't think we should blame too much on OBI-G'S development strategy since they were already aware of the problem. If they decided to deal with this problem, the release of Word would be even later, and it would probably brought them into unfavorable market conditions.

Sunday, September 29, 2019

Briefly Describe The Long March and explain why it is an important event in Chinese History

In the summer of 1934, after suffering a string of defeats, the communist party and the Read Army decided to flee their southern bases and retreat. This retreat became known as the Long march. On the march the group endured 368 days of extreme hardship before they finally reached the caves of Yenan in Northern China. The Long March is recalled fondly with great idealism as a time when thousands of Chinese peasants selflessly volunteered to join the fight. The Long March is considered an important event in Chinese history for many reasons. It was very important for the CCP and Red army because communism survived and they found a new base.This new base was remote enough for the GMD to be unable to attack it, and was also safe from attack by the Japanese. This helped to increase the CCP’s standing in China even further. Another key impact of the Long March was that Moa Zedong was re-established as the unchallenged leader of the CCP. The cowardliness of his guerrilla tactics durin g the extermination campaigns had meant that he was replaced for a short time by Otto Braun. However Braun allowed the communists to carry too much equipment, and led the retreat in a straight line, making them slower and easier to attack.He was blamed for their huge losses, and leadership was soon handed back to Mao. After the success of the march, his tactics were forgotten and he was hailed as a great hero. The march also allowed many Chinese people to see the CCP as great heroes, and therefore increased support for them. The long march became part of Chinese Communist mythology. Many paintings were produced showing Mao marching at the head of the column over the mountains of Western China. This opinion really boosted support for communism and many people began to agree with their policies over those of Chaing’s and the GMD’s.During the Long March, Support for Communism was also increased by the good behaviour of the Red Army in the provinces they crossed. Their pos itive attitudes and fair morals impressed many local people, especially peasants, who were more inclined to support the CCP. Their rules to speak politely, pay fairly, not to hit or swear, not to take liberties with woman and not to ill-treat prisoners greatly contrasted with the brutal and cruel treatment of the locals by the GMD armies, who captured, starved and murdered anyone who had any connection to communism.The Long march was not at all as idealistic as it seemed in reality, thousands of communists were wounded, killed, starved or froze to death. However, today it is not seen as a failure for the CCP, but is instead hailed as an important event in the survival and establishment of the communist government, leadership and support in China and a key event in Chinese History.

Saturday, September 28, 2019

Your Own Preliminary Research Essay Example | Topics and Well Written Essays - 500 words - 1

Your Own Preliminary Research - Essay Example It is also evident in the contexts of the national governments. It is very evident that in some countries there are specific laws regarding this field of education. According to the writers, almost all universities in Europe have endorsed the e-learning strategies and actually more, they have endorsed them and included them as a part of their school curriculum. Some courses such as the general courses in communication skills and HIV AIDS skills are exclusively being offered through the e-learning programs.   The adoption of e-learning technology has motivated the learning institutions and colleges to take their tutors through rigorous and mandatory training on how to work with this technology and to be effective at doing so. The e-book article also points out that e-learning processes are enhanced by availability of free materials for documentation hence the universities have found it more or less a better source of studying materials since they only need to provide connection to t he internet for students to access the digital campuses (Brigitte). This source interests me because it is very clear; it is simple to understand the basic arguments and reasoning. The source is also loaded with a lot of important information concerning the research topic mentioned above. From the online open public Library, according to ‘The e-learning e-volution in colleges and university’ by the Advisory Committee for Online Learning. There have been tremendous changes in the manner in which universities have been offering their courses in Canada. The e-book referred above was focusing on Europe and the adoption of e-learning in their institutions focusing on France, Italy and other European countries. Here, the insights on this topic from the Open library are based in Canada. According to the corporate author of this article, most universities and colleges in Canada have at least five courses which are fully offered on the online platform,

Friday, September 27, 2019

Starting a Business in Aqua-Pure Company Essay Example | Topics and Well Written Essays - 750 words

Starting a Business in Aqua-Pure Company - Essay Example Another source of financing I may utilize is borrowings from my relatives or friends who would be willing to lend me some money, which I could repay once the business is making a profit. Moreover, I may seek potential business partners who have the financial capability to answer the capital needs of the small company. As such, they may become co-owners, thus, be entitled to receive a portion of the earnings of the business. Aside from these, I may also utilize external financing sources to address my capital requirements. In this regard, I can resort to borrowing funds from banks and other financial institutions2 that specialize in dealing with business entities and implement special lending schemes for start-up enterprises. In addition, I can borrow from specific government development agencies that support small-scale industries or apply in organizations that give out business grants for creative entrepreneurs3. It should be noted that borrowing, deemed as a long-term loan, from external sources entails risk exposure, therefore, this option is usually a major decision for small businesses. Given this, I should ensure that the company has the ability to service this loan including interest and that the loan terms are not burdensome to meet for small business owners like me. It would also be used for the construction of a small water treatment facility and purchasing or leasing the land where this would be located. Moreover, the capital would be allocated for the company's pre-operating expenses like promotions and launching as well as initial operating expenditures including salary, power, water expenses and other fees. 4. Government agencies and regulations to be dealt with by business owner As a small business engaged in the man the manufacturing and selling of bottled mineral water, I, as the business owner, would have to initially deal with the Food & Drug Administration (FDA), particularly the Compliance Department. This is because this agency would first have to ensure that I am complying with their regulations. For instance, the FDA would inspect my equipment and products to find out the bottled water to be sold meets the standard set in the Food, Drug and Cosmetic Act. Â  

Thursday, September 26, 2019

Medical Administration Records Sheet (MARS) Essay

Medical Administration Records Sheet (MARS) - Essay Example The chart itself varies from one hospital to the other. However there are basic components that must be included in whichever hospital or country. The obvious components are the patient’s name, patient medical record, ward and bed number where the patient was confined, the details of the treating team, and other variables like weight. All these are recorded on the demographics part. There is also a prescription part which records the name of the drug, the strength of the dosage, the route which can be either liquid or solid drugs, the frequency of the drugs administered, diagnosis, the details of the prescribing doctor and his signature. The most important benefit of keeping a medical administration record is of course for future reference. This means that if the patient comes back with the same or different complications the health care professional can always refer to the record to know what the patient had been diagnosed of in the last check-up. This would help a great deal in the present diagnosis. The health care professional may be able to determine if the present problem is a complication of the past problem or rather if it is associated or if the case is totally different. If the cases are related the health care professional may change the drugs or the dosages as some patients react different on different dosages and drugs. Some drugs would also not be compatible with others administered later thus it is important to always have a record of the past dosages so as to ensure what is administered later is compatible with the drugs formerly administered. Another importance of the medical administration record is to hold the health care professional for any medical treatment that he gives to a patient. As a professional the medical health care professional owes a duty of care to the patient. The health professional must do all that a reasonable person in his professional would do to cure the patient or to prevent

Wednesday, September 25, 2019

Quality Assessments Design Assignment Example | Topics and Well Written Essays - 4500 words

Quality Assessments Design - Assignment Example (No) (review only) (minimum progress) (progress meets objectives) Detail on Assessment instruments: B1: Writes comprehensive reports - assessment by essay The essay assessment item will be developed as follows: Instructions: A new training course has been designed for dyslexic students on the subject of food science. A range of adapted teaching aids has been designed and the course has been taught as a pilot during one college term of eight weeks. The course contents alternates between theory and practice of food science and students are expected to gravitate towards careers in food science or related fields such as catering, restaurants or factory food processing. Write an essay in the form of a report at the end of the pilot course period which details the different criteria for success and their relevance (15 marks), describes 5 results that might reasonably have been accomplished during the course (15 marks) and describes 3 future steps will be for the students (12). As a guideline, make the assumption that your report will undergo close scrutiny by a college committee dealing with new training courses, this committee being composed of individuals from a variety of different backgrounds who each have their own expectations as to what the report should cover. Time for this essay: 2 hours Total possible marks: 42 Assessors scoring guidelines: Score each essay in the following way: Look for evidence of understanding of the structure and flow of a report Avoid marking down for errors in spelling or grammar unless this renders any part of the essay unreadable or nonsensical Look for a wide range of points considered in the essay, corresponding to the varying profiles of the members of the committee referred to in... A new training course has been designed for dyslexic students on the subject of food science. A range of adapted teaching aids has been designed and the course has been taught as a pilot during one college term of eight weeks. The course contents alternates between theory and practice of food science and students are expected to gravitate towards careers in food science or related fields such as catering, restaurants or factory food processing. Write an essay in the form of a report at the end of the pilot course period which details the different criteria for success and their relevance (15 marks), describes 5 results that might reasonably have been accomplished during the course (15 marks) and describes 3 future steps will be for the students (12). As a guideline, make the assumption that your report will undergo close scrutiny by a college committee dealing with new training courses, this committee being composed of individuals from a variety of different backgrounds who each have their own expectations as to what the report should cover. You are required to present module 1 of the course "Soil Mechanics" to a class of students. You will have access to a whiteboard and appropriate markers that you should use to demonstrate effectiveness during your instruction.

Tuesday, September 24, 2019

Social networking is effecting students grades Essay

Social networking is effecting students grades - Essay Example The social networking regimes have therefore hurt the cause of education more than anything else and the ones who have been hit the hardest are the students themselves. This raises an interesting proposition altogether – why not regulate the usage of social networking by the students so they can concentrate more towards their studies and less on how to mingle with friends, acquaints and the like? There seem to be no answers to such issues. The students need to understand that the social networking elements and tools have been affecting their educational realms and now is the time to realize what is hurting them the most. The sooner they will wake up to such conclusions, the better it would be for their respective selves. However, what is unfortunate is the aspect of non-realization that social networking is providing them more worries than anything else, and now is the time to understand that they have to find a way to move ahead with the social linkages that they have develop ed over the Internet. What is even more worrying is the fact that these social networking tools have involved within them gaming elements that have literally taken away the concentration levels of the students, and given them an alternate path in the wake of spending their lives, their own way (Hitch, 2011). The social networking understandings within the students’ grades have been proven as true with the passage of time. The teachers, instructors and even parents have raised their voice against the tyranny that these social networking elements have created, which have literally impacted the students in more ways than one. There seems to be a great amount of anarchy within the related ranks, and the undue credit for the same does rest on the shoulders of the social networking websites, tools and programs. Since the social networking domains do not consider how the same would be taking charge of the students and their related folds, they are trying their best to introduce new and novel applications, programs and features. This will ensure that the social networking will remain as pivotal for the sake of the students, much more than what education does for their own good. This is a very unfortunate happening but it is taking place for a number of reasons that can be deemed as wrong more than anything else. The social networking does more harm than offering any solace to the young ones who are bound to go wrong in the face of severe competition that they receive at the hands of their colleagues and friends, as well as the technological mastery that the social networking websites and tools have to propose, day in and day out. Therefore how social networking is being manifested by the elders within the society is something to write home about (Sarachan, 2011). This has been made apparent through the different procedures that they have adopted to keep away the perils that come attached with the social networking elements and realms within the society. It is f or this reason that social networking is now being seen as a very dangerous metaphor within the terrains of the society as the students are the worst sufferers at the end of the day. In the end, it would be proper to state that the social networking issues should be tackled at the earliest. This will help resolve the disputes and conflicts that have come to the fore. It will also restore the confidence of the parents within their young ones who are

Monday, September 23, 2019

Entrepreneurship choose one of two questions to write ) Essay

Entrepreneurship choose one of two questions to write ) - Essay Example They also take risks and engage other individuals in implementing ideas. The individuals who develop such ideas posses appropriate characteristics and behaviours for the development and success of a business. These qualities range from creativity, persistent, risk-taking, influence, time management and leadership qualities. An entrepreneur is responsible for the success of the business and any failures result to business closure or a reduction in profits. Various theories and laws define entrepreneurship in the economic world (Bygrave and Zacharakis, 2010). The resonant alternative entrepreneurship theories explain its various aspects including uniqueness, personality, and creativity. The alternative theories are also useful in explaining various elements that facilitate effective business development. The alternate arguments for entrepreneurship describe entrepreneurs and their involvement in business development. The theories focus on either individual entrepreneurs or recognition of opportunities. Most of the alternative assumptions reflect essential entrepreneurial phenomena such as the entrepreneur, the decision-making process and the nature of business opportunities (Alvarez, 2005). The alternative approach to entrepreneurship is an excellent avenue to establishing various elements regarding innovation and contemporary entrepreneurship. They are further useful in explaining the development of successful entrepreneurship characteristics. The alternative theories explain how the uniqueness of entrepreneurs influences their success in implementing business ideas. The applications and the impact of these theories reflect on the individual characteristics of entrepreneurs. The entrepreneurship alternative theories include the discovery and the creative theories (Bygrave and Zacharakis, 2010). The discovery theory entails discovery, existence and exploitation of opportunities, and individual influence. The theory comprises of three different

Sunday, September 22, 2019

Relationship Marketing Through a Number of Pathways Research Paper

Relationship Marketing Through a Number of Pathways - Research Paper Example Citigroup’s relationship managers have realized that the Company met all these three aspects. First of all, the Company offers both investment and commercial services which means that clients have a lot of services at their disposal. Some of them include; Mortgages, priority banking for high net worth clients, loans, investment banking, telephone banking and card products. Secondly, clients in the banking sector are in continuous need of these services. Lastly, those customers who decide to do business with the Company normally select one service or product. In the case of Citigroup, some customers strictly come to obtain loans, some would like to save their money there but access it conveniently when the need arises (commercial services and care facilities). The organization has implemented relationship marketing through consumer tracking. Since Citigroup is B2B backed, then it was able to use a comprehensive database to analyze what consumer tastes and preferences are. It ha s been a leader in business communication with the client. Citigroup has been asking its clients about their thoughts on the institution. It found that certain services were preferred over others. It also realized that consumer kept coming back for certain products during definite seasons. It was able to establish a pattern and focused its energies on products that gave them maximum returns. This was also topped up by improving services that clients were dissatisfied with. One such service was the provision of housing loans. The Company found out that many clients were happy with their rate of loan processing.

Saturday, September 21, 2019

Support the view that Shakespeare Essay Example for Free

Support the view that Shakespeare Essay Support the view that Shakespeare is examining different kinds of love and marriage in this play?  In the play As You Like It there are quite a few different types of love. There are four sexual relationships in the play, all of which have different varieties, or examples of love  The main couple in the play are Rosalind and Orlando. They first meet in a wrestling match that Orlando has been entered in against Charles. Rosalind notices him for his good looks and youth, and because of this is concerned he will be hurt. Orlando wins the match though and as a token Rosalind gives Orlando her necklace. Orlando instantly falls in love with Rosalind when he first sees her and is stuck for what to say to her, Can I not say, I thank you? My better parts are all  Thrown down, and that which here stands up is but a  Quintain, mere lifeless block.  Rosalind then runs off into the forest of Arden dressed as a man called Ganymede. Orlando also flees to the forest where he writes ridiculous love poems and posts them on trees for Rosalind to find. Rosalind, dressed as Ganymede, then becomes friends with Orlando and gives him advice on ways to go about asking her to marry him. She does this by pretending to be Rosalind while dressed as Ganymede. This is so Orlando does not recognise it is her. This can get quite confusing at times. She finally reveals to him that it has been her all along though and they get married straight away. This is the first kind of love where both people love each other and no one else. This is the most simple love situation in the poem because it has no complications of people loving other people, or them not being allowed to love each other.  The couple that show the least romance throughout the play is Silvius and Phebe. Silvius is a kind-hearted shepherd who lives in the Forest of Arden. Phebe though is a rough shepherdess who finds Silvius annoying. The reason for this is because Silvius is deeply in love with Phebe, and she has rejected him many times. Phebe just ignores him though and because of this Silvius keeps on asking her to love him,   Sweet Phebe, do not scorn me, do not, Phebe.  Say that you love me not, but say not so in  Bitterness. The only person Phebe finds attractive in the play is Ganymede, who is actually Rosalind. She writes a letter to Ganymede asking him to marry her, and is rejected quite obviously. As a result of this Phebe is forced to marry Silvius in the end because she has no one else who likes her. I think the aspect of love that is showed her is a cruel side of love. The reason I think this is because Phebe is virtually forced to marry Silvius when she does not want to. Silvius though is overjoyed because she is the love of his life and marrying her is his dream. This is unfair on Phebe though because she does not love him, but she has no one else so has to go along with it. Celia and Oliver are the most surprising couple in the play I think. This is because they meet very close to the end of the play, and instantly fall in love with each other. Another reason for this is that Celia is a very kind, likeable woman throughout the play. Oliver on the other hand changes his personality. At the beginning of the play he is a very nasty man who says he hates his brother because of his good looks and his ability to be liked by everyone he meets. His personality changes though when he is sent into the forest to find his brother, Orlando, by Duke Frederick. He finds Orlando and then he meets Celia, who he instantly falls in love with. He then makes the story up of saving his brother from a lion and his personality completely changes. Twas I, but tis not I. I do not shame to tell you  What I was, since my conversion so sweetly tastes,  Being the thing I am.  He turns into the complete opposite of his old personality, and becomes very nice. This also attracts Celia to him, as well as her thinking he is good looking. This attraction between the two of them means they become a couple and get married too.  This is the same kind of love as Orlando and Rosalind experienced. This is where they have no complications and both of them love each other. They also fall in love with the first sight of each other, as did Rosalind and Orlando. The next couple I am going to examine from the play is the pairing of Touchstone and Audrey. This is possibly the strangest couple in the play. My reason for thinking this is that they are completely different people, and have very different backgrounds. Touchstone is a court jester, and has lived a sophisticated courtly life. Audrey on the other hand is a country girl who has been brought up on a farm. Even though there are these differences, the two still get married. They were meant to be wed quite early into the play, but this did not go as planned and they did not. They did how ever talk more about it and finally got married at the end of the play.

Friday, September 20, 2019

Role of Technology for English Language Learners

Role of Technology for English Language Learners Introduction The role of technology as an alternative tool for instruction of English foreign language learners increases as educators recognize its possibilities to create both independent and collaborative learning environments in which students can acquire, immerse and practice a new language (Butler-Pascoe, 1997). Through the use of the Internet, word processors, video games multimedia, and practice programs, students can engage in individualized instruction designed to meet their specific needs and participate in cooperative projects that will foster communication with peers in their classrooms and throughout the global community. This research focuses on the potential of video games as a powerful tool for foreign language instruction and acquisition. This is a very important topic for many reasons, the least of which is that so many people do not really understand this medium and regard it in the worst possible manner. What many outsiders of the video game culture do not understand is that video games can be an expressive and interesting medium that can easily compete with the best that other mediums have to offer, and, like any type of expressive medium before them, video games have gone through a harsh trial by those who are bigoted, uninformed and prejudiced against this medium. This paper provides a great opportunity to explain why computers and video games can take an important part in language learning, and why therein we have an extraordinary opportunity to educate, not only our children but the population at large through video games. Video games can provide the ability to shape events, environments and positions in a way which is not feasible through any other medium. According to Larson (1999) and Li (1999), â€Å"the transactional nature and the pedagogical relevance of some state-of-the-art videogame-based interactive technologies make videogames a viable vehicle for foreign language learning†. This thesis aims to reach the following objectives: to make the reader aware of new learning strategies and possibilities for all types of learners; to discover students views on the feasibility of videogames for language learning and instruction; to suggest a new range of activities that can be performed in a classroom using videogames. This thesis firstly discusses findings from various research studies, as well as current language teaching methodologies, in order to explain how video games can contribute to language acquisition by evaluating several video game genres and emphasizing that â€Å"virtual pet†, simulation and â€Å"RPG† (Role playing games) are beneficial for language acquisition. It also provides various sample activities that can be performed in the ESL classroom using video games in their own right. Secondly, the context and participants are presented as well as a research instrument, after which the data is analyzed and given an interpretation and finally pedagogical implications are presented. Chapter 1: Literature review This chapter firstly attempts to explain why videogames can be suitable for learning a language based on several studies that are described next. Secondly, it also outlines how videogames are slowly being incorporated into the field of education. Thirdly, it provides the readers with an overview on videogames and modding and finally how teachers can benefit their lessons from modding and how it can be used in the ESL/EFL classroom. 1. Videogames and Research Using video games to educate has long been a much thought-of goal, yet rarely an achieved one. Although video games may not yetbe able to educate users in a content area effectively, language learners may benefit from video games. Educational software developers have struggled to present a substantial amount of content and context without sacrificing the degree of control game players expect. Very little research has specifically targeted language acquisition through video games; however, various studies carried out over the years in several universities of the U.S, England and Sweden with students of different majors, as well as current language teaching methodologies support the use of video games to learn language. Interestingly, in one study Hulstijn Laufer (2001) found that language acquisition may hinge on the â€Å"level of involvementin a task†, and video game players are often quite immersed in game play, a trait that may enable them to acquire language, since video games often contain simultaneously presented aural and textual language. Another study done by Prensky (2006) suggests that â€Å"videogames allow learners to analyze and decode language at their own pace†. During game play learners may use one input channel to decode the other because videogame players have a great deal of controlover the game play (various in-game choices can be made, games can be paused, actions can be repeated, and conversations can sometimes be initiated at the players own beck and call. â€Å"Dornyei Clement (2001, p.399) claimed that â€Å"one of the main premises for using video games to educate has been to harness learners motivation†. Although, motivation is a crucial element in language learning, motivation alone does not guarantee the acquisition of a language. This was stated in another study performed by Prensky (2004) who found out that one of the most difficult things teachers had to do was to aim for a balance between video game interaction and learning its language which may result too strenuous for some players cognitive abilities. Nevertheless, Brett (2001) emphasizes in his research that the natural repetition which is presentin video games, such as the constant set-up of mini-battles in role-playing games and the frequent use of interactive menus in virtual pet and simulation games, allows a language learner to be continuously exposed to the target language and creates more opportunities for acquisition to occur as opposed to other media, such as movies or books, which often do not reuse the same vocabulary or grammar, making acquisition more difficult and slow-paced. Interestingly enough, the repetition in video games allows a language learner to use their own initiative to use known language (semantic context, vocabulary or grammar) to decode unknown elements through constant exposure. Furthermore, Crawford (2003, p.261) made a stunning discovery in his research when he stated that â€Å"a videogame provides players with a useful kinesthetic link to its language† resulting in players having to give a total physical response to actions prompted. Total Physical Response (TPR)activities are used in order to connect the language item whether, vocabulary or grammar, to a physical action, hopefully making thelanguage easier to grasp, which is quite similar in videogames where players perform on-screenactions that may serve to link the language they learn to their native language. 2. Video Games and Education Video games evoke different emotions in people. Some might perceive them as nothing more than a tool of entertainment, while others might consider them useless and tools of bad influence. Academics, such as Gee (2005, p.13), will say that â€Å"video games are a new form of interactive media worthy of academic multidisciplinary study† regardless of what videogames may be, it is a well-known fact that they are a distinct yet entertaining way for youngsters to spend their time. It comes as no surprise that many educators and teachers are trying to add video games to their lessons and curricula design both to catch and retain the attention of students, not to mention to enhance the course content and likability. Many business, medicine, and law schools in northern Europe are implementing video games such as Kristens Cookies, Dexter and Objection as part of their curricula, whilst other schools introduce more commercially known titles, for example Brain Age and Trauma Center to their science and math courses. According to Hoggs research (2006) carried out in some European universities, students motivation and therefore grades, have soared exponentially as opposed to slump since the implementation of video games in their curricula. Video games have become increasingly widespread in their use, both as a hobby and as an educational tool. ESL teachers should be no exception and be able to make use of this technology to help students in teaching grammar points as much as in developing students speaking ability. 3. Video Games and Modding For over twenty years there have been many attempts at designing educational software with all of them resulting in failure and thus a sense of hopelessness prevailed through much of the educational software community. Fortunately, the emergence of new models have made education and entertainment games stop competing with one another. If we look at todays entertainment video games, many will be nothing like the games prevalent in the late 90s when educators and game developers first teamed up in an attempt to insert artificial learning moments inside games. Back then, in-game worlds were relatively fixed and did not have much depth whatsoever, enabling the player only to play out the action of a pre-programmed story. Today, nonetheless, according to Hansson (2005) games are presumably more open-ended, with many of them encouraging players to take an active role in the construction of the game itself through the use of various mod tools. The term ‘mod means modification, in videogame terms ‘mod refers to a user made add-on to an already existing game. For example, one of 2007s best selling video games, â€Å"The Sims 2† does not determine any explicit goal or winning outcome. Rather, the game presents itself as an open-ended virtual doll house in which users play out and share stories with one another should they choose to. As a result of the enormous flexibility of this game, thousands of players created content add-ons or game modifications now available for free on the web. â€Å"Surprisingly enough, so far, little has been attempted by educators to use the extensive mod tools available for The Sims 2 to implement learning content in a way that naturally integrates with the in-game experience† (Goldfayn, 2006). However, mod tools provide full access to all the language data used in all the different international versions of a game. This allows curriculum designers to easily manipulate popular video games to create opportunities for foreign language learning. Johnson,( 2005, p.191) claims that for most educational disciplines, â€Å"the main rule when choosing a video game to be modded is that the closer the original contents of the game are to the educational discipline involved, the smoother the process will be†. Most people play video games nowadays and everyone seems to work on a computer, so learning a foreign language through video games can be as viable as learning it through traditional classroom instruction. For example, in order to make a game like â€Å"Civilization III† relevant to a history classroom, one simply needs to edit a few maps, scenarios and variables; while a game like The Sims 2 actually does have a distinct similarity between the contents of the game and the contents of an introductory language textbook (parts of the body, furnishing the house, finding a job/professions, emotions, etc), the fact that almost all games use language in one way or another allows a far wider range of games to be modded for usage in foreign language learning than other educational disciplines. 4. Modding in ESL There has been a recent increase in the number of game environments or engines that allow users to customize their gaming experiences by building and expanding game behavior. What is described here is the use of modifying, or modding, existing games as a means to learn English. A case of game modding in classroom settings is described to illustrate skills learned by students as a result of modding existing games, in this case the game which was modded is â€Å"The Sims 2†. Below are some examples of how you can mod a videogame to suit your needs as a teacher as well as your students. These are two sample activities that have been put into practice by teachers such as Mylene Catel, (http://www.mylenejcatel.com/)whohave put an enormous amount of effort into this. Simply by playing the modded version of the game (The Sims 2), students are gradually exposed to heavy amounts of reading practice in the foreign language. However, designing specific reading comprehension tasks helps the teacher assess learning better. Next, I describe an activity which can be performed using the previously mentioned game: Step 1. – Students write a description of their favorite imaginary landscape in the foreign language including any number of specific details (There is a pristine water creek, there are many leafy trees in which birds gather to chirp, There is a family having a picnic nestled under the trees , etc). Step 1.5. The teacher helps correct any mistakes in the students descriptions. Step 2. Students randomly exchange their descriptions with one another via the game. Step 3. Use the cheat mode to give students unlimited money. Step 4. Students avail themselves of a mod tool given by the teacher and create the landscape outlined in their description. Step 4.5. The teacher assesses how many of the specific details students correctly incorporated into their creations. Step 5. Students once again exchange their finished descriptions. Step 6. Students verbally describe to one another their creation. Students try to discern which landscape is the one they originally designed. Chapter 2: Methodology This research was conducted in order to determine whether playing videogames plays a significant role in the personal development and learning of a second language. It weighs the pros and cons of using this medium for learning and expresses what videogames are suitable for learning English and what videogames can enhance students reading, listening and speaking skills. I opted to obtain the view of language students from different schools. Specifically, students aged 18-25 from 2 schools within Xalapa were selected for this task, 10th semester students of the teaching area from the English B.A of the Universidad Veracruzana and advanced level students from Bristol Institute as informants from December 2007 to April 2008. Selected participants answered a questionnaire about the role of videogames in ESL/EFL learning. In order to determine whether videogames play an important role in learning English more efficiently, a total of 20 respondents were asked to participate, 10 of them were from the Universidad Veracruzana and the other 10 were Bristol students. Instrument. A questionnaire was administered to collect as much data as possible. The questionnaire consisted of 10 open-ended questions of which five questions had to do with the participants learning English through videogames and the other five questions had to do with the participants views on whether or not videogames have enhanced their learning and comprehension of a foreign language. To achieve pertinent information, certain inclusion criteria were imposed. The participants chosen had to be students who had been studying English for at least 4 years. This qualification ensured the participants understanding the nature of this questionnaire and its use for teaching English, making the questionnaire items easy for them to understand. My questionnaire which was administered to both populations was based on the following criteria: How much English and how well these students had learnt it by using videogames. The types of games they preferred in their learning process and how such games had helped acquiring their skills in English. Procedure. The administration of the questionnaire to the U.V student population was done when I was studying 10th semester of the English B.A. Therefore, the questionnaire was administered to my classmates at that time. However, to administer my questionnaire to the Bristol student population I had to ask for permission to the school principal, and after granting such, I was able to administer it, all in all both populations seemed to have no problems or questions at the time they answered it. Chapter 3: Results and Discussion In this chapter, I will present all data gathered from the questionnaire related to my research questions I administered to several students as well as charts representing the analysis of what was said in each question. The questions will be divided in two sections according to my research questions How do students learn English through videogames? What type of games do students play in their learning process and how they help? Analysis of questions 1, 2,3,4,5 of the questionnaire – refer to section one. 1. Is vocabulary, rather than syntax, more easily and consistently acquired from video games? Out of the 20 students who answered this question 16 students said that vocabulary was best learned through this medium while 4 thought that syntax was the one best acquired. From these answers it can be inferred that these students mostly learn vocabulary, and syntactical patterns from games. Nonetheless, the focus of what is to be learned will fall into what the students needs are. From my perspective students also benefit from learning pronunciation subconsciously because speech is present in most games. 2. What grammatical patterns or chunks of language do you usually learn from videogames? Out of the twenty students who answered this question, eleven answered that they usually learn phrasal verbs and idioms from videogames while the other nine students said they revise through videogames grammatical patterns such as reported speech and conditionals. From these answers it can be inferred that for these students videogames help best as an aid to learn phrasal verbs and fixed expressions while others use them as revising materials. 3. Do video games help language learners actually acquirelanguage, or do they serve more as a linguistic priming or practicing device? Out of the twenty students who answered this question twelve believed that videogames help language acquisition whereas the remaining eight believed they just serve as a practicing device From these answers it can be assumed that videogames can serve as both a learning tool and a practicing device for these students. However, as a teacher you should have in mind the reason why you will employ them. 4. Can language be acquired more effectively (more quickly and be retained longer) through video games than through other media? From twenty students who answered this question seventeen agreed on their learning being quicker, more effective and easier to retain through videogames. However, another three said videogames had no benefit for them. From these answers it can be assumed that for these students videogames are the perfect medium that can enable them to learn faster by learning the language subconsciously through something they might find entertaining because videogames lower their affective filter. 5. Do students retain lexical or syntactic language studied through video games longer than identical language studied through traditional classroom and self-study activities? Out of the 20 students who were asked this question, 14 answered that they thought retention was easier and lasted longer for them through videogames whilst other 6 claimed they benefitted more from traditional classroom instruction. From these answers it can be inferred that even though for these students retention is generally easier through videogames due to their interaction capabilities with players, how well students retain language patterns through either way will depend on what type of memory they possess. Analysis of questions 6, 7, 8,9,10 of the questionnaire – refer to section two 6. Which genres of games are the most useful for language learners? The answer to this question was a bit variant since out of the twenty students fourteen considered themselves to be advanced learners while six considered themselves to be upper-intermediate learners. Therefore the advanced students claimed that the most useful game genres for them were Role playing games (RPGs) and action/adventure games as they can employ various decoding strategies. While the remaining six said that in their view the most useful game genres were sports videogames because they can benefit from the repetition patterns present in these games From these answers it can be inferred that videogames can cater for every mood and personality and can certainly aid these students in their learning process. However, which game genre is most useful to them depends on their language level. Bristol students often resort to playing RPGs because of their language level while some teaching area students of the English B.A in the Universidad Veracruzana opted for sports games as their games of choice because they feel they benefit more from the language patterns present in such games. 7. Does the learners language level make a difference? Out of the 20 students who answered this question 19 believed that the language level of a learner made a difference in understanding while just 1 student believed that the level did not matter From these answers it can be assumed that the level of a learner will play a crucial part in taking full advantage of the videogame approach toward language learning. For example advanced students are always eager to play RPGs which are more complicated than other game genres while intermediate or basic students try to look for games in which actions can be describe more than once. 8. Do voice recognition games force native and non-native speakers to modify their pronunciation in unnatural ways? From twenty students who answered the question thirteen said that voice recognition games were a valuable tool to help their pronunciation subconsciously while the remaining seven said their pronunciation could only be improved through direct interaction with an English native environment which leads to demonstrate that these few students have a conservative way of thinking. From the answers of these students it can be inferred that voice recognition games are just as good as interacting within an English speaking environment since the pronunciation used in such games is usually done by native English speakers. 9. Do language learners benefit from having their actions described by a sports video game? All twenty students who answered this question said they did benefit from this approach because it was quite practical. From these answers it can be assumed that videogames can come as a new refreshing approach toward language instruction that students would really appreciate since both males and females showed much interest in sports videogames 10. How long would it take a learner to acquire a language through a video game rather than through classroom instruction or self-study textbook? All students had different views on this particular question. Eleven believed you could learn English through this medium in one year while another four believed you could learn it in six months time, two more students said in a few weeks and yet another three claimed the time you learn it was entirely up to the learner. From the answers given by these students it can be inferred that theres no agreement on a learning curve. According to these students how fast students learn the language depends on other factors such as motivation and what kind of learners they are. Conclusion: In these data most of these students claim that they can learn a language using videogame classroom instruction. According to them not only is it a refreshing new approach but it is also quite beneficial for vocabulary acquisition and the subconscious learning of pronunciation. However, a teacher should always keep in mind the objective as to why they will use videogames. Chapter 4: Pedagogical Implications In this chapter, I provide some examples of how videogames can be exploited to design many immersion activities for the ESL/EFL classroom. This chapter is organized into the following sections: RPGs, RPGs and the ESL classroom, elements of literature, debates on cultures, portfolios, character analysis, oral presentations, quizzes/tests and suggested games for classroom use. 1. Role Playing Games Not all video games can be considered classroom-safe. Many video games, while being visually stunning games in their own right, may either be too violent or too devoid of content to be used in an ESL classroom. There is, however, one genre of video games that is ideal for the ESL classroom: Role Playing Games (RPGs) (Goldfayn, 2006). Traditionally, role plays are associated with a person pretending to be someone else. This is exactly what a RPG is. In RPGs, players take control of a character and embark on chilling journeys similar to those told in Edgar Allan Poes horror novels or heart-pounding adventures like those told in Jules Verne stories. According to Din (2002) â€Å"students become exposed to long hours of in-game dialogue, as well as substantial amounts of written text† while being immersed in a quest, perhaps one to save a kingdom, slay a demon or vampire, or save the world. As players retrieve information by interacting with other characters, they advance through the game with the purpose of reaching a final goal and objective just like in any lesson plan. 2. RPGs in the ESL Classroom If there were to be any kind of video games in an ESL classroom, it would be RPGs. In a video game ESL classroom session, the students will play through the game. During this play time the students become exposed to English language dialogue with various accents, which undoubtedly helps students develop their aural skills. RPGs also help them develop their reading skills, as the game will not continue unless the players, in this case students, meet certain requirements which are communicated to them through either spoken communication or written dialogue. Truly, exposure to a language or text does not create bilingual students; it is just not enough. That is why the teacher should plan certain activities to encourage students to share the experiences they just had playing the game and some other complementary activities to reinforce what they learned in the game. 3. Elements of Literature (writing activity) Every story, just like every game, has an introduction, action development, a climax, descending action, and an ending. Many stories, just like many games, have flashbacks, foreshadowing, and personification. It is always advisable to give students a brief introduction regarding these elements, so that they may be familiar with them when they run into them while playing through a game. 4. – Cultural Debates (oral activity) The majority of RPGs have good stories, and all good stories have a setting. Before students get round to playing a game, the teacher should survey students knowledge of other cultures. Getting the students to start a debate on the similarities and differences in their culture or on different cultures in general is always a good way to start. You may begin the class by asking the students what they know about other cultures, a discussion on the Mayan culture, Feudal Japan or the American civil war usually get the students in a talkative and lively mood, as they can bring forth experiences they have had throughout their lives whether these be by watching movies, reading books or personal experiences. After the discussion, the teacher explains to students they are about to play a video game that has elements of different cultures in its world. The teacher should then provide a little information on the game and its characters, so that the students do not feel completely lost when they begin. 5. The Portfolios A portfolio is a collection of evidence that represents achievement and learning within a module/course or programme of study. The portfolio is a tool that can be used once a week, after playing the game. The student would have to write a short summary of what happened in the game as well as comment on the events from the game that they liked or disliked most. If students are at an advanced level they could be asked to comment on some of the more abstract concepts that appear in the game, such as love, friendship, and parenthood. Once the students have finished the game, they could be asked to write an entry regarding the elements of literature in the video game they played. Their writings would have to include short summaries of the events that happened in the game, so they would sort those events into the introduction, the rising action, the climax, the descending action, and the resolution of the game. Some games have open endings and require the players to fill in the gaps with t heir imagination. In case of such games, a good entry to ask the students for would be one in which they will have to account for what they think happened after the game ended. 6. Character Analysis (oral activity) Students can be asked to analyze their favorite character from the game. Starting with a drawing of the character, intermediate or beginner students could discuss how the character looks, speaks, and acts, while higher level students could discuss their characters behavior, thoughts, and purposes. The student should always say what their chosen characters stand for (for example, Alex from â€Å"Lunar: the Silver Star† for the â€Å"Playstation† could be seen as someone who represents friendship, love, and heroism). This would be a great opportunity to teach students to empathize by asking them questions like how would you have felt during this specific event in the game, had you been the character? 7. Oral Presentations Another course of action is having students make short oral presentations on characters, themes, or plot segments of the game. If there is enough time and resources, the whole class could put together a play about an event or events from the game. 8. Quizzes / Tests A quiz or a test about a video game would be conducted in the same way a quiz or test about a short story or novel would be done. Questions could range from reading comprehension (Example: Who does Tidus fight against at the end of Final Fantasy X?) to essay type questions (Example: In Final Fantasy X, do you think Tidus resents his father? Why / Why not?) 8. Suggested Games for Classroom Use The following list contains several classroom-safe video games that can be used to teach English. This compilation is best aimed at being used with students between the ages of eighteen and twenty five in mind. They have cartoon-like visuals, an excellent score, funny characters and interesting plots. Atelier Iris 2 (Sony Playstation 2): A RPG about an alchemist out to prove himself and make use of his awesome skills. Atelier Iris 2 focuses on two main characters whom you can assume at will. One character embarks on adventures in distant worlds, facing off against enemies via a turn-based battle system. The other character stays behind at home and creates items and weapons. Arc the Lad (Sony Playstation): The first game in the series that really redefined what a Strategy/RPG could be, introduces players to a magical world teetering on the edge of destruction. Only the young Arc possesses the power to stop the impending destruction, a

Thursday, September 19, 2019

Essay on Voltaires Candide - Optimism in Candide :: Candide essays

Optimism in Candide Voltaire's Candide uses anti-heroism as an object of mockery against the philosophers of the Enlightenment. Candide, the hero of the novel travels around the world where he encounters many difficulties. During his travels, he sticks to the teaching of his tutor, Doctor Pangloss, believing that "everything is for the best" (3). Voltaire points out the illogicality of this doctrine, "if Columbus had not caught, on an American island, this sickness which attacks the source of generation [...] we should have neither chocolate or cochineal" (8). The sheer stupidity of these illogical conclusions points out Voltaire's problem with most optimists: the illogical degree to which they would carry their doctrine. Voltaire would argue that noses were not designed for spectacles, but rather spectacles were designed for preexisting noses. Pangloss's interpretation of cause and effect is so ignorant as to be comical. While Candide tells an interesting story, it is more important as a satire. Howeve r, this does not prove Voltaire is a pessimist. Â   During the age of Enlightenment, the philosophes believed that reason could be used to explain everything. The philosophes believed that people could make the world a better place to live in. Voltaire is against such optimism. Ian Bell Says "The 'optimist' argument then, was complex and sophisticated, but like all ironists Voltaire chose to simplify it to the extent that it seemed complacent and absurd, and he went on to cast doubt on our chances of ever securing 'eternal happiness'"(1-2). According to Voltaire true happiness can only be experienced in an unreal world. The multitudes of disasters that Candide endures after leaving Eldorado culminate in his eventual abandonment of optimism. Candide loses four of his sheep laden with priceless jewels due to natural causes, and then sees his two remaining sheep stolen, and the local magistrate indifferent to the theft. "Certainly, [says Candide,] if everything goes well, it is in Eldorado and not in the rest of the world" (42). Candide goes a step further, "Oh Pangloss, cried Candide, you have no notion of these abominations! I'm through, I must give up your optimism after all. What's optimism? said Cacambo. Alas, said Candide, it is a mania for saying things are well when one is in hell" (40). Candide's enthusiastic view of life is contrasted with, and challenged by suffering that he endures throughout the book. Hence, Voltaire uses the book to satirize the foolishness of optimism.

Wednesday, September 18, 2019

Essay --

Sam Borkin History 212 Vance Life of the Jazz Age Many things changed after the Civil War. Including industrialization, emergence of cities, and women and children also won more freedom than from before. First of all the city replaced the countryside as the focal point of American life in the 1920s. Population of America changed. It grew rapidly. The current census at the time revealed that more than half of America's population lived in cities and still continued to grow. Cities with a population of 250,000 people added nearly eight million people to their populations. New York City grew by 25%. Between 1920 and 1930 Detroit doubled their population as well. Metropolitan areas grew rapidly as whites and blacks poured in looking for job opportunities in the new consumer industry. The Skyscraper soon became the most visible feature of the city. Since faced with inflated land prices builders decided to build upward. No one knew that they would be developing an American icon for cities. In the metropolis life was different. The old community of home, church, and school were absent, but there were important gains to replace them. Some people became lost and lonely without the old institutions and many thrived on the new urban environment. Like I said the landscape and industrialization weren't the only major changes, but the family did as well. Before women and children didn't have as much freedom, but now in the new urban society freedom seemed to emerge. During the 1920s there was no permanent gain in the number of working women. 2 million more women were employed in 1930 than they were in 1920. Most women had low paying jobs ranging from stenographers to maids. In 1920 women had gained the right to vote, but t... ...f the twenties. By the end of the decade cars were basically necessities. For every road there was a one car for every five Americans. Due to the huge surge of dominance in the automobile business many businesses that were correlated with automobiles became very popular. These businesses or services were gas stations or motels. They were there to meet the needs of the drivers.7 All in all the Roaring Twenties was full of many different things. Some were bad some were good. Though some of the bad things are still around today the good things that happened in the twenties help shaped America to what it is today. The turmoil for many people had taught a lesson for the people of today’s era. This was especially so when talking about the Great Depression. You can be down in your luck, but just remember there are always positives to come with every negative.

Tuesday, September 17, 2019

Art and Humanities Essay

The Music I associate with from my early childhood would be so many different songs from like the alphabet songs. When I grew up we were not allowed watching TV so much in the 70’s. But we watched some cartoons like the Surf’s on Saturday mornings; I still remember the song Fa-la-la-la. I grew up listing to reggae and oldies but goodies music on my parents little radio in the living room. When I hear these songs I have a smile on my face. It always reminded me when my children was listening to some of the same kind of music either on Television or radio or when they watched cartoons like Old MacDonald or Bitsy Spider with the same good old folk rhymes. As I got older I remember listening to bands like the S. O. S. , Dazz band. My mom always made me play her cassette deck with her oldies or reggae music while she cleaned the house top to bottom. She always danced around while she was cleaning and it made cleaning looked like so much fun. And to this day if I help my wife with house chores I listen to the same kind of music then my mother was listening to. My daughter is the exact same way; she plays music all the times. The Music I associate with my adolescence is R&B disco music from the 1980’s and 90’s. I loved mostly all of them and I would listen to any songs â€Å"I want to be your man† by Rogers or Keith Sweat â€Å"Make it last forever†, â€Å"Between the sheets† by The Isley Brothers, I could just go on and on. I went through many phases where I start listening to Madonna or country music and different artists like them, but I believe it had something do to with being a young boy growing up. Up to this day I could listen to all the same artists, bands or songs and think about the carefree days I had and being a high school boy being crazy with all my friends. But there was a time in my life where I was real crazy and just listening to rap music and started using the bad words and believe me that was not for long because my mother got rid of all my rap music quickly. And now if my children would listen to some rap music I tell them please not in my home. When it comes to comfort in music I always find myself going back and listen to oldies or reggae that was always  playing when my mother was cleaning the house. It was an everyday thing for my mom because it seemed that our home was never clean enough for her because we were six children coming in from football fields dirty or the backyard. But anytime I came into the house the same oldies or reggae music was playing, it was either Bob Marley† Buffalo Soldiers† or the oldies song† Let’s stay together† by Al Green When I have a bad day or just want to relax I find myself sitting down and turn on music and listen to the 70’s or 80’s songs, because that is what gets my head clear and then I can focus again. Happiness is a mood I would associate with songs or music that has a good rhythm and has a positive message. The song that makes me happy is â€Å"Buffalo Soldiers† by Bob Marley just like my mother, she would play that song over and over again. I would say that every genre and style of music has it songs that are happy, sad, comforting, depressing, fun and any other mood or feeling one could have. This is not because of how the song really sounds or the way it’s played, it’s the meaning from the lyrics. But the listener interprets the song in a way that only you can relate to. That is why music is so important to me because it can be a musical time line of our memories. I will always remember the music I grew up with and all the god times I had as a child and this is what I took into my Adulthood. In my life, music has been a constant, ever changing magical and amazing adventure. Music has always been a part of an everyday life for so many years and so many more years to come, because no matter if we understand the music that the one likes or not it does not matter to us. All we need to know is what we like and what impact music has on us. Music may make a person happy or sad because of the memories they re-live. No matter what it might be you must know that music is needed and wanted. References: Altschuler, R. J. (2009). The Art of Being Human: The Humanities as a Technique for Living. Retrieved from: www. youtube. com/watch? v=S5FCdx7Dn0o Retrieved from: www. youtube. com/watch? v=RCcg7ctrC4w.

Monday, September 16, 2019

Fuzzy Logic Momentum Analysis System For Financial Brokerage Accounting Essay

Abstract- The modeling of fiscal systems continues to keep great involvement for non lone research workers but besides investors and policymakers. Many of the features of these systems, nevertheless, can non be adequately captured by traditional fiscal modeling attacks. Fiscal systems are complex, nonlinear, dynamically altering systems in which it is frequently hard to place mutualist variables and their values. Financial securities firm is concerned with put to deathing orders of purchasing and merchandising of certain sums of portions at the best possible monetary value. Many mathematical and algorithmic systems have been developed for this undertaking, nevertheless they can non look to get the better of a criterion volume based system. This paper proposes a new model for high frequence trading utilizing an intelligent fuzzy logic based impulse analysis system. The system was applied to securities firm of fiscal stocks, and tested against the criterion volume based securities firm system. The Fuzzy Logic Momentum Analysis System has proven to surpass the traditional and standard systems that are used in the industry. Keywords ; Finacial securities firm ; fuzzed logic ; high frequence trading. Introduction It is good known that a chief insufficiency of much economic theory is that it postulates exact functional relationships between variables. On the other manus in fiscal clip series analysis, information points seldom lie precisely on consecutive lines or smooth maps. [ 7 ] suggests that trying to suit these nonlinear phenomena will present an unacceptable degree of instability in theoretical accounts. As a consequence of this intractableness, research workers and investors are turning to unreal intelligence techniques to better inform their theoretical accounts, making determination support systems that can assist a human user better understand complex fiscal systems such as stock markets. Artificial intelligence systems in portfolio choice have been shown to hold a public presentation border over the human portfolio director and recent research suggests that attacks that incorporate unreal intelligence techniques are besides likely to surpass classical fiscal theoretical accounts [ 4 ] . Artificial intelligence attacks have late been normally adopted in fiscal modeling. Traditionally, stock market calculating methodological analysiss have been based on either cardinal or proficient analysis. Cardinal analysis efforts to find the intrinsic value of stocks based on extended macroeconomic informations, whereas proficient analysis relies on analyzing market activity, peculiarly historic monetary values and volume. Whilst there is much back uping research for both schemes in fiscal theory we focus on systems utilizing proficient methodological analysis as the subjective and complex nature of cardinal analysis means it has, to day of the month, received small attending in unreal intelligence research. Fuzzy logic was foremost introduced by [ 6 ] . It is a signifier of multivalent logic which, whilst retaining the deductive construction of classical symbolic logic, includes the construct of grade of truth. Rather than being either true or false, as in binary logic, statements in fuzzed logic have a rank map which defines a fuzzy set ( as opposed to a chip set in conventional set theory ) . Fuzzy logic is hence an ideal attack to jobs that require a representation that can cover with estimates, uncertainness and deficient information and it has been applied to spheres every bit diverse as pattern acknowledgment [ 10 ] , railroad control systems [ 2 ] and computing machine game design [ 11 ] . The regulation base and illation engine of a fuzzed system is comparable to that of the cognition base of an expert system. The application of fuzzed set theory in economic science was foremost presented by [ 12 ] and has since received much attending [ 3 ] Time series theoretical accounts were foremost combined with fuzzed theory by [ 5 ] giving rise to fuzzy time-series, the cardinal model of all the investing systems. Research workers making stock trading systems have implemented many fluctuations of this theoretical account. Most late, [ 1 ] has proposed the usage of Adaptive Neuro Fuzzy Inference Systems ( ANFIS ) , which combine the prognostic belongingss of nervous webs, with the concluding mechanisms of fuzzed logic to make an machine-controlled trading and prediction system that has been used for high frequence trading of foreign exchange currencies markets ( FOREX ) . This paper is outlined as follows. In subdivision II we give a general overview about fuzzed logic illation systems. Section III introduces the fuzzed logic impulse analysis system ( FL-MAS ) . Section IV explains the methodological analysis of utilizing FL-MAS for securities firm. Section V provides a public presentation analysis of the system. Finally, reasoning comments are given in Section VI. Fuzzy illation Systems Many types of fuzzed illation systems have been proposed in literature, nevertheless, in the execution of an ANFIS for fiscal anticipations and appraisal, the most suited theoretical account is the Sugeno theoretical account, which uses if-then-rules to bring forth an end product for each regulation which is the additive combination of the input variables plus a changeless term, and the concluding end product is the leaden norm of each regulation ‘s end product. The regulation base in the Sugeno Model, has regulations of the signifier: If X is A1 and Y is B1 so f1 = p1* x + q1* y + r1 If X is A2 and Y is B2 so f2 = p2 * x + q2 * y + r2 ( 1 ) where X & A ; Y are predefined rank maps, Ai and Bi are rank values, and pi, chi, and Rhode Island are the attendant parametric quantities that are updated in the forward base on balls in the acquisition algorithm. When we calculate the equation of â€Å" First order Sugeno † the grade of rank variable of X1 in rank map of Ai is multiplied by the grade of rank variable of X2 in rank map Bi and the merchandise is deemed a first Liner Regression Weight ( Wi ) . Finally the leaden mean F1 and F2 is deemed the concluding end product ( Z ) which is calculated as follows: A fuzzed illation systems shown in Fig. 1 is a regulation based fuzzy system that can be seen as an associatory memory and is made of five constituents ; regulation base which consists of the fuzzed if-then regulations, the informations base which defines rank maps of the fuzzed sets used in the fuzzy regulations, the determination devising unit which is the nucleus unit and is besides known as the illation engine, the fuzzification interface which transforms chip inputs into grades of fiting lingual values, and eventually the defuzzification interface which transforms fuzzed consequences into sharp end product [ 13 ] . Fuzzy Logic Momentum Analysis System Making a fuzzed illation system to observe impulse is a complex undertaking. The designation of assorted market conditions has been a subject topic to assorted theories [ 14 ] and suggestions. This paper proposes a fuzzed illation system which categorises the market conditions into 7 classs based on monetary value motion, and will utilize the current volume to find the engagement rates ( PR ) of the trading system each clip. Fuzzy InferenceMomentum AnalysisThe first measure in planing the Fuzzy Logic Momentum Analysis System, FL-MAS, is specifying the market conditions that the fuzzy system has to place. In this paper we use the following 7 market conditions to cover all possible motions of the monetary value series: Beat uping Strong up Slightly up Average Slightly down Strong down Crashing These conditions are considered as lingual values for the fuzzy logic system, and will be used to find the current province of the monetary value formation and its impulse. As impulse is built up, the system looks at the old x sum of ticks and performs an illation process by adding all the motions of the current monetary value to the old monetary value to find whether the general tendency has been up or down after ten points. In other words, impulse is detected by the followers: where is the current monetary value, is the old monetary value, and is a fluctuating counter which goes up or down harmonizing to the motion of the monetary value. whenever monetary value goes up it adds 1, when the monetary value goes down it subtracts 1, therefore this can be used in placing market conditions for x sum of points, where if the market is traveling strongly upwards, it will be detected by holding more 1s than -1 or 0s. This can be explained in the undermentioned equation: ( 2 ) where is the period that we want to observe the impulse for. For illustration, if we want to observe the impulse of the last 100 ticks, we add all the up, down fluctuations and so feed the ensuing figure to the fuzzy system which would lie someplace in the rank maps shown in Fig. 2. Membership maps for the lingual variable of market conditions The same process is applied for ciphering the lingual variable volatility, where the lingual values are as follows: Very fast Fast Medium Decelerate Very slow The fuzzy logic system takes both market impulse and volatility in consideration ; it generates the regulations, and eventually takes a determination based upon the sum of market engagement.The DataExperiments in this paper have been carried out on high frequence tick-data of both Vodafone Group plc ( VOD ) and Nokia Corporation ( NOK ) . For both stocks, 2 months of high frequence tick-data between 2nd Jan 2009 and 27th Feb 2009 has been obtained, and split into 30 subdivisions each. This was done in order to avoid any car correlativity between the monetary values. In other words, the fuzzy logic system gets the first batch of informations, performs all the actions of bargains or sells on it, so the same is process repeated utilizing the criterion volume based system, eventually comparing the public presentation of both systems. Once the observation is obtained, the system skips about 10000 ticks and performs the same operations once more, for 30 times, each clip observing the publi c presentation of both systems. It has to be mentioned that 2 months of high frequence tick informations is a significantly big sum of informations, taking in consideration that for each loop the system takes the analysis of the impulse of the past 100 ticks. Fig. 3 shows how the information is split after each simulation in order to avoid any possible similarities or autocorrelation in the monetary value. FL-MAS for securities firm tick informations discarded tick informations High frequence tick by tick informations Sim 1 Sim 2 Sim N The chief aim of the Fuzzy Logic Momentum Analysis System ( FL-MAS ) implemented in this paper is to surpass the industry criterion volume system, that has been used by securities firm houses to put to death big orders of purchasing or selling a certain stock. Many systems have used quantum modeling and analysis to find the assorted engagement rates ( PR ) , nevertheless they normally fail to surpass the criterion volume system in the long term [ 15 ] . This paper uses FL-MAS presented in subdivision 3, to find the PR in the market harmonizing to the current impulse. In other words, if we are on a bargain order, we would prefer to increase the PR ( figure of portions bought at that clip ) , when the monetary value is low, and diminish the engagement when the monetary value is high. Tick informations splitting mechanismStandard Volume System ( SVS )A standard securities firm mechanism for put to deathing big orders is a simple volume based system, which parses the volume being traded, whenever a certain sum of portions ( a threshold ) have been traded, the system would purchase or sell ( depending on the order ) a certain per centum of that. In other words, if there is an order to merchandise 1 million portions of a certain stock. The threshold would be for e.g. 10,000 portions, and whenever 10,000 portions have been traded, if the PR is set to 25 % , the system would purchase or sell 25 % of the mean volume. ( 3 ) where N is the figure of operations required to make the mark order for illustration 1 million portions, % is a fixed PR, for illustration, 25 % whenever the threshold is exceeded. The above system has proved to be efficient and is being adopted by many securities firm houses around the universe. The purpose of this paper, is to turn out that FL-MAS outperforms this type of system on the long tally.FL-MASThe thought here is to utilize the fuzzy logic impulse analysis system described in subdivision 3, to place what market status we are presently shacking in. This will let us to change the PR ( % ) . This provides an advantage, since the system can merchandise sharply when the status is at an extreme. It would besides understate its trading when the status is at another extreme. In other words, if we are selling million portions, the system will do a trade whenever the threshold of volume has been exceeded. However if the current market status indicates that the monetary value is real ly high or beat uping so we know that this is a good clip to sell a batch of portions, for illustration 40 % of the current volume. The same thing applies for when the impulse indicates that the monetary value is strong down which means that the system should sell less sums of volume at this low monetary value, for illustration 15 % . The contrary mechanism applies for purchasing portions. When the market is crashing, this is a good index that we should purchase a big ball of volume ( 40 % ) , and when the monetary value is at an mean point, this means that it would act like the SVS system i.e. purchasing 25 % of Volume. This is shown in Table 1. Engagement rates for buy side and the sell side of FL-MAS Market Condition Buying Praseodymium Selling Praseodymium Beat uping 10 % 40 % Strong up 15 % 35 % Slightly up 20 % 30 % Average 25 % 25 % Slightly down 30 % 20 % Strong down 35 % 15 % Crashing 40 % 10 %Performance MeasuresAfter implementing both SVS and FL-MAS, the standards at which both systems will be compared against each other will be the outperformance of FL-MAS on the SVS in footing points. TheA footing point is a unit of step used frequently to depict the per centum at which a alteration in the value or rate of a fiscal instrument has occurred. One footing point is a1/100th of a per centum orA 0.01 % . It is besides tantamount to 0.0001 in denary signifier. To cipher the betterment ( elf ) for the buy side in footing points we use the undermentioned expression:iˆ?iˆ?iˆÂ ©For the Sell Side the betterment in footing points is:iˆ?iˆÂ µiˆÂ ©Where is the entire cost of purchasing x sum of portions utilizing FL-MAS, and is the entire cost of purchasing the same figure of portions utilizing the traditional SVS. Consequences This subdivision displays the consequences of utilizing both FL-MAS and SVS to purchase 1million portions of VOD and NOK. For each symbol 30 simulations have been carried on the tick-data set described in subdivision 3. The information has been split as described in order to avoid any autocorrelations, both systems have been run and tested on the same information sets. Table 2 displays the cost at each simulation for purchasing 1million portions of NOK utilizing both systems. The mean monetary value of the whole set is besides displayed, and eventually the betterment of FL-MAS against SVS is displayed. This betterment rate can be either positive ; when FL-MAS has outperformed SVS or negative ; when FL-MAS was outperformed by SVS. Table 3 provides a full analysis of Table 2, by demoing clearly the mean outperformance rate of purchasing 1million portions of NOK utilizing FL-MAS, which turns out to be a positive of 2.98 footing points, which means that on mean utilizing FL-MAS we save about 3 footing points whenever we buy 1 million portion of NOK. Table 3 besides displays the consequences of implementing both systems to purchase 1 million portions of VOD. These consequences for VOD ( besides displayed on Fig.4 ) show a much higher mean of around 12.5 footing points. Experiments have been performed once more by reshuffling the information sets utilizing the informations slots that have non been used before, and the observations were really similar to these consequences. Hence another measuring mechanism was to detect the median of the consequences. The median is described as the figure dividing the higher half of a sample or distribution from the lower half. Both Medians for NOK, and VOD were positive, bespeakin g that on mean FL-MAS outperforms SVS for all the purchasing Simulations. Comparing the public presentation of FL-MAS against SVS for purchasing 1M portions of NOK Average Monetary value Cost of purchasing 1m NOK Shares utilizing FLMAS Cost of purchasing 1m NOK Shares utilizing SVS Improvement in footing points 11.55 11278964 11285761 6.02 12.19 11581642 11572708 -7.72 11.57 11904468 11910571 5.12 11.12 11610312 11581174 -25.16 11.45 11076799 11087759 9.88 11.36 11456338 11452293 -3.53 11.03 11390049 11404634 12.79 10.89 10947120 10956223 8.31 10.45 10923870 10950576 24.39 10.31 10373596 10377899 4.15 10.63 10354815 10367941 12.66 10.78 10655795 10644194 -10.90 10.70 10816236 10814437 -1.66 10.45 10723627 10737409 12.84 10.24 10281461 10286957 5.34 10.48 10214443 10205979 -8.29 9.67 10553155 10547707 -5.17 9.67 9581014 9602197 22.06 9.40 9754339 9740190 -14.53 9.22 9521736 9544895 24.26 9.10 9282640 9280416 -2.40 9.38 9135088 9149560 15.82 9.27 9434147 9457587 24.78 9.42 9262702 9272236 10.28 9.77 9439104 9430047 -9.60 9.87 9807817 9799844 -8.14 9.49 9880881 9885421 4.59 9.58 9585207 9580119 -5.31 9.48 9619778 9624263 4.66 9.40 9556780 9555829 -1.00 9.67 9350444 9359424 9.59 9.98 9724834 9707290 -18.07 9.94 9869580 9869177 -0.41 Analysis of consequences of purchasing 1m portions of NOK and VOD Mean ( elf ) Median ( elf ) Entire ( elf ) Buying NOK 2.98 4.63 101.18 Buying VOD 12.48 1.58 374.53 Besides the entire betterment of both is really high indicating that for both the 30 simulations, a 101.18 footing points was saved utilizing FL-MAS on NOK, and a 374.53 on VOD. Buying 1m portions of VOD Similarly, the sell side is displayed in Table 4, and analysed in Table 5. Similar to the bargain side, all simulations and experiments utilizing FL-MAS and SVS, have displayed that on mean FL-MAS has proved to be the better system, and therefore would increase the profitableness of a fiscal securities firm house that executes multiple big orders. Fig. 5 displays the merchandising of 1m portions of VOD. Comparing the public presentation of FL-MAS against SVS for selling 1M portions of VOD Average Monetary value Cost of selling 1m VOD Shares utilizing FLMAS Cost of selling 1m VOD Shares utilizing SVS Improvement in footing points 139.75 138379831 138304137 5.47 142.10 141880579 141466276 29.20 147.30 145752861 145974583 -15.21 145.70 147127925 147242618 -7.80 144.50 145284236 145840646 -38.30 148.30 141887321 141926909 -2.79 138.30 138593022 138540789 3.77 137.60 138159371 138119542 2.88 138.45 137192635 137152512 2.92 138.80 136243869 137297036 -77.30 138.70 138854269 138889050 -2.50 135.95 134818894 134622571 14.56 133.85 135551066 135198498 26.01 136.50 133744440 133824812 -6.01 135.55 136450408 136384280 4.85 139.50 136381824 136248448 9.78 138.30 138364382 138217262 10.63 136.85 136263730 136277519 -1.01 134.20 133894601 133855738 2.90 134.56 133894289 132534941 101.52 127.10 129477007 129129593 26.83 128.90 127159502 127174918 -1.21 130.85 129889373 129821846 5.20 135.50 130203793 130019981 14.12 136.85 135468629 135441956 1.97 136.45 136622702 136595289 2.01 138.05 136719313 136746751 -2.01 136.65 134943043 135082269 -10.32 132.15 133857223 134159108 -22.55 Analysis of consequences of Selling 1m portions of NOK and VOD Mean ( elf ) Median ( elf ) Entire ( elf ) Selling NOK 1.6812 2.9291 57.16 Selling VOD 2.73 2.46 81.83 Selling 1m portions of VOD Decision The job of order executing is a really complicated one. To be able to supply the best monetary value, an executing system has to dynamically alter the engagement rates at each case in order to provide for monetary value alterations, which are driven by impulse and volatility. This paper has introduced a system that makes usage of fuzzed logic, in order to ground out the current market status which is produced by the accretion of impulse. FL-MAS is a fuzzed logic impulse analysis system that outperforms the traditional systems used in industry which are frequently based on put to deathing orders based on the leaden norm of the current volume. Consequences of the enforced system have been displayed and compared against the traditional system. The system proves that on norm it increases profitableness on orders both on the bargain and sell sides. Further work and research has to be done to optimize the public presentation of the system. This could either include the usage of a familial algorithm to optimize the rank maps or the usage of Adaptive Neuro Fuzzy systems which would bring forth all the possible regulations for the system.

Sunday, September 15, 2019

Irony in “Top of the Food Chain” by T. Coraghessan Boyle Essay

T. Coraghessan Boyle’s â€Å"On Top of the Food Chain† is more than just a narration of a selfish person’s mistakes. The narrator’s tone is a literary element used to show man’s indifference for organisms that are of no immediate benefit or are a nuisance to them. _†The thing was, we had a little problem with the insects†¦Ã¢â‚¬ _ The narrator’s tone in â€Å"Top of the Food Chain† is quickly shown as self-centered in working for his comforts and indifferent to the havoc his choices make on the environment. Humans believe that we can solve everything that is put upon us, but there is always a catch. In this story, Mother Nature proves us that she can always be ahead of how humans perceive things. From the very first sentence, the narrator is portrayed as a self-serving person. In charge of a group bringing health care to a third-world village, his choices to improve the lives of the villagers lead to wreaking chaos on the local food chain. The improvements start by poisoning the flies. When the geckos that feed off of these flies die due to starvation, the cat population also diminishes. When the cats are gone, the rat population is left unregulated and is allowed to spread disease to the humans and ruin their crops. The narrator’s condescending tone towards these disastrous events is the most significant factor that Boyle uses to develop his theme. The narrator assumes he is at the top of the food chain, and he has no problem killing off the smaller species. However, the narrator is too indifferent to realize that by hurting the lower members of the food chain, he has hurt himself. This is what shows the true irony in the story. The narrator did something that he believes is good for him, but instead it ends up being entirely the opposite of it. The story reflects that humans can do immoral things, without thinking well of the consequences and the effect it is going to have on others. â€Å"Top of the Food Chain† is ironic since Mother Nature got back at all of the selfishness that was portrayed in the story. Global Warming is a great example of how nature can get back to humans because of our own selfish actions. Human activities contribute to climate change by causing changes in Earth’s atmosphere in the amounts of greenhouse gases, aerosols (small particles), and cloudiness. The largest known contribution comes from the burning of fossil fuels, which releases carbon dioxide gas to the atmosphere. The release of carbon dioxide damages the atmosphere, which cause drastic changes in the climate. However, his tone following the severe circumstances that played out in the story implies that he simply does not care about anything other then what he wants. The narrator’s arrogance and belief that he can do what ever he wants without hurting himself reflects his idea that he is Top of the Food Chain. Unfortunately, he learns the hard way that his selfish actions turn around and hurt him in the end, which ends up being ironic. T. Coraghessan Boyle demonstrated us that nature can always get back to humans despite of whatever we do; selfish or unselfish.

Saturday, September 14, 2019

Bad Coaching

Bad Coaching Bad coaching is a generalized term used for several effects that are considered depraved decisions made by any coach on and off the field. Such decisions can result in players having a lack of respect for the coach, game losses, the coach being fired, and a tainted reputation of coaching. Coaching is only difficult to those who are not willing to sacrifice the time and energy that goes into being a suitable coach. Coaching is not an average job. It is easier to be an unfitting coach then a decent coach. Lack of respect comes from the coach not initiating the correct form of relationship between the player and coach.It’s not inappropriate to develop a friendship with the players on the team as well, but the coach must set the boundaries between the two relationships. If not, the player or players will not respect the coach and nor take responsibility to see the vision of creating a successful team. The players will do as they see fit, disregarding what the coach sa ys what needs to get done. Creating a proper bond with boundaries is a must in gaining the respect of the players. Game losses originate from the coach not having control over the players and being incapable of keeping them focus on the main goal.With the players unable to focus, they will most likely get into altercations with other players of the opposing team and even with their own. Game losses are not something to boast about. Enabling the players to focus will minimize the number of losses in a season. The last results of bad coaching are being fired and have a tainted reputation of coaching. These results seemingly come from the showing of no control over the players and most importantly to some organizations losing records. Being fired is very embarrassing, as being terminated from any job.After being fired, it damages the reputation of the coach. For the coach, it will be more difficult to obtain another job. Reputation is everything in search for a coaching job. Being fire d and having the reputation of a bad coach will make it nearly impossible to recover from. In conclusion, Coaching is not a hard job. Coaching is only hard to those who are not willing to put in the long hours and patients to making the job easy. Be sure not to make any mistakes as so many coaches have done in the past. The lives can be altered if not done properly.

My India My Dream Essay

It has always been the dream of every citizen of a country, to see that the country develops with no negative systems or ideas or beliefs. It is my dream and my vision that India would be the most powerful and developed nation in the world in near future. India will be a golden bird of the coming years. In my dreams more emphasis will be given to health, education and all-round development of children, since they are the future builders of this country, INDIA. India will be a vast country with millions of able, skillful, hard working, patriotic and loving people. It will be very rich in resources and there will be tremendous growth in all fields. PRIMARY EDUCATION of youth will shape their foundation. With this 100% literacy is assured. Every citizen in the country will be able to read, write and understand any one language including COMPUTER EDUCATION. EDUCATION is the key medicine which can diminish superstitions and negative social behaviours. Another dream is EXCELLENT INFRASTRUCTURE within the country. ESSENTIAL SERVICES such as health & family welfare, education, integrated child development, clean water, electricity and rural development will be given the utmost importance. India will be the NET EXPORTER in the world. Its GDP will be above 1000 trillion rupees, as Indian RUPEE will be the major trading currency in the world. There will be free trade, license-free administration and above all absolute NO CORRUPTION. UNEMPLOYMENT will be eradicated and people will earn their daily bread on their own. There will not be any RELIGIONAL CONFLICTS in India. All the people will live in peace & harmony and all the religions will thrive. The PER CAPITA income of India will be the highest in the world. All the above is sure to take place only if we have a political will, young brigade and an excellent corruption-free administration.

Friday, September 13, 2019

Organizational Structure and Decision-Making Hierarchy Case Study - 17

Organizational Structure and Decision-Making Hierarchy - Case Study Example It is evidently clear from the discussion that a  formal structure would limit the abilities of employees to make immediate decisions. Apart from the owners, the two part-time employees also need to be in a position to make decisions as and when required. Since the business is consumer-oriented, delays may be having a negative impact on the company. Also, the two owners still do not have well-defined roles and responsibilities, hence it does not support a formal organizational structure. Therefore, it is best to have an informal organizational structure to start with.  Alex and Pat must adopt a vertical decision-making hierarchy in their coffee shop. The part-time employees will still have the ability to make immediate decisions at the basic level. The topmost authority with respect to strategy must be Alex because he spends more time in the shop. This means that he will have better knowledge about ground realities than Pat does and also will not have any extra responsibilities. Pat on the other hand also works at the advertising firm and has extra tasks and responsibilities to fulfill. Therefore, the two part-time employees will report to Alex. Even though Pat will play an equal role in strategy making the final say will remain with Alex as he is better equipped to make the decisions. This situation can remain until Pat is able to dedicate his full time to the coffee shop.

Thursday, September 12, 2019

Have we learned any lessons from the financial crisis of 2007-8 Assignment

Have we learned any lessons from the financial crisis of 2007-8 - Assignment Example When the criticality of the matter dawned on the American society, it was difficult to accept the dire consequences of the downfall. Organizations deemed stable enough to survive any surging economic pressure proved to be at the verge of collapse in the 2008 scenario. President Obama had to help America resolve the issue, and settling it needed firm decisions taken in good time to save the average American from the consequences resulting from the crisis. This is how the Dodd-Frank law surfaced as a potential solution to the imminent financial collapsing of the great economy. It is of essence to highlight the critical lessons learnt from the crisis and doing that is the sole purpose of this paper. Causes of the 2008 Recession An analysis of the real situation in 2008 and highlight the main causes of the collapsing of big financial institutions. One fact about the issue is that Americans had build too much trust on some of the banks that they did not see the crisis, coming and this is the main reason why Americans became victims. This does not assert that people should not trust banks but should do so after judging their credibility based on their financial reports. At least people should make an informed choice be ore trusting financial institutions. ... Understanding how banks operate is essential in analyzing how the recession resulted. All banks often make investments that can turn to be failures. If that happens, experts can calculate the asset value and these banks can receive recapitalization for the loss. However, the level of trust is very fundamental in determining whether a bank is worthy of recapitalization. Its performance in the market must prove that it is not subject to sudden collapsing. Banks deemed stable enough in the market have resulted to a form of pathology as Fischer described in his recent speech. These banks reached a point whereby assessing how much they lost in bad investments became a challenge. Before the onset of the recession, these banks were safe havens for most people. Majority of financial experts thought that these banks only suffered losses via mortgage insecurities. However, facts reveal that other toxic investments increased the losses incurred by banks. The bigger banks stand better chances in the market because of the privilege they have. Their stability in the market becomes a crucial factor that serves to reduce chances of bankruptcy declaration. While the less stable banks have a great fear of taking great business risks in fear of ending up bankrupt, the bigger banks can take costly risks much more easily as Arcand, Berkes and Panizza mentioned in their working paper released in 2009. In 2006, big banks sought to take advantage of the declining house prices hoping to make profits in the secondary market as Feng, and Serilitis in their research paper in 2009 on efficiency and technical change in U.S banks. Their investment in housing had its basis on mortgage security. Predictions were that housing