Thursday, November 28, 2019

The Comanche Language and Cultural Preservation Committee Essay Example

The Comanche Language and Cultural Preservation Committee Paper The paper will discuss the main aspect of a Comanche and what their culture is like. The paper encapsulates an interview from such a Native American and this interview will be analyzed with the help of other sources from the Internet. The paper will be followed by first introducing the Comanche tribe with their features and then go about analyzing the interview. The culture of the Comanche will be discussed in the light of how they treat their elders, children and their relatives. The culture also includes some of their important aspects of religion along with the language that they use. The paper will attempt to cover the overall aspect of the Comanche and their effect in the society. Introduction to a Comanche â€Å"The Comanche are a Native American group whose historical range (the Comancheria) consisted of present-day Eastern New Mexico, Southern Colorado, Southern Kansas, all of Oklahoma, and most of Northern and Southern Texas. There might once have been as many as 20,000 Comanches. Today, the Comanche Nation consists of approximately 10,000 members, about half of whom live in Oklahoma (centered at Lawton), with the remainder concentrated in Texas, California, and New Mexico. † (Wikipedia, 2006 ) From the above definition it can be understood that the Comanches are very old inhabitants of the United States of America and have long lived there. There are a number of reasons why the Comanches had left their older origin which is near Wyoming. The tribe had shifted to Arkansas where they are now inhabited. The reason why the Comanche is given a name like that is because it is believed that they like to fight and act as strangers to the other people. The origin of Comanche comes from a Spanish word and this is why it is used. We will write a custom essay sample on The Comanche Language and Cultural Preservation Committee specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on The Comanche Language and Cultural Preservation Committee specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on The Comanche Language and Cultural Preservation Committee specifically for you FOR ONLY $16.38 $13.9/page Hire Writer They have always been a separate group and have not mingled much with the other tribes and other citizens of the country. Interview of a Comanche The name of the interviewee was Andrea Pahdocony who belongs to a tribe called Comanche of Oklahoma Lord of the Plains). The following questions and answers provide a summary of what their culture is like and how they live their lives. The questions and answers will then be analyzed along with other material to understand what their culture and beliefs are along with their values. Question # 1 Does your culture have several meanings for one word when spoken? For example, the English language uses the word tow to represent something pulling something else or it can be used to refer to a persons toe. Can you think of some examples? Changes in the language began in the late 1800s when children were taken from their homes and placed in boarding schools. They were discouraged from speaking their native tongue, and disciplined harshly for doing so. This treatment was not unique to Comanche people, but with native people throughout the newly discovered America. Government policy dictated the civilization of the First Americans, in part, by denying them their language. The children were taught the language of their parents and grandparents was bad. With this indoctrination, the language was not spoken in the home. English became the language of preference. By the mid 1900s, elders who could speak the language fluently were dying at an alarming rate and children were not being taught the language in order to maintain speakers within the tribe. In 2006, there are 13,000 enrolled Comanches, yet there are fewer than 1% who speak the language fluently. Analysis of the Interview The interview explains that the Native American has a clear set of values and beliefs that he follows that have come down from his ancestors. There are a number of times when the values are not followed but the traditions are kept intact. The tribe believes in teaching the children the traditions of the ancestors to keep the tribe alive. The tribe has been unsocial fro several years and even decades with the other Native Americans and citizens because they would have a different dialect and would be unable to communicate with anyone. The tribal members would just continue to use the same to communicate with one another. The children have now learned to sue the English language but there is a need to also learn their language because of the communication gap that may appear between two generations if this not done. The tribe emphasizes on respect to elders but it is not necessary that the children talk without meeting with the eye. Eye contact is considered as a tradition. The Comanche tribe is a famous and a very social group within itself that keeps up the traditions and the values of the ancestors very strongly. Bibliography Wikipedia. 2006. Comanche. Retrieved on December 18, 2006 from: http://en.wikipedia.org/wiki/Comanche.

Sunday, November 24, 2019

Barometer Definition and Function (Science)

Barometer Definition and Function (Science) The barometer, thermometer, and anemometer are important meteorology instruments. Learn about the invention of the barometer, how it works, and how its used to forecast weather. Barometer Definition A barometer is a device that measures atmospheric pressure. The word barometer comes from the Greek words for weight and measure. Changes in atmospheric pressure recorded by barometers are most often used in meteorology for forecasting weather. Invention of the Barometer Usually youll see  Evangelista Torricelli credited with inventing the barometer in 1643,  French scientist Renà © Descartes described an experiment to measure atmospheric pressure in 1631 and Italian scientist  Gasparo Berti constructed a water barometer between 1640 and 1643. Bertis barometer consisted of a long tube filled with water and plugged at both ends. He placed the tube upright in a container of water and removed the bottom plug. Water flowed from the tube into the basin, but the tube did not completely empty. While there may be disagreement over who invented the first water barometer, Torricelli is certainly the inventor of the first mercury barometer. Types of Barometers There are several types of mechanical barometer, plus now there are numerous digital barometers. Barometers include: water-based barometers - most often consists of a sealed glass ball that is half-filled with water. The body of the ball connects below the water level to a narrow spout, which rises above the water level and is open to the air. The water level of the spout rises when atmospheric pressure is lower than it was when the glass ball was sealed and drops when air pressure exceeds the pressure when the ball was sealed. While not particularly precise, this is a simple type of barometer easily constructed at home or in a lab.mercury barometers - uses a glass tube that is closed at one end, standing in a mercury-filled reservoir that is open to air. A mercury barometer works on the same principle as the water barometer, but is much easier to read and more sensitive than a water barometer.vacuum pump oil barometers - liquid barometer that uses vacuum pump oil, which has an extremely low vapor pressureaneroid barometers - type of barometer which does not use liquid to measure pressure, instead relying on expansion or contraction of a flexible metal capsule barographs - uses an aneroid barometer to move a pen or needle to make a graph of pressure changesmicroelectromechanical systems (MEMS) barometersstorm glasses  or Goethe barometersmartphone barometers How Barometric Pressure Relates To Weather Barometric pressure is a measure of the weight of the atmosphere pressing down on the Earths surface. High atmospheric pressure means there is a downward force, pressure air down. As air moves down, it warms up, inhibiting the formation of clouds and storms. High pressure typically signifies fair weather, particularly if the barometer registers a lasting high pressure reading. When barometric pressure drops, this means air can rise. As it rises, it cools and is less able to hold moisture. Cloud formation and precipitation becomes favorable. Thus, when a barometer registers a drop in pressure, clear weather may be giving way to clouds. How To Use a Barometer While a single barometric pressure reading wont tell you too much, you can use a barometer to forecast changes in the weather by tracking readings throughout the day and over the course of several days. If the pressure holds steady, weather changes are unlikely. Dramatic changes in pressure are associated with changes in the atmosphere. If pressure suddenly drops, expect storms or precipitation. If pressure rises and stabilizes, youre more likely to see fair weather. Keep a record of barometric pressure and also wind speed and direction to make the most accurate forecasts. In the modern era, few people own storm glasses or large barometers. However, most smart phones are able to record barometric pressure. A variety of free apps are available, if one doesnt come with the device. You can use the app to relate atmospheric pressure to weather or you can track the changes in pressure yourself to practice home forecasting. References Strangeways, Ian.  Measuring the Natural Environment. Cambridge University Press, 2000, p. 92.The Invention of the Barometer, Weather Doctors Weather People and History, retrieved October 6, 2015.

Thursday, November 21, 2019

Genetically Modified Food Speech or Presentation

Genetically Modified Food - Speech or Presentation Example There is immense turbulence in the food industry because of the adverse effects of the genetically modified foods on human body, their minimal nutritional value, and their potential to cause diseases. The high cost and lack of awareness among farmers are factors that might hinder the growth of food industry that has otherwise immense potential of growth. This report based on primary and secondary research discusses food industry’s growth in relation to a range of technological, economic, and political factors. Primary survey conducted with focus group interview was based on 4 respondents’ groups including company executives, government agencies, investors, and people. Two genetically modified food making companies’ executives were asked questions. They emphasized upon the role of technology and market dynamics in making and sale of genetically modified foods respectively. The importance of technique of production varies from one industry to another, with techniqu e being more important in the manufacturing of genetic foods, but the role of supply chain is the same in all industries. Company executives generally believe that supply chain management and logistics services are vital to food industry’s growth. Interview with the Associations 1 employee from two NGOs each were asked questions regarding food industry’s ethics. ... NGOs conduct research to minimize the possible environmental effects of genetically modified foods. NGOs are proactively ensuring food security and safety along with taking measures for environmental health and safety. Interview with Government official 1 government official was asked about the policies regarding production and distribution of genetically modified foods. He told that government obliges food manufacturers to mention the type and nutritional value of food. While there are no government-sponsored schemes of food-labelling in the US, yet the government prohibits the presence of genetically modified materials in organic foods so that it can label GMO-free foods. Government offers certification and encourages consumers to use renowned brands for their security. Government has established three levels of legislative framework for consumers’ security; one being government’s assessment of genetically modified crops for environmental and health safety, the second being government’s prohibition of sale of unsafe genetically modified foods, and the third being food labelling. Government is proactively managing genetically modified foods. Interview with Customers Companies can determine future state and plan strategically by conducting consumer survey. In this survey, 5 consumers were asked questions. Consumers don’t mind buying genetically modified foods provided that they are cheap and their nutritional value is preserved. Consumers feel confident buying genetically modified foods with governmental support and security. Consumers clearly understand the differences between organic and genetically modified foods saying that the former grown naturally while the latter are grown technologically. Consumers think that genetically

Wednesday, November 20, 2019

Panama Canal expansion Essay Example | Topics and Well Written Essays - 3000 words

Panama Canal expansion - Essay Example This research will begin with the statement that most infrastructural mega projects are prone to suffer from cost overruns, delays, poor performance or inability to give customer satisfaction if inadequately managed. Interaction of several factors such as governance of such projects, their financing, human management, and financing can cause complexities which can either promote their success or inhibit it depending on how they are approached. It is, therefore, crucial for project managers to thus critically analyze a mega project before undertaking it. This report takes an in-depth assessment of the expansion of the Panama Canal which is one of the busiest waterways internationally. Panama expansion project is also of key interest given that it plays a critical role in maritime trade and brings together international concerns. The initial construction of Panama Canal went underway in 1880 under the leadership of Ferdinand de Lesseps who built Suez Canal. This was a large scale proje ct undertaken by people who had little prior experience in canal construction. They faced several challenges including minimal workforce, diseases and lack of funding. The geology of the region also posed a challenge to the construction work. A second company, the Compagnie Nouvelle du Canal de Panama, was contracted to complete the construction. After the American government the requested French machinery for construction, work officially began in 1904. Despite the challenges encountered in constructing the canal, Panama Canal was completed a decade later.

Sunday, November 17, 2019

The Concept of Literacy to Prospective Teachers Essay

The Concept of Literacy to Prospective Teachers - Essay Example This begins with children who come into the classroom from different backgrounds, learning methods and special needs that should be enhanced. Each of these requires different formats for teaching literacy while helping children with their specific characteristics that are within the classroom. By developing this, there is the ability to create deeper understanding and knowledge that is a part of the education of children while enhancing learning abilities by meeting children with the culture which they understand. The development that is created from this becomes easier while allowing all students from diverse backgrounds to have their needs met with literacy (Flint, 2007). The second point which would be made would expand on the idea of reaching cultures into developing and working with specific tools for students. Language development is one that is based on creating skills and working with children to develop these with the use of scenarios and circumstances. Both oral and reading skills are developed specifically by helping to create the right learning environment so the skills are continuously practised and developed in a way that ensures all children are able to develop the right approach to reading and writing. This means that the environment in the classroom needs to be established in a manner that allows children to understand and develop their literacy skills over time and with continued support from the environment and teaching that is available. Using this as a foundation invites in cultural diversity and enhances the needs each child has (Flint, 2007). The third relevant point that would be used with teachers would be from the different ways in which children can be introduced to practising skills while boosting the diversity of the classroom.

Friday, November 15, 2019

Significance of Realistic Physics in Simulation Games

Significance of Realistic Physics in Simulation Games This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like The need for speed came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in Need for Speed: Shift and Need for Speed: Pro-street these games reached the benchmark for physics at their time but were not as popular as the Need for speed: Most Wanted and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience in games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better feel of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in Need for Speed: Undercover, Burnout paradise Dirt, Need for Speed: Shift and Virtua racer to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title Motion along a straight line by author Michael Tanczos  http://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title The physics of racing by author Brian Beckman http://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title Motor Sports Setup by author Carroll Smith http://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [http://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [http://en.wikipedia.org/wiki/Racing_video_game#1970s Title Racing Video Game by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [http://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [http://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You cant go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Theres no way around this and if you havent got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnt like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnt such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like Speed Race 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70s for racing games and racing games evolved from this slowly over the course of years. In 1974 Atari released Gran Trak 10 which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each others scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 Crashing race was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year Moto-Cross was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called Night Driver introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 Namco released Rally-X which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 Namco released Pole position which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic level which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation start ed increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. Pole position 2 in particular had 3 screen display of the game giving a sense of 3D. In 1980s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 Geoff Crammond developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 HangOn was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 Atari released Hard Drivin; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 Formula one Grand Prix became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was virtua racing which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 Sega came up with Daytona USA which was the first racing game to feature filtered texture-mapped polygons. In 1994 Electronic Arts came up with Need for Speed which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 Gran Turismo was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 Midtown Madness changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called Need for Speed: Shift 2 uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, m is the mass of the object and a is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting lets consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtons second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when its driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body. Significance of Realistic Physics in Simulation Games Significance of Realistic Physics in Simulation Games This dissertation is on the significance of realistic physics in simulation games. Physics in games has changed a lot over the years from arcade games having no physics to Need for Speed: Shift having world class physics. As the years have progressed so has the technology giving ways to make the game more realistic to a point which makes them almost as real as in real life. The question here is that do we need such good physics in games cause in the end the players need have a good time playing the game while having a realistic experience, pushing the realism a bit further can cause problems with the game being excessively difficult the daily gamer. Introduction The oldest form of racing games would be arcade games where there was no physics but the games were still fun to play for the casual gamer. They can be called the classic example for physics-less fun games like outrun, Virtua Racing by SEGA. With time games like The need for speed came out with realistic acceleration top sped etc. they built up on car personalities with different cars having different type of grip, speed etc. with more advanced Physics processing units came better physics with destructible models, actual car damage and very realistic handling etc. as seen in Need for Speed: Shift and Need for Speed: Pro-street these games reached the benchmark for physics at their time but were not as popular as the Need for speed: Most Wanted and similar Titles with intermediate use of physics. But the physics in games now days have totally changed the driving experience in games. My thesis is on how this can be improved and what type of physics should be added and what type to be controlled so as not to make the game extremely difficult but also improve the gameplay and give a better feel of realism. C.1 The Statement of Problem The statement of problem in my dissertation is the fun factor in racing games with realistic physics. Racing games are played for fun and are not viewed as some physics prototype so a game with exceptionally good game does not have to be an exceptionally good game and vice versa. There has to be a balance between fun and physics in game. A game with very realistic handling will make an immature player crash a lot which is not very impressive to the player, whereas in a game without friction or skidding, the player will not have the feel of physics or realism in a game making it boring again. How to get this balance in a game is my main objective. In a racing game there should be balanced handling and to make it more realistic new improved effects for drag can be added. Better collision and realistic damage which effects the players driving can help make the game look more realistic. Things like this are very important nowadays as the competition between games is rising and most of the games are coming out with good physics so it becomes a common ground between most games. New type of physics including centre of gravity, collisions effecting the player, g-forces on the player causing loosing handling, blurred vision can be a thing of the future also player fatigue while driving can be added in the games in the future to make them stand out. C.2 Purpose This study is aimed at accomplishing to implement new type of physics in the game, making them more realistic while still being fun to play. The purpose of this study is that when we are adding new type of physics in a game, it should not be so much that it looks more like a physics prototype than a game. Methodology This chapter explains how the research for this dissertation is done. This dissertation is based on experimenting on different type of games arcade and realistic alike and also based on articles related to this subject. D.1 Study of Existing Information Existing information was collected over the internet mainly from www.google.com and www.gamespot.com. Different type of physics used in current games was searched and also about arcade games. The information was used to understand the working of present day physics realistic games. Information and ideas for different type of physics were also gathered from different forums and articles. To better understand how physics actually works in a game different reference articles which explain how physics is implemented in games with code were studied go get a better understanding about the subject. D.2 Experementation Experimentation was done by testing different racing games from arcade games to realistic games to understand the difference in physics and to understand what type of physics is implemented in present day games. Case study in done in Need for Speed: Undercover, Burnout paradise Dirt, Need for Speed: Shift and Virtua racer to understand the physics in those games and to understand weather they were successful or not and why. Different types of physics modules were studied in each game, understanding what game used what and to how much realism and how it affected the outcome of the sales of the game which tell which was more popular. Literature Review This chapter will discuss the articles significant for this research and what use it has in my dissertation. This chapter is in two parts, one discussing the physics aspect behind making a game and the other one discussing about different games, their popularity and what type of physics they used. E.1 Physics Review Reference: [Title Motion along a straight line by author Michael Tanczos  http://www.gamedev.net/reference/articles/article434.asp ] This page is about basic motion along a straight line which is required to make a game about any moving body. This helps with the basic physics that require programming of moving objects. Reference: [Title The physics of racing by author Brian Beckman http://www.gamedev.net/reference/articles/article1610.asp ] This is a comprehensive guide about how to make racing games. This helps with understanding of present day physics and how they are actually implemented in a game. This also helps me to formulate my own ideas to how to add new physics to the game. Reference: [http://www.mathworks.com/products/simulink/demos.html?file=/products/demos/shipping/simulink/sldemo_absbrake.html] This page helped me understand about braking systems in cars. Reference: [Title Motor Sports Setup by author Carroll Smith http://needlesslyobscure.wordpress.com/motorsports-setup/] This is a series of tutorials of how to setup a car. I used this to make compute my own vehicle simulations. Reference: [http://auto.howstuffworks.com/four-wheel-drive1.htm] This article gave me a better insight of how slip works on a car. E.2 Game Review Reference: [http://en.wikipedia.org/wiki/Racing_video_game#1970s Title Racing Video Game by Wikipedia] This is where I started researching about history of video games and looking into what types of racing are there and how they developed over time. Reference: [http://www.taito.com/arc/] I visited this website which had old arcade racing which I played and also read about them to get a better understanding of how racing games were back then. Reference: [http://forums.atari.com/] This is a forum where i read about Atari arcade games. Case Study In order to understand the exact nature of physics of present day game sand games from the past, I tested out a few games to understand what different types of physics were applied to them and how they are different from one another. This also helped me to understand how the physics evolved from the past to until now. Another aspect of this study was to understand how the popularity of the game was related to the physics it. F.1 Virtua Racing Virtua Racing was released in 1992 by Sega. This game had excellent and clean 3D graphics for its time. It was based on F1 racing and was one of the best arcade racing game of all time. This set the base for racing games that came after this. It had features like minimap track, speedometer etc. basically it had a fully functional HUD for its time. It had 2 views, one third person and the other was first person inside the car. It had time chase and also the player could race against the AI cars in the single player mode. In the multiplayer mode, two players could race against each other. It had also implemented different cars so the player could choose between them. They were not just artistically different but also were also different in the way they handled. This was a change from the old racing games before this which had only artistic differences between different cars. This game had simulated physic s, there was not an actual simulation engine deciding what the car would do. It w as just programmed to skid if the player was taking a turn over a certain speed. It gave a very good feeling of realism. F.2 Need for Speed Need for Speed for first released in 1994 by Electronic Arts. This game went on to be the most famous game series of all times. Need for Speed was based on street racing. It had good load out of cars which performed very differently from each other. The players had to race in the street with oncoming traffic and against AI player; it also had a multiplayer mode which 2 player could play simultaneously. It had a very smooth camera system which allowed the player to play in a third person view or a first person view with the player sitting inside the car. This game had implemented gearing system which the player could manually change or set it to automatic where the computer would take care of it. This game had very good physics simulations which was quite different from its predecessors. Need for speed has impressive graphics getting better than anyone before them. They had open seamless outdoor worlds. These worlds gave an effect of a 3D world unlike the past games. The cars were also very detailed, which ranged from Lamborghini, dodge viper to Mustangs. They were replica of real life cars with all the details in them that could be put at that point of time. The race tracks also had a lot of variance in them which were set in a realistic environment. This game also had weather effects which added more realism to the environment. The sounds implemented were also awesome. They were very accurate and added to the realism of driving a vehicle as a driver depends on sounds a lot when driving a vehicle. For a game to achieve this, the sounds had to be very accurate which EA achieved with NFS. The simulation engine for this game was also very nice, it gave a clean difference felt in power, speed and handling when driving different cars. Different cars had different statistics and performed better on different tracks. F.1 Need for Speed: Shift This game of the NFS series was a circuit based game and had more advanced physics to its predecessors. Physic-wise, Need for Speed Shift starts to sound really promising. If done right, the 3 different physic models can really make the game enjoyable both for the usual Need for Speed crowd as well as simulation enthusiasts. At first, the driving physics in Shift take some getting used to. You cant go into a corner, hit the apex, and then pump 100% throttle on the way out. Without a doubt, youll inevitably end up facing the wrong direction, or planted into a wall. Throttle control is absolutely mandatory in Need for Speed Shift. Theres no way around this and if you havent got a racing wheel handy, the controller does little to favour irresponsible throttle application or violent steering input. A lot of importance is given to the throttle of the car making it one the most tweaked feature which takes some time getting used to. Due to the high end physics in this game it made it quite difficult to play for the casual gamer so the game had features like 10% extra grip for the newcomers etc. The car could be customised in a lot of ways to make it affect the physics of the car, this helped out the professional players a lot, but in this game doing anything wrong to the customizations without knowing what the person is doing would make the car difficult to handle making it again unfriendly to the casual gamer. One glitch that you often encounter later on in the game when dealing with high performance cars or extensively modified tuned cars. Due to the lowering of body work, additional front splitters, under body modifications and different wheel/tyre combinations, cars seem to run far too low, removing ground clearance and effectively making a car bottom out over even the tiniest of bumps. This results in a ridiculous and uncontrollable glitch where a car will continue down a straight path. This game boosted of great physics giving realism to the circuit/professional racing and tried to make the game real but they failed in a way. The professional player didnt like the game so much because of the physics not being to real life like with some glitches here and there. Also the car would sometimes out or under manoeuvre in an awkward manner as not expected by the user. As for the casual gamer this is not the game for them, this game is very intense and requires decent amount of racing knowledge of knowing when and how to turn/corner at high speeds, tune the car properly according to your personal needs. So in all it was not a great hit either ways. F.2 Need For Speed: Undercover This game does not have realistic physics but it has type of physics which helps the player a lot. The game is made in such a way to make the physics work in the way of the driver to give him/her an awesome driving experience this does not have to be entirely as in the real world. This game allows you to pull of the craziest of stuns with easy, this game is built only to give the driver awesome driving experience with computer guidance to accomplish stunts which would not be possible in the real world giving an adrenalin rush to the player. Key to Undercover is what EA is calling the heroic driving experience. In Undercover this physics system has been given an injection of cool. Think of all the best car chase scenes in movies from the last ten years and youll get an idea of what to expect. EA want you to feel like a skilled stunt driver, and it works. By using a combination of the gas pedal, brake, e-break and gear stick youre able to pull off stunning looking manoeuvres like reverse 180 degree turns. Its like you are Jason Statham from the Transporter movies. While we were quite looking forward some potentially funny moments, it seems EA has gone down a more serious route and it works very well indeed. Your goal in the game is to take down the various captains before taking down the whole operation, which is obviously done while driving at insanely high speeds. The game involves high speed chases over the highway, battling enemy cars, the good old cop chases etc. According to EA the traffic in Undercover is modelled realistically and reacts to your actions. While you can simply push a car over into the way of your target, you could choose to spook a driver of a bus, causing him to jack-knife in the middle of a dual carriageway. Racing at high speed, weaving in and out of traffic appears to offer the kind of thrills that were severely lacking in the more down to earth and structured ProStreet. As EA repeatedly pointed out during the publishers Games Convention 2008 demonstration, Undercover is all about heroic driving, and theres no better reason to drive like a stuntman than trying to outrun a swarm of angry police cars. Police chases thankfully return to Need for Speed in Undercover and these guys are aggressive, very aggressive. To begin with theyre not pushovers, but as you progress through the story and increase your level; your notoriety amongst the police also increases. Before too long theyll spot you on the streets and go after you, hunting you as a pack. If they get you which seems like itll be a regular occurrence for less skilful drivers youll have a strike against your car and itll be impounded. Being able to take pictures of the game during gameplay situations is becoming increasingly common, and with the amount of action on display in Undercover its no surprise to find such a feature here. We didnt see it in action but EA says that the snaps taken have been dubbed Movie Poster Action Cinematic sounds good to us. Undercover still has some way to go in development (its not out until late November) but its already looking very impressive. Car models are incredibly detailed and procedurally deform based on collisions. The areas of the city demonstrated to us were bathed in a gorgeous yellow light that gives the game a highly stylised appearance, and the camera often uncouples from the rear of the car in order to give a better, more cinematic view of the action. With months of development left there were obviously a few technical issues, but on the whole we cant wait to see how the final game looks. As in previous Need for Speed titles the audio is often dominated by the sound of police chatter. We only saw one police chase so cant say how itll sound hours into the game, but they said all the right things to convince us they were on our case. To sum it up, the game is made for the player to have a free stunt filled game which could be easily be pulled of which was not like by the old NFS users. The game wasnt such a big success like the old NFS Most Wanted due the reason that it lacked realist9ic physics but it had player friendly physics which made the game very to finish which much challenge. F.3 Burnout Paradise This game was made for its stunts. It had some realistic physics with a lot of importance given to the car damage. The game was a stunt mania. Though it is not correct to say It had realistic physics but it had good amount of it and put to use in the correct places, the made a game for stunts and it was good for it. The car damage actually affected the car performance. Though it did not have really good physics for driving, it had awesome crash physics. Burnout 5s speedsters will atomise stupendously during crashes, with more than six times as many breakable pieces in each car compared to Burnout Revenge. This will mean you can tear your car in half, rip the roof off or achieve other satisfying shunt stunts. The biggest change introduced in Burnout Paradise is the move to an open world, the streets of Paradise city. The entire city is open at the start of the game, with the idea being that you can do whatever you want, whenever you want. Not all of the events are present at the start, mind you, and youll have to put in a lot of time to unlock the games roughly 75 cars, but youre never limited in the options before you. The main downtown area of Paradise City is very reminiscent of the downtown tracks in the last couple games, while the western section of the city harkens back to the long, winding, countryside courses of past games as well. A couple of highways will put you dead in the middle of traffic and give you plenty of roads to get up to speed on. In all the game was a success and was loved by crash maniacs but was hated by the driving fanatics. It stood to what it was designed for and achieved excellence in stunts and crash driving. F.4 Dirt Dirt 2 as Dirt is an off-road racing game. I chose this for my case study because this game is somewhat like my project. The game had a lot of focus on suspension and grip, any wrong move by the player could make the car skid off the road, in general the game physics were not player friendly but realistic to give the feel of an off-road racing game with the difficulties involved in an off-road racing game. The physics in Dirt 2 are impeccable. When a truck tumbles after taking a hard landing off a jump, it looks and behaves exactly as it should, which is critical if youre behind the truck anticipating its motion across your driving line. The physics are so realistic that the vibration from my idling engine would shake the skirt on my dash-mounted hula doll. Physics also come into play in the water hazards that now dot many of the courses. Driving through water will slow you down (though this can be advantageous if used strategically), and if youre driving from the cockpit view, my preferred perspective, it will obscure your vision for a few crucial seconds. Dirt 2 also features night-time races, confined to Rally Cross events, which add a whole new dimension to the game. You will have to avoid smashing your headlights on those tight corners if you want to see, and decide if you want to overtake the leader and risk underestimating a dark turn or let him show you the best line through th e corners. Dirt 2 takes the series in a new, quite risky, direction, by taking a more Arcady, fun feel. Although this may have upset some of the hard-core fans of the series, it still kept enough difficulty to please all, even the most casual gamers. It blends the realism of off road racing with the enjoyment of a street racing game and it works perfectly, making one of the best racing games To summarise the game is on the best off-road racing game, like burnout paradise they concentrated on the particular type of physics needed for an off-road racing game. History of Racing Game The old 2D racing games like Speed Race 1974 where generally black and white and were simple arcade games rather than proper simulations. In this era some basic concepts for racing game were developed like collision detection, HUD displays like Tachometer, speedometer etc. were developed. They were all vertical scrolling games and the player had to race with other AI cars or setting a high score. This was the base in the 70s for racing games and racing games evolved from this slowly over the course of years. In 1974 Atari released Gran Trak 10 which was the first racing game to implement ROM (Read Only Memory). This was a black and white game with an overhead view where the player raced against the clock which made the game non-competitive. The next concept came up was a sort of multiplayer where the player played against each other turn wise by competing against each others scores. This slowly evolved to a proper two player multiplayer where the players were able to play with each other simultaneously in a split screen view. In 1976 Crashing race was released which was a multiplayer capable arcade game where the players had to crash into other players to gain score. In this game the collision in racing game was reworked but this was still not a simulation game. The same year Moto-Cross was released which introduced Third-person perspective view into racing games. It achieved this by scrolling the track forward as the player moved and the scene closer to the player kept scaling so that it gave an illusion of perspective. Another game released this year called Fonz introduced feedback in controllers. The next game called Night Driver introduced the first person perspective in racing games. By this time the games were in colour rather than black and white. From 1970 to 1980 the games generally improved in graphics a little bit. In 1980 Namco released Rally-X which was the first racing game to have background music. The game also had a feature to Scroll the screen to either direction giving actual control over the players view. Then in 1982 Namco released Pole position which was the first game to have a track based on an actual circuit. The game had high resolution colour graphics for its time. The game was designed in such a way so that the player had to brake and use controls to manage turns; this is where some kind of simulation started in racing games. The player had to race against AI drivers and also had to race against time which made the game interesting. The game also featured collisions with boundaries and other cars which caused crashes which were first time implemented in a racing game. The game was the first of its kind to implement simulation at the most basic level which is where racing game simulation started from. The games after this adapted this concept and the racing game simulation start ed increasing giving a more sense of realism. The players had to manually shift gears and use brakes on turns to get turns correctly. Pole position 2 in particular had 3 screen display of the game giving a sense of 3D. In 1980s the this was the general trend in racing games and the simple car simulation were upgraded slowly as new hardware came, with this the graphics of the games also improved In 1984 Geoff Crammond developed a racing game simulator RVES for its time on BBC Micro Computer platform. This was the first step in game to really simulating driving. Though this is primitive from present standards but for that time this was huge step in racing simulations. In 1985 HangOn was released which was the first game to use 16 bit graphics and also had an improved simulation and AI system compared to the other games out there at that time. In this time more concern was given on improving graphics rather that the simulations. In 1986, Red Racer was the first stereoscopic 3D game. In 1989 Atari released Hard Drivin; this was the first game to use 3D polygons in a game. In 1990 Papyrus Design Group made the first actual 3D racing game simulator and they actually concentrated more on the simulations rather than the graphics. This simulator simulated realistic physics and telemeter. In 1992 Formula one Grand Prix became a hit racing simulation game which had all the drivers from the actual Grand Prix. From 1993 onwards polygons were highly used to make games and each and every game that was coming out had better graphics than the last one. In 1992 the other game which made big news was virtua racing which was not the first 3D racing game but it had the cleanest 3D graphics for the time. It did not have a pixelated look, rather all the textures were very neat and clean for the time. In 1993 Sega came up with Daytona USA which was the first racing game to feature filtered texture-mapped polygons. In 1994 Electronic Arts came up with Need for Speed which became the most popular racing game series of all time. This game had the most realistic audio for its time, detailing sounds of engines, gearshifts and tyre squeals to perfection. It also featured vehicle traffic in races. This game had both multiplayer and single player capability. In 1997 Gran Turismo was released for play station and was the best game at that time for its simulation and graphics. This was considered to be the most realistic game of its time. In 1999 Midtown Madness changed the face of racing game with free roam in games. After this racing games improved generally on the course of time with better and better graphics and simulations. The latest racing game that is supposed to come out in 2011 called Need for Speed: Shift 2 uses data from actual cars by attaching computers to it and computing every minute detail of the car and driver and have gone so far that they start to bridge the game between real life physics and simulated physics. Racing physics H.1 Basics The very basic idea behind moving a car or any object is F=ma, where F is the force applied, m is the mass of the object and a is the acceleration generated. For a car, the force comes from the engine and the mass of the car is a constant, therefore rewriting it we would get a=F/m. This would give us the acceleration. This is the base idea which would be used over all in the game. For example, even when the car takes a turn, would be a force applied in a direction from the centre of mass of the car. H.2 forces applied in Linear Motion Torque: To keep it simple at starting lets consider the car to be going just in a straight line and see what all we would require for the car to run. Now the car engine generates a force which is from spinning motion of the engine shaft through the gearbox, to the axle and finally to the wheels which would drive the car. This gives an understanding that there is a torque applied as a form of force. F=ma: This tells us that the acceleration on the car depends on the mass of the car directly considering the force is constant. Equations of linear motion: V=U+at v=Final velocity of the car u=Initial velocity of the car a= acceleration The force generated will give us acceleration of the car and thus the speed of the car can be calculated from this. t=time taken S=ut+1/2(a*t^2) This equation will be useful to get the position of the car in X, Y, Z direction in 3D space based on the velocity and direction of the car. S= Distance travelled V^2=u^2 +2aS This equation calculates values independent of time. For all the above equation the time will be considered as Άt, which is a small change in time. All our calculations will be based on these getting small points on a graph thus getting the whole motion. Friction: Considering the car stops Appling force on the tyres, by newtons second law it would still be in motion as no negative force is applied to it. But in the real world this is not true; the car decelerates if there is no force from the engine. This is due to the frictional forces present which act in the opposite direction of the car thus acting as negative forces. This can be categorised in 3 parts in general for a car in order of how strong they are. Internal Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the moving parts of the vehicle and is very minimal compared to the other two. Ground Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This friction comes from the friction between the tyres of the car and the ground. It depends on a few things, the larger the tyre of the car the more friction it will have. Also this is also related to the smoothness of the ground and tyres, the smoother tyres give less friction but it to be kept in mind that higher friction tyres have higher grip. Air Friction à ¢Ã¢â€š ¬Ã¢â‚¬Å" This is the strongest frictional force of the 3 and exponentially the in depth calculations based on this would come later, for now it is this is just to get an understanding of what all basic forces are applied on a car. h.3 Drag This is the air friction experienced by the car when its driving. The drag is a force value acting opposite the direction the car is travelling. This is the force required by the car to overcome to be in motion. =Drag Force =Density of Fluid =Drag Coefficient A=Surface Area After going through a lot of Drag Coefficients, that value for our car fit to be 0.50 Value 0.60 Truck 0.57 Hummer 0.46 Ford Mustang 1976 0.45 Dodge Viper *List from Wikipedia.org Air density which is fluid density here is 1.29kg/m^3 at sea level, which will be our density. The frontal area of cross section for our car came out to be 2.5m^2 which is our area of reference. Putting the values in the equation of drag This equals All the calculation is are done in metric system. Table for Drag force for our car in Newtons Speed M/s Speed Km/Hr 81.25 10 36 325 20 72 731.25 30 108 1300 40 144 2031 50 180 This shows that as the velocity increases drag force exponentially which increases the force required to overcome it. H.4 Centre of Mass The centre of mass (COM) of an object is the mean location of all the masses in the body.

Wednesday, November 13, 2019

How Does The Writer Create Atmosphere In The Novel The Woman In Black E

How Does The Writer Create Atmosphere In The Novel The Woman In Black and the Short Story The Signalman? "The Woman In Black" and "The Signalman" are both of the same genre horror/ghost stories. This genre is ideal to create a distinct atmosphere for the reader to be drawn into. The atmosphere the author creates for the reader is done so by mainly 2 things. Firstly, the characters, descriptions of supernatural presence, disbelief of the character or narrator and their uncertainty or confusion of conflict. Secondly, the setting, the type of setting chosen is very important and the way in which the author describes it also. When we pick up either of these stories we come to expect certain features from this genre. Both ghost stories have a derelict and isolated setting, very common in a ghost story. Also, many points are set in dark and enclosed spaces, where there is an inability to see clearly. Descriptions are used a lot, especially descriptions of darkness, strangeness and coldness. In both stories, there is a "supernatural presence" that is for the most part unexplained, but is something the narrator can both see and hear. There may be a sense of evil, or the manifestation us one of unrest. It is up to the reader to work out the story surrounding the unnatural presence-sometimes at the same time as the narrator if things are withheld from us. An atmosphere of unrest, either from the supernatural presence, or the discomfort from main characters, the narrator and even the reader is created. The setting creates an atmosphere of isolation and coldness. The emphasis on darkness and enclosure creates an atmosphere of unrest and confusion for the reader as well as the narrator. The atmosphere of ghostlin... ...k" and the short story "The Signalman", as well as both being of the same genre, they also have other similarities. They both include a spectre within the story and this is what the stories are based around. "The Signalman" introduces not only ghostliness but also death and mourning, this is similar to "The Woman In Black" when the child dies and Arthur Kipps hears horrifying cries. They both have terrible reactions when a death is involved. The Signalman feels he is in some way drawn into the main event, as does Arthur Kipps in the novel. The Signalman has to experience a death, which is torturous to him, but he cannot stop it, as does Arthur in "The Woman In Black". As for the atmosphere in both these stories, the emphasis on the descriptions of darkness, of the setting and of the characters emotions and this helps the reader to feel what is going on.

Sunday, November 10, 2019

Barack Obama’s Policies on Globalisation Essay

Barack Obama born to a Kenyan Father and an American mother in the city of Hawaii, The Democratic Party presidential candidates has actually come up with Globalisation policies can actually be described in short has the best, and one of its kind. The Illinois senator globalisation policies actually seek to sort out some mess that has resulted from poor bilateral trade agreement that has many Americans workers to suffer. Many policies which are currently in place like the NAFTA agreement which has done more harms than good to the Americans people. Globalisation can be defined as an activity geared towards harmonizing or blending by which human beings are joined together to form a community, and they co exist together. It includes both the technological, political factors, socio – cultural factors. In a wider perspective globalisation can also be said to be economic globalisation that is mixing national economy with the with the international economy through investments directly to foreign, flows of capital, technology spread and lastly through trade. Barack Obama’s globalisation policies The target of Mr. Obama administration will be to make globalization be for the good of America and its citizen. Furman further noted that globalization is causing a lot of challenges although it is actually the source of the Economic strength of the country. (America). Despite the benefits of globalization being noted inequality and insecurity has actually continue to grow. (WWW. BBC. COM) According to Jason Furman the director of Obama’s economic policy, if Barrack Obama wins he will come up with an administration that will evade the US policies of trade, his administration will be designed to help the America’s to over come their sceptism that that is coming up on globalisation. Despite people expressing fears about his fealty to the current trade deals that he is planning to reorganise. For example North America Free Trade Agreement his going to be renegotiated so as to improve the life of the labour and to protect the environment. Furman further believes Obama is a free trader with full commitment towards the international trading. The public are suffering to the extend of the NAFTA; this has coasted the country millions of jobs. For international trade to be improved Obama’s administration will have to move away from the some trade policies but will still try to keep the World and the international trade rules. The Obama’s administration will try to recalibrate the country’s approach towards globalisation. This will be achieved through: amendment of the trade policies which will mainly focus on boosting the middle class investment, which he views as the Economic engine of the country. (Furman 2008) Obama will also try to restore the investment by the public in scientific research. He will boast the education of the middle class; he will also come up with the system of universal heath insurance. Mr. George Bush tax cuts will be eliminated so as to push for the, redistribution of the fiscal. (Furman 2008) Barack Obama will support the economy wide cap and the system of trade that will try to reduce the amount of carbon emitted because of the Climate change. He believes that the market mechanism has worked well and Consumers and business people who put in place effective and efficient measures to curb the climatic changes will be given incentives. If put in place it is expected to transform the economy of America particularly in rural areas, where the generation of renewable energy is expected to increase leading to the creation of jobs for millions of Americans. Farmers, ranch owners, forest owners who are going to put in place measures for grass restoration or measures that will take away carbon dioxide or any harmful gas from the atmosphere. (www. barrackobama. com) In energy sector Barrack Obama together with his running mate Joe Biden is planning to improve the energy sectors through coming up with measures that is aimed at streamlining the industry. Amongst the changes he his planning to come up with is: Obama is looking forward to providing a short stint relief to citizens facing the pump problems. Creating over five million jobs in the next ten years by putting over one hundred and sixty billion US dollars into investment, Saving more oils than the one to be imported in the next ten years using the current consumption rate, designing as car that will be manufactured in the country,. It will be designed such that it will be ton cover over one hundred and fifty miles using one gallon of petrol or diesel. By 2012 ten percent of the electricity will be generated from the renewable source. (www. barackobama. com) Obama also noticed with great concern that the high rise of the energy cost is affecting all the Americans families heavily to help curb this problem Obama is proposing: providing emergency measures immediately he takes over the presidency office, cutting the prices of fuel by swapping heavy and light crude (energy) by actually reliving oil from the reserve of the petroleum (www. barrackobama. com) America is facing two main challenges, these are: America over reliance on foreign oil and the continued climate change. All these are originating from the reliance on fossil fuel which emits a big percentage of carbon. To solve the problem of climate change which has caused rise in sea level, melting of ice caps, severe drought, changes in weather pattern, and extinction of some species of some animals and plants, Obama plans to: reduce the green house effects by reducing the gas emitted through implementation of trade and cap programme, he will ensure that America will be in the forefront in fighting the climatic changes. Obama’s Government will invest in future energy and to come up with over five million jobs for the Americans big percentage of . Revenues generated from issuing of permit or license of the Cap and trade will be invested into the energy sector, this will be aimed towards doing away with the on the reliance on fossil fuel and to champion the usage o a technology that emits a small carbon percentage. The investment will be mainly on: research, promotion of the new technology Obama is also looking forward towards encouraging automobiles companies to come up with vehicles that consume less fuel. (www. presidential debate. com) Obama’s government will increase tax from import coming from China if they don’t want to rude in dollars. This will increase the economy of the US because US dollar will be on high demand. Obama’s government will not just sign any trade agreement they will fast look at the impact the agreement is likely to have towards the America people. Tax code will be changed by Obama’s government by shutting down loopholes that are giving companies to shift their works abroad, this will include amongst them: tax benefit will be denied to America companies that will move abroad to avoid paying taxes to the America government. He plans to introduce corporation that is going to reward organizations that come up with quality jobs with incentives like paying a few tax. Obama’s government will encourage companies to allocate more than ninety percent of its manufacturing process in the country in the event that its goods and services are widely consumed in the country. Whatever profit they earned they will be encouraged to reinvest more than fifty percent in the country. Companies will also ensure that their workers have a good health care and standard health insurance that will be suitable for all the workers. They will also ensure that workers have a smart security during retirement. On Trade Obama’s government will reject any trade that makes only the people on top to be rich. A good trade should in corporate all the people. The goal of trade will be to work for its entire people. His government will reject CAFT because in CAFTA the workers needs have not been put into consideration. His Government will continue to conquer with the Peru Free trade agreement because in it the labor laws and the environment have been considered widely.In his Government globalization benefit will be spread by trade instead of implementing it when making the America workers to suffer. Reference: Luce. E. (2008):-Obama seeks to square circle on globalization:- Washington. Obama. B. (2002) :- my father’s dream:-Oxford publishers, page 12 WWW. BBC. COM(retrieved on 4th November 2008) WWW. CNN. COM(retrieved on 4th November 2008) WWW. BARACKOBAMA. COM (retrieved on November 2008) WWW. PRESIDENTIALDEBATE . COM (retrieved on 4th November 2008) WWW. The guardian. com (retrieved on 4th November 20008)

Friday, November 8, 2019

buy custom The Historical development of labor Management movement essay

buy custom The Historical development of labor Management movement essay Developing a clear labor management systems have been an important tool for the effective management of work force, as well as continuous improvement of any given organizations. The need of labor management can be traced back to start of labor movements, where people came together to campaign for their rights from respective governments or employers. As noted from Ballot (1996), in most instances the turning point in labor management especially in US have been associated to instances of economic hardships. The great depression witnessed the establishment of a comprehensive federal legislations designed at protecting the rights of workers. The labor history describes history of organized labor and general history of working of people in US among other states across the world. The pressure that have dictated by the power and nature of the organized labor includes power and evolution of the corporation, private agencies aimed at controlling or limiting the unions, and the efforts of emp loyees (Commons, 2006). As a response to this, labor federations and organized unions have evolved, competed, merged or split against backdrop of the changing periodic federation interventions and social philosophies (Kovach, 2010). This paper critically traces the history of labor management movements in the chronological order 18th 19th 20th to the present. Labor management movements in 18th and 19th century The success of labor movements in US attributable to progressive movements, which attempted to cure most of ills faced by the society during great spurt of the industrial growth, especially in last quarter of 9th century. Later, some of the progressions included La Follette progressive of 1920s, Roosevelt progressives, Henry Wallace progressive among others (Commons, 2006). It is also worth noting that late 18th century witnessed increased state interventions on labor protests, thus leading to raised labor injunctions .First, there was Tudor Industrial Code that was a culmination of programs initiated in middle ages in assuring an adequate supply of skilled workforce, as well as good quality in manufacturing products (Kovach, 2010). In US, Local Trade Union of men first formed in late 18th century, while women organizations launched in 1820s. In 1827, The Mechanic Union of Trade found in Philadelphia was one of the trade unions, which were intended to tackle the hard working conditions for most of working class in Philadelphia. In 1843, some representatives from various trade unions were convened at NTU (National Trade Unions) convections that marked first substantial efforts of creating National labor organization in US (Forbath, 2001). In 1867, regional order of Knight founded and claimed more than 60,000, thus making it one of the largest unions in US, although it was poorly organized and soon it declined. By 1870s, there was a rapid consolidation and growth of large railway systems, leading to a union covering the whole nation (Ballot, 199). The key unions entails BLED (Brother of Locomotive Engineers), Brotherhood Railroad Trainmen among other notable groups. All these groups were not members of AFL (Americ an Federation of Labor) and fought off radical rivals, like Knight of Labor in 1880s and America Railroad Union in 1890s. In 1890, the US Federal Government developed the Sherman Antitrust Act of 1890 aimed at limiting monopolies and cartels. Later, in 1914, the US government passed the Clayton Antitrust Act, and added to the country antitrust law regimes seeking to avoid anticompetitive practices in US incipiency (Paterson, 2002). The act prohibited certain conduct, some of them were the three level enhancement schemes, remedial measures, the exemptions among others legislations. These competition acts were further enhanced by The National Recovery Administration, established by Franklin Roosevelt. It main purpose was to eliminate cutthroat competition, though bringing labor, government and industry to set fair prices and fair practices (Kovach, 2010). In the current times, the act still form basis for most of the litigation in US Federal Government. Later, there was creation of WMF (Western Federation of Miners) in 1893 (Commons, 2006). The union was frequently in competition with American Federation of Labor, thus spawned to several federations, such as Western Labor Union, IWW (Industrial Workers of the World). In 1893, there was development of NCF ( National Civil Federation), which favored modest progressive reforms, as well as resolving disputes that arises between organized labor and industries (Kovach, 2010). On 1914, Henry Ford announced a five-dollar salary plan to all the eligible employees, who were working for eight hours on daily basis. The Ford plan was viewed as a better plan to the employees, while most of employers viewed ford as a reckless person (Forbath, 2001). Organized labor between 1920-30s It is worth noting that 1920 marked periods of decline for labor movements in US. In 1919, approximately 21% of the work force (about 4 million workers) participated in 3500 countrywide strikes. In contrast to this, 1929 witnessed approximately 1.2 % of the work force stage only 890 strikes (Commons, 2006). Union activities and membership fell greatly in face of economic prosperities (Ballot, 1996). This was due to lack of leaderships within these movements and the anti-union sentiments from government and employer as well. Despite the back drop of economic prosperity, employers across US led a successful campaign against these unions (Paterson, 2002). It was known as American plan and sought to depict these unions as aliens to US individual spirits. In addition to this, some of employer such as NAM (National Association of Manufacturer) used tactics, such as Red Scare in discrediting the unions and connecting them to the communism activities. The courts in US were not hospital to th e union activities, as some forced to sign yellow-dog contracts, which indicated that they could not join, until these contracts were outlaweed in 1932 (Paterson, 2002). Labor management movements The Federal Government initially guaranteed the rights to bargain and organize the railroad workers with passage of Railway Labor Act of the 1926 (Ballot, 1996). NIRA (The National Industrial Recovery Act) was a part of new deal policies of the era of great depression aimed at protecting workers rights to unionize. The controversial part of Wagner Act was the section eight that prohibited unfair labor practices on part of the employees (Paterson, 2002). Under this section, employers could not have fired a worker legally for joining a union. Due to its shortcomings, NLRB (The National Labor Relations Board) was established in order to administer Wagner Act and remains a key agency in regulating labor relations in US (Commons, 2006). In 1930, there was formation of United Auto workers, which was labor union that represented workers in Puerto Rico and US. This union played a major role of anti-communist and civil rights movements among other notable duties. In 1933, there was creation of NLB (National Labor Board) with a sole purpose of handling disputes taking place under NIRA (Forbath, 2001). In 1947, the Traft-Hartley Act was established to revise the Wagner Act to take account of restrictions on the unions and general management. This was in line with response to demands for action, especially after wartime and post-war strikes in the Auto-Steel, among other notable industries. They were perceived to damage the US economy and threatened railroad called off prior to shutting down national economy (Kovach, 2010). The Act referred as Labor Management Relations Act amended the Wagner Act, thus known as National labor Relations Act of 1935 (Commons, 2006). In 1959, the labor management Reporting and Disclosure Act was developed by US government (Paterson, 2002). It was aimed at regulating internal affairs of labor unions, as well as relations with the employees. This highly helped to settle industrial cases amicably as win-win situation was upheld. With shutdown in economic growth coupled with intensified global competitions after the really 1970, a larger number of labor management cooperations program advocated for improved efficiencies of most of they US organizations (Forbath, 2001). In the early 1990s, Clintons administration established a commission to look at the future of workers management relations aimed at addressing broad range of issues. Some of them included labor management corporation programs and reforms of the United States labor laws. Conclusion From above information, it is evident that labor management through plans, such as five-dollar plans by Ford among others, has been vital for the success of labor movements across the world. Across the globe, labor movements have led to formation political parties, such as in Australia and United Kingdom. These political parties are largely popular due to their efforts to fight for the rights of workers in those countries. 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Wednesday, November 6, 2019

Marketing plan and marketing strategy for the re-launch of a selected product which is currently being sold by DIY retailers in UK. The WritePass Journal

Marketing plan and marketing strategy for the re-launch of a selected product which is currently being sold by DIY retailers in UK. Introduction Marketing plan and marketing strategy for the re-launch of a selected product which is currently being sold by DIY retailers in UK. IntroductionBackground / Current SituationCompany AnalysisCustomer AnalysisMarket / Competitor AnalysisPESTEL AnalysisSWOT AnalysisStrengths: Weakness:Opportunities:Threats:ObjectivesMarketing Objectives:Financial Objectives:Marketing StrategyTarget Market SegmentsRepeat againCompetitive Advantage:Marketing MixProduct:Price:Promotion:Place:Implementation and ControlConclusionsRecommendationsRelated Introduction The purpose of this report is to present a marketing plan and marketing strategy for the re-launch of a selected product which is currently being sold by DIY retailers in UK. The product selected for the re-launch is Passion Radiators that is being sold by Wickes Plc. The marketing plan and strategy is applicable from 1st June 2012 to 1st January 2013. Passion radiators are designer and eco-friendly radiators that are currently being sold in three colours and designs. For presenting the marketing plan, many areas have been discussed such as the company analysis, competition, current market trends, Pestel analysis, swot analysis etc. The key reasons for the re-launch of the product have been discussed. In the current economic downturn, the purchases of new homes have decreased. So people are renovating their current homes where they prefer trendier, designer and efficient products for their households. People are also looking for more ways to bring down their expenses. During the re-l aunch period, two special events are there: Olympic Games and the Christmas. The marketing plan and strategy is proposed in such a way that it can take full advantage of these events. A plan has been given for all the marketing activities to be carried out during the re-launch period. Academic journals, articles, newspapers and books have been referred to present the marketing plan and strategy for Passion Radiators from Wickes. Background / Current Situation Wickes Plc launched Passion radiators in 2005-06. Passion radiators are designer itself from the rest, as it is eco and user friendly. A Passion radiator consumes 80% less water and produces 15% higher output though the same consumption of electricity. This feature can save electricity and the environment at the same time as it consumes less and generates more. The sales of Passion radiators are very limited. Little information is available about the product on the broachers and the company website. Passion radiators have only three products in their range. Other key issue is the price; at present, the company is charging around  £713 GBP for a radiator, which is expensive, compared to the competition. Based on this, the main reasons to be considered for the failure and re launch of the product are: Low Awareness Comparatively High Price Market Trend Economic situation in UK Installation Charges and after sale services were higher. These points are discussed in the later sections of the report. Company Analysis Define company analysis (reference) To meet the financial and marketing objectives and recover the loss due to failure. (see objectives) Specific R D of passion radiator and analysis of competitors.(see product) Wickes Plc is one of the largest DIY companies in UK. It was established in 1972 and is currently owned by Travis Perkins Plc. It has over 200 stores and around 8500 DIY products in UK. The company has a large range of home improvement products. One of the important commitments of the company is to provide more eco friendly products that help improve the environment. Analysing the financial data for the company of 2010-2011, it is evident that the sales grew by 3.1%. But, the significant growth was seen in market share which at present makes the group the largest DIY retailer in UK. Considering the current economical conditions, the company is making good progress by acquiring more market share and increase in sales figures. Following success, company has planned to launch more DIY products that are environment friendly and open more stores in UK. Customer Analysis Define customer analysis.(reference) Labour are expensive and we make this product user-friendly to reduce expenses. Customer satisfaction is our first-priority because the customers are the only element to make the product success or fail How we retain the customers? Currently economic condition of UK is not very good. Following cuts in benefits, customer confidence is decreasing. The real estate market is also struggling. Customers at the moment want to buy cheaper products and want to save money in any way they can. The trend of buying new homes is decreasing these days in UK, and more people prefer to renovate the old ones. This seems a good opportunity for home improvement products. For Wickes Plc, the other important point is that many small retailers are closing due to tough economic times. This was the reason that the company gained market share in 2010-2011 following closures of many small retailers and shops. According to research conducted by AMA, it is evident that the designer radiator market is showing good growth potential. The two important products are the designer radiators and towel warmers. People tend to make their home more design oriented by installing designer radiators to make their house look more beautiful. Consumers prefer innovative designs, odd shapes and more colour options. On the product development side, consumers prefer better thermal performance, efficiency and lower running costs. Adding on, customers look to bring down their utility expenses and purchase more environment preserving products in homes. Market / Competitor Analysis Define and reference Company Competitor High quality-low price Different package with passion Customer can pay its easy instalment without pay any interest. High efficiency that there is no need to jump from single to double glaze windows, which saves the customer extra budget. There are currently many companies in the designer radiator market. The other DIY companies such as BQ, the radiator company and other designer radiator range from Wickes group itself such as Havel, dynasty and others. When comparing the prices, the designer radiators range from around  £250 to  £1500, depending upon the size and style. Price competition has become very fierce as more companies are entering the designer radiator market, which are importing products manufactured in low cost foreign markets. The market of designer radiators has shown an inspiring increase of around 10% to 20% in the recent years. In 2008, the market for designer radiators was nearly  £ 75 million. However, due to economic downturn a decrease of 9% was seen in 2009 reducing the market size to nearly  £ 69 million. But, according to a research conducted by AMA, it was forecasted that the market would grow nearly 16% by 2012 compared to 2009 and the market size would be around  £80 million. The market for designer radiators can be segmented into three main sectors: domestic renovation, domestic new build and commercial installations. The key sector is the domestic renovation as due to current economic downturn it is more likely that people will make improvements in their current homes rather than buying new houses. PESTEL Analysis Political: The current coalition government has many plans to support eco friendly improvements in houses and encourage environment friendly products. The government has launched a benefit scheme under which the householders need to prove that they are using products that saves money on utility bills and thus save environment. Economical: The current economic downturn and government cuts in benefits have decreased customer confidence. The real estate market is struggling and so people are improving their current homes and installations. The opportunity here for Wickes is to gain market share as it did in 2010 following closures of many shops and other retailers. Social: People are looking ways for decreasing money on their expenses. The product Passion Radiators is ideal as it will help save money for its customers on utility bills. During the re-launch period, Christmas and Boxing Day are there. Customer spending during this time is the highest. The company should offer lucrative offers to attract more sales and customers. Technological: In the radiator market, the trend is for installing more decorative and innovative radiators that are energy efficient. The company should increase the range of Passion radiators by introducing more shapes, colours and making them more energy efficient. Environmental: People surely prefer more environmental friendly products for their homes. Passion radiators can satisfy this need of the customers. Passion radiators consume less water and produces more thermal output saving electricity. Legislative: The government is providing exemption from VAT on purchase of eco-friendly radiators where the people can save money. However, the rules are very complicated to claim for exemption. SWOT Analysis Strengths: Passion radiators are eco friendly and thus energy saving. The Wickes group has a large distribution network of around 200 outlets in UK from where the products can be sold to customers. The product has a warranty of 5 years with two years of after sale service. Low electricity/gas consumption. Customer can install by themselves. Passion radiators are a product of Wickes Plc, which is currently the leading DIY Company in UK. This shall increase reliability and provide a good marketing platform for the product. Weakness: Passion radiators have a very low awareness in the market. The price for the product is relatively higher compared to its competition. Fierce competition among the companies for selling designer radiators. Opportunities: The opportunity of this company is market share regarding the re-launch of radiator successfully, result in gaining more market share by grasping more customers. The product can address the current market trend where people prefer more innovative and designer products that are energy efficient. The markets for the designer radiators have good potential to grow of around 16% in 2012. Government benefits and tax exemptions for eco friendly products in homes. In the current economic situation, people are more likely to improve their existing homes. Further, they want to cut their expenses. This product can address people’s need in current situation. Threats: Wickes Plc has other products in the designer range. Re-launching Passion radiators and giving more emphasis to it might reduce sales of its other products and can hamper the company in overall sales. Competition is introducing cheaper products made in low cost foreign markets. Other products are available in market with same features. The leakage of the latest technology used in these radiators. New entrants can be entered after the leakage. Objectives Marketing Objectives: The company should maintain a strong growth during the entire re-launch period of Passion radiators. Wickes should achieve stable market penetration in the designer radiator market. Company must take full advantage of the Christmas and Boxing Day. More market share leads to optimize profit. Customer loyalty and satisfaction. The re-launch period also has the 2012 Olympics (27th June – 12 Aug). It is very likely that the commercial installations of radiators could possibly increase during this period. The company should establish Business-to-Business relations to take advantage of the Olympics. Financial Objectives: Company should manufacture the radiators in low cost foreign regions in order to decrease price of the product. Company should maintain research and development costs in order to improve efficiency, introduce more designs and innovations in the radiator. Wickes should concentrate on acquiring more market share of the designer radiator market. Marketing Strategy Target Market Segments Repeat again At present, the designer radiator market is nearly  £75 million GBP and has good potential to grow in 2012. With current market trend of people more likely to purchase designer and energy efficient radiators, Passion radiators have a good potential. As mentioned earlier in the report, the designer radiator market can be segmented into mainly three categories: domestic renovation (65%), domestic new homes (20%) and commercial installations (15%). After analysis, the company must consider two main categories here i.e. domestic renovation and commercial installations. In the tight economic situation, people will improve their current homes. The Olympic events are in the re-launch period. The commercial installations of radiators will surely increase in hotels and other places. Wickes should surely target the commercial market with Passion radiators. The company should associate the Passion radiators with environmental activities for marketing the product. They should also give a punch line to the product that suites its functionality and features. In the outlets, the product should kept in such a way that it attracts more people visiting the stores. On the website, the product should be highlighted. One of the commitments of Wickes is to introduce more environmental friendly products. By promoting and giving emphasis to Passion radiators, the company can come closer in achieving its commitments given to its customers. Competitive Advantage: There are surely many designer radiators available in the market. But, very few are eco-friendly. Being designer and eco friendly are the most distinctive features of Passion radiators that separate it from the competition. The other important point is that it is a product of the Wickes Plc. People will prefer a product from a more reliable and trusted company such as Wickes. Wickes also has a good loyal customer base. The company is also strong financially so they will be able to invest more in the re-launch of the Passion radiators. Marketing Mix The marketing mix of Passion radiators should be like this in terms of product, price, place and promotion. Product: Increase range of the product. Introduce more shapes, colours and designs. Maintain research and development to improve efficiency of product. The product is user friendly for which customers can install and fit the radiators by themselves easily. Innovative product with meaningful features. Price: Pricing of the different radiator should be finalised after considering the competition. Special discounts on Christmas and Boxing Day. During Olympics, provide more discounts to businesses as they mostly purchase in bulk. Maintaining Low Prices with High Quality is the main target. Promotion: The company must promote the product through TV ads, hoardings, banner Ads and social networks, newspapers and advertising on internet. If the company will able to make the product associated with the Olympic Games, it would be a huge benefit. Passion radiators should be associated to many eco friendly events and charities. Place: Wickes should display the product in all its outlets in the UK. Customers can be able to order the product online and through phone calls. Increase the number of distribution centres for ease access to customers. Free delivery services. Implementation and Control The company should select proper milestones during the re-launch period for it success. The company must also monitor that activities are finished on time and budget. A Gantt chart has been prepared for implementing the marketing activities which is given at the end of report. The company should monitor the actions of the Re-launch plan of the Passion radiators. The following areas should be observed: Revenue: The sales of the product should be checked during the entire period especially during Olympic Games and Christmas time. Expenses: during the entire re launch period i.e. 1st June 2012 to 1st January 2013. The company should strictly monitor that the customers of the product are satisfied as it will be the key to successful re-launch of the product. Constant development and expansion of the product. Conclusions Passion radiators at present are very limited to only three types and colours. Being energy efficient and eco friendly will surely help the company to re launch the product. In the present market t rend, people prefer designer and energy efficient radiators. In tough economic conditions, people look ways to cut down expenses. Passion radiators can meet all these requirements of the market trend in UK. The Olympic games and Christmas both fall in the re-launch period. During Olympic games, the commercial renovations of radiators is surely to increase. During Christmas and Boxing Day customer spending is the highest in the year. The company Wickes, should not miss the opportunity and grab the maximum advantage they can from both these events. There is immense competition in the designer radiator market but very few have eco friendly radiators. This gives Passion radiators the extra edge over the competition. Being a product of Wickes DIY will certainly add more to it. The government is also providing benefits to environment friendly households and giving VAT exemptions. The market trend, government support, edge over competition, Olympic games and Christmas; all these aspects will surely make the re-launch of the Passion radiators successful. Recommendations The weak points of Passion radiators are high price compared to competition and less varieties in the product range. Wickes should consider manufacturing in the product in low cost foreign regions so they can bring down the price of the radiators. Company should continue research and development throughout the re-launch period in order to bring more innovations in the product and add more products in the range. The company should also improve the efficiency and make the product more environmental friendly. Wickes should establish good relations with businesses as they will go for renovations during the Olympic games. The company should provide flexible and discount prices as businesses generally purchase in bulk. Sales target should be set and met during the Olympics and Christmas period. Wickes should associate Passion radiators with other environment preserving events and programs for promoting the product. By attaching the company name and the product to environmental programs wil l increase goodwill among the consumers and the company can also satisfy its commitment of preserving environment. The product should be highlighted in all its outlets and website. Customers should be able to purchase the radiators online and via phone calls. The company should also assist through proper instructions and help line if customers face any problems in installing the radiators. Good customer service is always important for the success of any product. It is important for the success of re launch that the marketing activities and milestones occur on time and on budget. Wickes should steadily follow the marketing plan and strategy for the accomplishment of the re-launch of Passion radiators.