Sunday, October 13, 2019
foolear A Fool for a King in William Shakespeares King Lear Essay
A Fool for a King in King Learà à à In Shakespeare's play King Lear, the main character, King Lear, is presented as a respected and powerful king. As the story progresses the king loses his power because of his own stupidity and blindness. The tragedy of this play is shown chiefly through the actions of Learââ¬â¢s daughters, which lead to Learââ¬â¢s bout with insanity, and through the words of the Fool. At the beginning of the play, King Lear appears as a powerful and well-loved ruler. He explains his intention to abdicate and divide his kingdom among his three daughters, giving the largest segment to the daughter who convinces him that she loves him most (Boyce 343).à Goneril is the first to lie, à à à à à à à à à à à Sir, I love you more than word can wield the matter; / Dearer than eyesight, space, and liberty; à à à à à à à à à à à Beyond what can be valued, rich or rare; / No less than life, with grace, health, beauty, honor; à à à à à à à à à à à As much as child eââ¬â¢er loved, or father found; A love that makes breath poor, and speech unable. à à à à à à à à à à à Beyond all manner of so much I love you. (I.i.56-63) Regan is the next to exaggerate her love, à à à à à à à à à à à à à à à à à à à à à à à I am made / Of that same metal as my sister à à à à à à à à à à à à à à à à à à à à à à à And prize me at her worth. In my true heart / I find she names my very deed of love, à à à à à à à à à à à à à à à à à à à à à à à Only she comes too short, that I profess / Myself an enemy to all other joys à à à à à à à à à à à à à à à à à à à à à à à Which the most precious square of sense possesses, / And find I am alone felicitate à à à à à à à à à à à à à à à à à à à à à à à In your dear Highnessââ¬â¢ love. (I.i.72-80) Finally, Cordelia speaks only the truth when she says, ââ¬Å" Unhappy that I am, I cannot heave / My heart into my mouth. I l... ...cted and powerful king to that of a regular man who, at times, seems to have no family. This takes him to the brink of despair and, at least, temporary insanity until he is rescued by his friend whom he had banished and his daughter whom he had disinherited.à Not only is it a tragedy that Lear and Cordelia die at the end of the play, but also that so much pain and suffering was endured before a Fool enabled Lear to see that he had tragically misjudged the most important people in his life. The people he had rejected were the ones who truly loved him and tried to protect him; the people he treated so well were the ones from whom he needed to be protected.à This error in judgment cost him everything. à Works Cited Boyce, Charles.à Shakespeare A to Z.à New York: Roundtable Press, 1990. Shakespeare, William.à King Lear.à New York: Washington Square Press, 1957.
Saturday, October 12, 2019
Hybrid Cars Essay -- Cars Car Hybrids Gas Essays Vehicle Automobile
I have always wondered what Hybrid cars were all about. Especially because over the past couple of years gas prices have been at record highs. I knew that there were such things as electric cars but until this last year or so I have only seen the wealthy be able to afford to drive them. And from what I had heard about Hybrid cars was that they were over priced, small, and not so attractive cars. No wonder nobody owns them. Now I am starting to see them more often and they arenââ¬â¢t as bad as everyone had said. For this exploratory essay I first wanted to figure out what a hybrid car was and how it compared to regular cars. I wanted to find out everything that there is to know about them. I wanted to research the hybrid as if I wanted to buy it, which I do. First off in my search I wanted to figure out what exactly a hybrid car was and how it worked. There are two configurations for hybrid cars. The first configuration uses a gasoline engine to run a generator. The generator supplies electricity to the motor, which drives the wheels, which allows the gasoline engine to run constantly while achieving optimum fuel efficiency. This then minimizes emissions owing to incomplete combustion. A hybrid car with parallel configuration uses both an engine and a motor to drive the wheels depending on driving conditions (1). Hybrid cars use both gas and electric. The gasoline engine is the primary source of power, while the electric motor is used at low speeds. Emissions levels are reduced because the gasoline engine shuts off at low speeds. An additional benefit of the parallel configuration is that no outside source of electric power is required because the engine itself generates the required electricity(How Stuff). As I was searching on the internet; I also had in mind to find out if everything I had been told about hybrid cars was true. Things like they are expensive to repair, you have to replace the battery all the time, or that they arenââ¬â¢t very safe. In my search I came across an article by Don Hamonds, a writer for the post-gazette, which helped clear some things up. As for high repair costs, technical problems, and the lack of technicians to serve the vehicles that is to be expected but as the popularity grows so will the convenience of owning a hybrid car. The automotive career development center trains about 3,000 people each year to ... ...). This was a topic that kinda scared me. Not only is the driver not safe in the car, if the electrical system shuts down, but the rescuers are putting themselves in danger. I guess the car companyââ¬â¢s are putting their best efforts forward, but only time and experience will help everyone get past this obstacle. Next I wanted to see how the hybrid car compares to a regular car. I know so far that it gets better gas milage that a regular car dose, but how much better and what else dose it have to offer. I found a very interesting article that was about a guy and girl that worked for the sierra club that went on a road trip to compare a Toyota Prius and a GMC Yukon. They went on a 700 mile trip and compared them to each other. The Prius got 45.5mpg and the Yukon got 16.3mpg, which is a huge difference. On the total trip the Yukon used 43.01 gallons costing $60.24. Whereas the Prius only used 16.3 gallons and it only cost $22.84. To me that is worth buying the Prius. But the most amazing thing was the prius only produced 308 pounds of Co2 in the air but the Yukon produced about 820 pounds. After reading this I was shocked at how much Co2 was put into the air( Hattam 1-4 ).
Friday, October 11, 2019
Difficulty Of Teaching Narrative Writing In English Class
It is an undeniable fact that narrative authorship is one of the most hard constructs to learn in an English authorship category. One of the aims of the KBSM English course of study ( 2000 ) states that pupils should be able to ââ¬Ëlisten, position, read and respond to different texts, and express thoughts, sentiments, ideas and feelings imaginatively and creatively in spoken and written signifier ââ¬Ë . Therefore, narrative authorship has become a staple inquiry in the Continuous Writing subdivision of Paper 1 for the English SPM scrutiny. Despite the 9 old ages of composing experience the pupils had, bulk of the pupils in Malaysia are still doing serious composing mistakes in their narrative essay. These mistakes are largely lingual mistakes but mistakes made in composing mechanics are every bit as damaging. Since the KBSM course of study ââ¬Ës origin, instructors all around the state and even pedagogues in universities have been seeking to order a methodological analysis on learning authorship. However, merely a little minority would turn to Computer Assisted Language Learning ( CALL ) as a possible solution and how many would really recognize that young persons of this coevals are really much technologically savvy? By working this tendency, we might be able to incorporate engineering into the schoolroom on a whole new degree, beyond the initial theories of CALL. Video games, a signifier of amusement enjoyed by young persons and grownups likewise hold a well of possible in helping linguistic communication acquisition. In this research, I will be looking at how playing a specific genre of picture games will act upon the narrative authorship accomplishments of a Malayan ESL scholar. Background of Problem Video games are a large portion of the lives of pupils all around the universe. Based on the annual hardware gross revenues statistics released by VGChartz.com, 28.4 million gambling consoles were sold as of July 2010 and 12 % of the consoles were sold in the Asiatic part ( excepting Japan ) . Additionally, The Entertainment Software Association ( 2010 ) estimated about 25 % of worldwide gamers are below 18 old ages of age. By synergizing both statistics, it has become an undeniable fact that pupils below 18 old ages of age would hold played some signifier of video game. This opened a well of possible where linguistic communication acquisition elements could be integrated into video games. Harmonizing to Salisch, Oppl and Kristen ( 2006 ) , educational games can better a kid ââ¬Ës cognition in about all topics including reading, speech production, listening and composing accomplishments in the kid ââ¬Ës native linguistic communication. Therefore, it could be said that picture g ames play a important function in enriching a scholar ââ¬Ës composing ability as video game narratives are normally narrative driven to plunge the participant into its narrative. Presently, instructors in Malaysia are still discerning about the use of Computer Assisted Language Learning tools in the schoolroom. The failure of English for the Teaching of Mathematics and Science is one of the testaments to this fact. Countless CALL courseware were developed but non to the full utilized by the instructor. Teachers in Malaysia still prefer to utilize traditional learning methods of chalk and talk over technology-aided instruction methods. The true potency of CALL has yet to be to the full tapped by English instructors in Malaysia. The ineffectualness of current English instruction methodological analysiss could possibly be that the pupils, being technologically savvy, happen the traditional lessons drilling, uninteresting and non exciting. Teachers who refuse to encompass the technological civilization of the pupils such as the Internet and video games may hold missed out on the assorted benefits these tools could potentially offer. In this survey, I will be utilizing the action-adventure picture game developed by the award winning developer, Naughty Dog Inc. , entitled ââ¬ËUNCHARTED 2: Among Thievesaââ¬Å¾? ââ¬Ë entirely for the PlayStationAà ® 3 bet oning console. This game has been dubbed as one of the best action escapade titles of all time developed for the PlayStationAà ®3 console. Harmonizing to Arne Meyer ( 2010 ) , a Community Strategist of Naughty Dog Inc, ââ¬ËUNCHARTED 2: Among Thievesaââ¬Å¾? ââ¬Ë has sold over 3.8 million transcripts worldwide and has won legion Game of The Year award. This game featured dramatic in-game events that will do the participant an active participant in the cinematic experience and its gambling engine, designed specifically for the PlayStation3 console, successfully captured human emotions for in-game portraiture. This characteristic of the game made it alone and set it apart from all the other picture games of the same genre. This research seeks to turn to some of the pressing issues in the gray country of video games and linguistic communication acquisition through extended interaction with a commercially available picture game. Can playing a picture game truly help pupils in geting certain linguistic communication accomplishment? More specifically, this research is designed to analyze larning from games by measuring what adolescents in Form 4 learn by playing an bing, off the shelf, commercially available electronic picture game: ââ¬ËUNCHARTED 2: Among Thievesaââ¬Å¾? ââ¬Ë . The game ââ¬ËUncharted 2: Among Thievesaââ¬Å¾? ââ¬Ë was developed to entertain, but can besides be used to learn narrative composing due to its immersive game drama experience and narrative construction. Problem Statement The current coevals of ESL scholars in Malaysia is turning up in an progressively technologically advanced universe. In a coevals where traditional acquisition methods are going disused, instructors of ESL would necessitate to switch their paradigms to accept modern learning methods which revolved around engineering itself. Over the past few old ages, research in Computer Assisted Language Learning ( CALL ) has been impactful and it has become an constituted fact that linguistic communication acquisition through CALL methods are really much successful in the current coevals of ESL scholars. However, advocates of CALL have yet to develop a method which specifically targets the narrative authorship ability of an ESL scholar. Research workers and instructors would hold that the narrative accomplishment is the trickiest accomplishment to learn in an ESL schoolroom as narrative authorship required a high degree of originative thought. But, many research workers failed to see an of import tool in their research: picture games. Although legion research have been done on the effects of video games on a kid ââ¬Ës psychological development and acquisition, small or none have focused on its effects on an ESL scholar ââ¬Ës narrative authorship ability, particularly in a local context. Because of this, picture games are non to the full exploited for their wealth in linguistic communication instruction. The general perceptual experience of video games in the older coevals is that picture games do non lend anything to the educational development of a kid. Video games are seen as distracting, un-educational, and unhealthy. It was frequently blamed for doing pupils to execute severely in their surveies. These misconceptions are farther aggravated by the legion researches which seemed to link picture games and violent behaviour in kids. These factors caused video games to be stigmatized and overlooked as a possible linguistic communication larning tool. However, recent surveies concluded that there are no existent correlativity between playing picture games and negative behaviour development among kids ; some kids even performed better than their non-game playing equals ( Durkin & A ; Barber, 2002 ) . It would be interesting to analyze at the extent of lingual betterment influenced by the picture game and the factors doing it as current surveies have yet to happen a solid correlativity between video game playing and narrative authorship accomplishment development. Most ESL scholars ââ¬Ë acquisition of an L2 from video games is inadvertent. This means, the games were non designed with linguistic communication acquisition as its end, instead, the game was written with the exclusive aim of plunging the participant into the narrative and doing them bury that they are really playing the game ( Dansky 2007 ) . This created a pseudo-immersion environment where the scholar ââ¬Ës L2 ( in this instance, English ) is used was the chief medium of communicating as the full game is presented in English. Professional game authors are normally incognizant of the fact that the narrative construction they applied in their game book are being subconsciously absorbed by participants to develop narrative composing constructions of their ain. Since most Malayan parents and pedagogues do non play nor understand picture games, they are non cognizant that picture games are embedded with a rich narrative construction which could be transferred to its participants . Most parents and pedagogues frequently complained that childs presents are passing excessively much clip playing video games. They felt that picture games are non relevant to a child ââ¬Ës academic advancement and that clip is better exhausted making something more productive. These sentiments stemmed from the fact that grownups are merely loath to accept the outgrowth of new engineerings and unwilling to interrupt out of the traditional ââ¬Ësafe-zones ââ¬Ë based on theories and methods which worked good over the old ages. Parents and pedagogues likewise needed to be informed on the potency of video games heightening linguistic communication acquisition and to be taught how to utilize this tool efficaciously. Once they learn to see through their kid ââ¬Ës eyes, they will eventually interrupt the stigma which plagued pictures games for old ages. There is besides a go oning confusion between edutainment package and commercial picture games. Edutainment package were designed in the 1980s and falls under type 2 of Communicative CALL. Many ESL instructors were either non positive or incognizant that edutainment package designed under the Communicative CALL stage is able to better an ESL scholar ââ¬Ës linguistic communication acquisition. Furthermore, these package are frequently expansive and were extremely dependent on progressively bettering computing machine hardware, therefore, edutainment package had been shunned by the learning community in general. Now, with the outgrowth of commercial gambling, instructors of ESL will be able to work commercial picture games to enrich their schoolroom. Hardware jobs which plagued edutainment were made disused with bet oning consoles and teachers no longer hold to obtain a licence to utilize the package in the schoolroom due to the Fair Use clause under the Digital Millennium Copyright Act ( DCMA ) . ESL instructors would hold to understand that edutainment package and commercial package are separate entities and that commercial picture games are merely every bit educational as its edutainment opposite number. Besides, commercial picture games have a greater potency of heightening linguistic communication acquisition compared to edutainment package as the bulk of edutainment package focused on all topic but English and it is still designed with drill and pattern methodological analysiss in head ; an out-of-date attack in the ELT universe. Purpose of Research The intent of this research is to place the elements in the narrative construction used in action-adventure picture games in relation to general ESL narration. Apart from that, this survey besides aims to analyze the influence of action-adventure picture games in scholars of ESL ââ¬Ës narrative authorship ability. Aims of Research There are two aims in this research. It aims to: ââ¬â place the elements in the narrative construction used in action escapade picture games in relation to general ESL narration. analyze the influence of action escapade picture games in scholars of ESL ââ¬Ës narrative authorship ability. Research Questions The followers are the research inquiries that I will look into: ââ¬â what are the elements in the narrative construction used in action escapade picture games in relation to general ESL narration? how would action gamble picture games influence an ESL scholar ââ¬Ës narrative authorship ability? Scope of Research This research will be done on 5 selected Form 4 male pupils of Maktab Sultan Abu Bakar ( English College ) JB and would be look intoing the influence of action-adventure picture games on their narrative authorship ability by concentrating on the narrative constructions used in their written narrative. Significance of Research The impact the research may convey is that in the hereafter, professionals from both the academic and video game industry may be able to clearly separate between edutainment games and commercial picture games. An avenue of future coaction to bring forth a game which is both gratifying and written utilizing pedagogical theories of linguistic communication acquisition could be done to sublimely integrate linguistic communication larning teaching method with commercial picture games. Blending both the gambling industry and the academic industry would open up an ocean of larning chances for both professionals to farther innovate in their Fieldss. Game interior decorators would be able to plan a game which still held true to the game design doctrine of doing games fun, prosecuting, synergistic and cinematic and at the same clip, doing the game a well of linguistic communication instruction resources for linguistic communication practicians. Language instructors may besides profit from fut ure coactions with game authors as they will be able to leave their narrative authorship cognition to be taught in schools. Apart from that, hopefully from the fruitful nature of this research, instructors of ESL would recognize that playing picture games are non merely a waste of clip. Teachers could tackle the potency of video games to integrate a picture game into the schoolroom by holding the pupils composing brooding diaries to chronicle their gambling experience and that written and unwritten assignments could be given based on the played game. Learners of ESL would no longer happen English as a drilling topic to larn as video games would excite their involvement and their acquisition of L2 may be hastened with the background cognition activated. Teachers of ESL could besides experiment with the different genres of commercial picture games available in the market to happen new dynamic resources to develop teaching stuffs and lessons. These eternal possibilities would basically take the stigmatisation of video games among instructors of ESL in Malaysia to further work the full potency of video games as an synergistic linguistic communication larning tool. Last but non least, this research would open up new possibilities and agencies of supplying meaningful and piquant content through an electronic medium, hence, broadening the range and execution of Computer Assisted Language Learning in Malaysia. CALL ââ¬Ës development in Malaysia boomed with the authorities ââ¬Ës English for the Teaching of Mathematics and Science ( ETMS ) . But, it is once more put on a dead clasp as the authorities reversed the policy in 2009. This research, if done right, would be able to kick get down CALL ââ¬Ës development in Malaysia and perchance launch Malaysia into video game design. Once the learning community recognized the potency of commercial picture games, game developers in Malaysia would derive the motive to bring forth high quality games which are suited to the Malaysian context, retaining the really aspects which made commercially successful picture games fun and prosecuting, at the same clip imbued with educational ends as stated in the National Education Philosophy. Restrictions of Research. As this is a little graduated table research, it is bound to hold its restrictions. This research uses an experimental research design with a purposive sampling method ; choosing merely 5 respondents, the consequences derived from this survey might non stand for the general population. This is due to the hardware restriction of the survey which merely allows for 2 PlayStationAà ®3 console to be used throughout the 6 hebdomad survey ( budget constrains ) , restricting the figure of participants in order to run into the 6 hebdomad period. Besides, this research will merely be taking in Form 4 male pupils of Maktab Sultan Abu Bakar ( English College ) JB, therefore, the effects of the picture game would hold on female pupils could non be done due to the gender choice. Last, I ââ¬Ëm concentrating merely on the construction of the narrative essay produced by the respondents. So, this research would non be able to find the effects of video game in other countries of linguistic communic ation larning such as vocabulary acquisition, grammar sweetening, unwritten accomplishments etc. Definition of Footings Action-adventure games Action-adventure gamesA combine elements of their two constituent genres, action and escapade. Typically having long-run obstructions that must be overcome utilizing a tool or point as purchase, every bit good as many smaller obstructions about invariably in the manner, that require elements of action games to get the better of. Action-adventure games tend to concentrate on geographic expedition and normally affect point assemblage, simple mystifier resolution, and combat. Narrative A narrative is basically a narrative that is created in a constructive format that describes a sequence ofA fictionalA orA non-fictionalA events. Video Game Narrative Video game narration is the constituent of storytelling within the picture game ââ¬Ës book. It serves as a method by which the narrative stuffs are communicated to the audience. Narrative In video game design, the narrative is what really happens in the class of the game which can be differentiated from its game mechanics and be translated into a narrative. Backstory The backstory inside informations the history prior to the events of the game and it provides the reply to the inquiry ââ¬Å" What happened antecedently? â⬠and ââ¬Å" What caused this state of affairs to go on? â⬠Submergence Submergence is defined in video game design as the province of head where a individual is wholly absorbed in what they are making. This is the ultimate end in every game narrative as entire submergence allows the participants to be absorbed into the narrative and allows maximal amusement experience.
Thursday, October 10, 2019
WorldCom, Inc Corporate Bond Issuance
This case raises many interesting questions concerning the record setting issuance of corporate debt by WorldCom, Inc. (ââ¬Å"WorldComâ⬠). Both the surprisingly voluminous structure of the proposed issuance and the foreboding macro-economic climate in which it was slated spark concerns over the risk and cost of the move. One of the first questions that must be addressed is whether WorldComââ¬â¢s timing was appropriate. Next, the companyââ¬â¢s choice of structure for the bond issuance must be analyzed. Finally, the cost of issuing each tranche of debt must be estimated in order to determine how much WorldCom is actually giving up to achieve the $6 billion in funds. Timing of the Bond Issuance ââ¬â Advantages In determining whether the first week of August 1998 was the most opportune time for WorldCom to market such a large bond issuance, the advantages of this time must be weighed against the disadvantages. First, we will cover the advantages. The announcement of WorldComââ¬â¢s monumental merger with MCI had recently boosted awareness and interest in the firm in a positive way (as evidenced by the surge in stock-price). This was especially important since the merger was set to be financed by the issue, thus incentivizing investors to partake. WorldCom would not have had sufficient funds to complete the merger without the issue, and a WorldCom and MCI merger would be extremely advantageous for all parties involves. Post merger, WorldComââ¬â¢s credit rating was expected elevate, which would enable the company to borrow at a lower rate. Finally, the macro-economic crisis in Asia had recently shifted investorsââ¬â¢ interest away from equities to corporate bonds and treasuries, thus drawing even more interest in the WorldCom opportunity. Timing of the Bond Issue ââ¬â Disadvantages Although the advantages are numerous, the disadvantages of WorldComââ¬â¢s timing are seemingly more persuasive. WorldCom had chosen to market the issuance in a time when corporate yield spreads over treasuries had increased, thus granting investors the ability to demand more return. In addition, WorldCom was not the only company issuing a large supply of bonds at that time. In fact, there were many issues set to hit the market around the same time. The sudden influx of corporate debt into the market would apply pressure on the price of the bonds while granting investors a wide range of opportunity and control. In addition, the economic turmoil in Asia at the time had caused a great deal of uncertainty about the future of the fixed-income market and the overall economy, thus pushing investors towards default-free treasury securities and away from corporate debt. Structure of the Issuance WorldCom has the option to extend its bank loan credit facility or to issue this large $6 billion in debt. It plans to use the rolling commercial paper program to pay British Telecommunications for MCIââ¬â¢s share purchases, and then use bond proceeds to pay off the commercial paper program. This signals that WorldCom does not need the money immediately for a single corporate purpose, and does not need the money immediately. Therefore, perhaps it makes sense for World Com to issue the bonds in smaller installments rather than flooding the market with $6 billion in debt all at once. The first reason for this is that, if an underwriter must first purchase the bonds before selling to investors, an underwriter may demand greater spread in order to justify taking down an entire $6 billion in debt using the bankââ¬â¢s capital assets. The second reason is that, regardless of underwriting structure, market demand might not match market supply. If WorldCom is planning to issue $6 billion on top of other issuance this week, traders might not have sufficient inquiry to justify purchasing large amounts of bonds. Choosing a Bond Issue Instead of a Direct Bank Loan WorldCom could also choose to increase its bank loan use. However, use of a direct bank loan has associated with it several drawbacks for an issuer. First, WorldCom (or any corporate issuer) is often required to post collateral. Second, banks often require restrictive covenants which can be either positive or negative; for example, requiring a company to maintain a certain rate-setting procedure (positive), or preventing a company from engaging in a leveraged buyout transaction (negative). Estimated Cost of the Issuance From the covenants contained we can see that there are no embedded options in WorldComââ¬â¢s proposed bonds. Thus, we can use the conventional 3-step approach to price the bonds. The first step is to estimate the cash flow that WorldCom could expect to receive over the life of the bonds. If the coupon rate is equivalent to the yield required by the market, then the bond will sell at par value. Thus, we set the coupon rate equivalent to the yield required by the market because we believe the bonds would sell at par. The next step is to determine the appropriate interest rate. Investors will require a yield premium over the U. S. Treasury security (Exhibit 1). This yield premium reflects the additional risks that investors will accept. For WorldCom, who was currently rated Baa2 by Moodyââ¬â¢s Investors Service and BBB+ by Standard & Poorââ¬â¢s, the 3-years, 5-years, 7-years, and 30years bond spread over Treasury security should be 66BP, 75BP, 82BP, 107BP respectively (see Exhibit 2). Accordingly, the interest rate would be 6. 14%, 6. 26%, 6. 38%, and 6. 80% respectively. The final step is to determine the present value of the expected cash flow calculated in the first step, using the interest rate computed in the second step. Since we have used the yield that the market required as our coupon rate, the bond will be issued at par. So, using the information gathered, analysts may come up with a yield of 6. 14%, 6. 26%, 6. 38%, and 6. 80% for the 3-years, 5-years, 7-years, and 30years bond respectively (Exhibit 3). The deal was marketed to investors and the book was built. Compared with the data on the recent prices of the bonds of telecommunications and media firms (Exhibit 4), this cost of financing was not so high. However, it was the beginning of financial crises. In times of recessions, investors may concern that issuers will face a decline in cash flow that would be used to service its bond obligations. As a result, the credit spread tends to widen and the price of all such issues throughout the economy will decline. Conclusion Overall, it appears that the cost of financing will be reasonable. However, there are individual market factors that occur on the date of issuance that will still be determined. Underwriter preference, market demand, unexpected market dislocation, Federal Reserve action or announcements and other factors could suddenly uproot WorldComââ¬â¢s plans for a smooth issuance process.
Wednesday, October 9, 2019
The global tourism industry Essay Example | Topics and Well Written Essays - 1500 words - 1
The global tourism industry - Essay Example However, it is debatably the speedy and long-term growth and spread of global tourism, mainly since the 1950s, that has been the most an important factor in driving the surfacing of sustainable tourism as a move toward tourism development (Sharpley, 3). Ever since the early 1900s when tourism was mostly limited the privileged, the prospect to partake in tourism has become progressively extensive. There is also the assertion that tourism has gradually become more democratized. Furthermore, it currently accounts for the single major nonviolent movement of individuals across cultural boundaries in the world history. Consequently, this increased worldwide movement of people amounted to over 662 million arrivals in 1999. This movement across cultural boundaries yielded the interaction and integration of diverse cultures of the world (Hotelmule.com, 1). The collection of global travellers is growing in terms of the quantity of tourists and the gaining of revenues and it has included visitors from a broader range of countries due to the mounting prosperity in rising economies. Growing cross-cultural interactions and greater access to information about tourism attractions in previously lesser-known regions of the world, increasing attraction with the rising and developing economies, new types of tourism activity, and growing investment in infrastructure further widen the destinations of tourists. Simultaneously, due to the shifting business setting and developing technological and logistical changes, the tourism industry is experiencing major structural transformations (Bardhan, et al, 1). Leksakundilok cites World Trade Organizationââ¬â¢s estimates that the number of global tourists was 650.4 million in 1999 and by the year 2000, it had reached 698.8 million. Further, from 1995, the global tourism increased at an average of 4.5% per year.
Tuesday, October 8, 2019
Problem question in contract law Essay Example | Topics and Well Written Essays - 2500 words
Problem question in contract law - Essay Example 14). The acceptance of an offer results in a valid contract. The offeree makes the acceptance in response to the offer made by the offeror. Acceptance must be unqualified, and unambiguous (Barry, 1992, p. 14). The offer made by the offeror to the offeree has to be accepted by the latter, if a binding contract is to ensue. The offeror has the choice of specifying the manner in which the offeree has communicate acceptance of the offer. This makes it incumbent upon the offeree to communicate acceptance without any deviation (Kelly, et al., 2011, p. 234). As such, in certain contracts, one of the parties promises to perform some action, if the other party does some specific act, even though the other party does not promise to perform that act. Such contracts are termed as unilateral contracts. As such, acceptance may be construed from conduct and there is no necessity for it to be communicated (Marson, 2010, p. 16). The readiness to accept offers or to enter into negotiations constitutes an invitation to treat. The main issues to be considered for solving the problem are: Whether there is a valid contract between Julia and Oââ¬â¢Brien. Whether the telephonic acceptance by Oââ¬â¢Brien concludes a contract between Parsons and Oââ¬â¢Brien. ... This enraged Julia, who left the shop. An offer must be unambiguous and can be express or implied. The display of goods in a shop does not constitute an offer. It is merely, an invitation to treat. The offer comes into being when the customer selects some goods and expresses his willingness to purchase them (Barry, 1992, p. 14). Thus, it is the customer who makes the offer, in such instances. In Fisher v Bell, it was held that the display of items with a price tag in shop windows was an invitation to treat (Young, 2010, p. 13). In Carlill v Carbolic Smoke Ball Company, the defendants were the producers of a medicinal product called the carbolic smoke ball. This company gave an advertisement in the local newspapers, wherein it promised a reward of ?100 to anyone who contacted influenza or any other disease resulting from catching a cold, after having used their product. It also prescribed the dosage of the carbolic ball to be used, in its advertisement. The company also declared that one ball would last a family for several months (O'Sullivan & Hilliard, 2010, p. 15). The plaintiff Mrs. Carlill bought a smoke ball duly believing the contents of the advertisement, and used the medicine as directed by the company. However, she was infected by influenza, despite using the smoke ball for the required period and in the prescribed manner (O'Sullivan & Hilliard, 2010, p. 16). The Court held that the newspaper advertisement, in this case constituted an offer. In addition, it was held in Grainger Son v Gough that the circulation of a catalogue by a seller of goods does not constitute an offer and that it was merely an invitation to treat. This reiterated in Fisher v Bell, wherein the display of goods in a shop window, was deemed an invitation to treat and not
Monday, October 7, 2019
Ethics Essay Example | Topics and Well Written Essays - 500 words
Ethics - Essay Example Business ethics generally means the philosophy of business. This will determine the fundamental proposes of the company. If any company is intending to maximize the returns to its share holders then that would be called as unethical since it is depriving the interests and rights of some one else. Corporate social responsibility or CSR is widely debated regarding the rights and duties existing between and society. Industrial espionage and hostile takeovers are the issues concerning different companies. Leadership issues, corporate contributions that too political contributions are being the worst debated ethical issues within business law. Introducing a new reform under the law reform is the crime like corporate manslaughter which is being opposed by the biggest business houses to make them self's more secure. Business law must be generally governed under the law and the justice should be equally distributed. Corporate ethics policies are being misused as marketing instruments. Since business law does not come under the criminal law and any deviation is considered under the civil law and hence these deviations are not taken seriously.
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