Topic Sentence For An Essay About A Book Called King:His Voice,His Teaching,His Love For Humanity
Saturday, August 17, 2019
Coert Voorhees Bio
Coert Voorhees Biography Coert Voorhees is an author and I am going to talk about his life, his philosophy and his hobbies. Voorhees was born and raised in New Mexico, where he developed a weakness for Hatch green chile. He still lives with his family in Huston. A former Fulbright Scholar, Coert has lived all over the world and now resides with his family in Houston, Texas, where he received an MFA in Fiction from the University of Houston.Coert made a web site called www. grammaropolis. com were parents can help their children learn faster and better at English. Next, Coert philosophy is an author. He graduated in Middlebury College and a former Fulbright in Chilean theatre. His screenplays goes on different competition, and went in the semi-finalist in final drafts 2008 big break, and his a 2009 new American voice nominee. Coert has currently received his MFA in fiction at the University in Huston.He is has written two books his first novel is ââ¬Å"The Brothers Torresâ⬠and ââ¬Å"Lucky Foolsâ⬠a second book he made in 2012 it is also book I just read. Voorhees was a smart adult in college he was always trying to get in to collage since he was little. This relates to a book he wrote called ââ¬Å"Lucky Foolsâ⬠, a quote from the book stated ââ¬Å"it turns out the an act of defiance such as the one I perpetrated makes for the subject of a spectacular college essay, so long as oneââ¬â¢s narrative coach is able to frame it the right way. (Coert Voorhees pg. 290). Then, come his hobbies Coert Voorhees that are quite interesting his favorite NFL team is the DENVER BRONCOS, baseball team is ALBUQUERQUE ISOTOES. Favorite things about Coert, first his favorite movie the REAL GENIUS, native dwelling HOGAN, government agency NASA, role model OPTIMUS PRIME, burger BEACK PRIME, Latin America country is Chile, mexican food is stuffed sopaipilla, operating system he uses is OSX, singer/songwriter RICH PRINCE.Authors that Coert has always liked Denis Joh nson, George Saunders, Don Delillo, Antonya Nelson, Tim Oââ¬â¢Brien, Gabriel Garcia Marquez, Marion Downs, David Wolman, Sara Voorhees, Will Clarke, and finally David Yoo are his best author and book writers. Second Voorhees went to PINEWOOD high school in California. To conclude, after reading about Coert Voorhees I realized that it takes hard work to get to where you want to be.
Dell Computers Essay
Dell Computer pioneered a new way of making and selling personal computers. Its customers ââ¬Å"custom-designâ⬠their computer over the Internet or phone. Dell reengineered its ââ¬Å"supply chainâ⬠as it coordinated its efforts with its suppliers and streamlined its order-taking and production process. It can ship a computer within two days of taking an order. Personal computers lose 1 percent of their value every week they sit on a shelf. Thus, having virtually no inventory is a great advantage to Dell. Compaq tried to adopt Dellââ¬â¢s approach, but with limited success. Dellââ¬â¢s CEO Michael Dell understood that kind of execution. His direct-sales and build-to-order approach was not just a marketing tactic to bypass retailers; it was the core of his business strategy. Execution is the reason Dell passed Compaq in market value years ago, despite Compaqââ¬â¢s vastly greater size and scope, and itââ¬â¢s the reason Dell passed Compaq in 2001 as the worldââ¬â¢s biggest maker of PCs. As of November 2001, Dell was shooting to double its market share, from approximately 20 to 40 percent. Dell turns its inventory over eighty times a year, compared with about ten to twenty times for its rivals, and its working capital is negative. As a result, it generates an enormous amount of cash. In the fourth quarter of fiscal 2002, with revenues of $8. 1 billion and an operating margin of 7. 4 percent, Dell had cash flow of $1 billion from operations. Its return on invested capital for fiscal 2001 was 355 percentââ¬âan incredible rate for a company with its sales volume. Its high velocity also allows it to give customers the latest technological improvements ahead of other makers, and to take advantage of falling component costsââ¬âeither to improve margins or to cut prices. These are the reasons Dellââ¬â¢s strategy became deadly for its competitors once PC growth slowed. Dell capitalized on their misery and cut prices in a bid for market share, increasing the distance between it and the rest of the industry. Because of its high velocity, Dell could show high return on capital and positive cash flow, even with margins depressed. Its competition couldnââ¬â¢t. The system works only because Dell executes meticulously at every stage. The electronic linkages among suppliers and manufacturing create a seamless extended enterprise. A manufacturing executive we know who worked at Dell for a time calls its system ââ¬Å"the best manufacturing operation Iââ¬â¢ve ever seen. In 1998, Dell Computers launched its first global brand advertising campaign, beginning in the United States and Canada, to further highlight the advantages of its direct business model. The brand advertising campaign carries the theme ââ¬Å"Be Direct. â⬠The campaign highlights Dellââ¬â¢s unique business model, which helps to eliminate barriers between customers and the manufacturer, providing Dell with the means to enhance the overall customer experience. Dellââ¬â¢s advertising has focused primarily on its products and has been targeted largely at computer-enthusiast and industry trade publications, cable and local television and a few national newspapers. The ââ¬Å"Be Directâ⬠campaign will be in addition to the companyââ¬â¢s ongoing product-oriented advertising. The new brand campaign emphasizes the strengths and advantages of Dellââ¬â¢s direct-to-customer business philosophy. The direct model, pioneered by Dell in the computer industry, enables Dell customers to have computer systems built to their specifications; a single point of accountability; award-winning service and support; and fast access to the latest relevant technology. Presently, the growing number of orders comes in over the Internet. The order-taking system interfaces with Dellââ¬â¢s own supply chain control system, which ensures that inventory is where it needs to be for the computer to be manufactured quickly. In addition, Dell stores very little inventory. Instead, Dellââ¬â¢s suppliers have built warehouses close to Dellââ¬â¢s facilities, and Dell orders parts on a just-in-time basis. By implementing these strategies, Dell has been able to provide customers with exactly what they want very quickly. In addition, inventory costs are low, and Dell minimizes the danger of parts obsolescence in the rapidly changing computer industry. In this way, Dell has become a dominant player in the desktop PC market and is well on its way to doing so in the laptop and server markets. References Cravens, D. W. & Piercy, N. (2003). Chapter 1: Strategic Planning and Decision Making. NJ: McGraw-Hill Companies. http://www.dell.com
Friday, August 16, 2019
Simulation of Personal Emotion Experience
Reeves & NAS (1996) showed that humans like to communicate with computers as they do with people. Software applications which include models of emotional processes are needed to model the social and emotional aspects of human-machine interaction. Extending classic AAA and logic by adding simulated emotions can be useful to improve the user's experience in many ways. This chapter will provide a brief overview of existing solutions and models used for artificial emotions (AWE) and present a novel model of emotion simulation (SIMPLEX).Empirical data will be reported on its performance, especially the occurrence of emotions, in a game environment. This chapter concludes with a comment on the usefulness of separating AAA and AWE engendering recent advances in cognitive neuroscience. 2. Models for artificial emotions 2. 1 Historical roots The ass saw what might have been the first debate about emotions and artificial intelligence. The main and ââ¬â as we know now ââ¬â most importan t point was that purely cognitive systems lacked emotions, which strongly influence human thought processes.. Two of the models that emerged at that time will be described here.Simony's interrupt system Herbert Simon was the first to propose that emotions should be part of a model of cognitive processes (Simon, 1967). His intention was to provide a theoretical inundation for a system incorporating emotions and multiple goals. Within this system, important processes could be interrupted so that more attention went into satisfying important needs (e. G. Hunger, safety). Herbert Simon imagined two parallel systems, one designed to achieve goals (cognition, planning) and one observing the environment for events that require immediate attention (emotions).Indeed, the possibility of interrupting current cognitive processes is 2 Name of the book (Header position 1,5) vital for survival, as it makes it possible to react to threats, but also to pay more attention to one's surroundings when a threat is expected. Today's Fungus Eater Another step towards a theory for the computer modeling of emotions was made by the psychologist Mason Toad (Toad, 1982) between 1961 and 1980, with a model called the Fungus Eater. This model resulted in the design of an autonomous robot system and partial implementations.At first, Toad only wanted to create a scenario for a cognitive system that would require concentrating on multiple issues at the same time. In this scenario, the task was collecting as much ore as possible with the help of a mining robot. Operating his robot required energy that could only be gained by collecting a special fungus. Additionally, different Fungus Eaters were competing for the same resources, thus making the scenario more complicated. Toad came to the conclusion that in order to survive on their own, these Fungus Eaters would need to have emotions and to be partially controlled by them.However, Toad named them ââ¬Å"urgesâ⬠instead of emotions and on c loser examination, it is apparent that some of these are actual emotions like joy or anger, while others are needs, goals or motives (e. G. Hunger). 2. 2 Theoretical approach and recent models There are roughly three areas where emotion models are applied. Artificial emotions (AWE) can be used to improve problem-solving in complex environments, as in the early approaches mentioned above. Emotion models can also be used to test psychological emotion theories in experiments using controlled scenarios.Finally, emotions are essential to make computer characters more believable. Emotion models which synthesize and express emotions are necessary to make AAA characters more human- like. These models will be the focus of the next sections as they have inspired our own emotional model. The most influential theoretical approach, COCO, will be presented in detail, as it is the basis of many computational models of emotion. Then, three interesting recent models are briefly described.COCO ââ¬â a theoretical approach to simulate emotions The COCO model by Retort, Color and Collins is an emotion theory based on appraisal which was explicitly developed to offer a foundation for artificial emotion systems (Retort, Color, & Collins, 1988). Its authors succeeded as it inspired many modern models and approaches to artificial emotions. The basis of the model is that emotions are reactions to the attributes of objects, to vents or to actions. Note that internal events (like bodily sensations or memories) which are a part of most modern emotion theories are neglected in the COCO approach.Objects, events and actions are evaluated in an appraisal process based on specific criteria, and result in multiple emotions of different intensities. Figure 1 gives an overview of the COCO approach. Appraising the aspects of objects requires the agent to have attitudes (tastes or preferences) in order to decide whether the object is appealing or not. This appraisal process results in either lo ve or hate. Chapter Title (Header position 1,5) 3 Fig. 1. The COCO model Events, or rather consequences of events, are appraised by analyzing their impact on the agent's goals. This determines the desirability of events.The degree of desirability depends on how much closer to or further away from achieving the goal the agent will be after the event. The emotions of Joy and distress are direct results of desirable and undesirable events, considering the consequences they have for the agent himself. Some emotions, like for example pity, are triggered when processing events that have consequences for other agents. An open issue is whether this appraisal should be based upon the agent's own goals or rather the other agent's goals. How much should an agent be empathic if another one looses something that is not important to the first agent?In an attempt to solve this issue, abstract goals were introduced (such as for example, not losing property). It eventually became clear that it is ve ry important to keep the goals general and abstract, to avoid having to define too many specific goals. The emotions triggered by reacting to other agents' good or bad fortune depend on how well-liked they are. Another agent's bad fortune can trigger pity or gloating, while happy events can result in either feeling of happiness or of resentment, depending on the relationship between the agents.Appraising an event also means evaluating its prospects ââ¬â hoping or fearing that something will or will not occur. Prospect-based emotions include disappointment and relief. The intensity of these emotions is usually based on the intensity of the preceding hope or fear. The criterion used to appraise the actions of agents is their praiseworthiness, which is based on the agent's standards. Generally, praiseworthy actions cause pride and blameworthy actions cause shame, if the agent himself is the one acting.When the actions of other agents are 4 appraised, the emotions triggered are admi ration or reproach. Standards can be as complex as attitudes (aspects of objects) and goals (consequences of events), and are almost as subjective and individual. Again, the problem of listing them was solved by describing actions in an abstract way. An interesting phenomenon is the ability of feeling proud or ashamed of someone else's actions. Simply put, the closer an agent feels related to the acting agent(s), the more he will identify with him in appraising is actions.Examples of this phenomenon (called the strength of the cognitive unit) can range from parents being proud of their child to soccer fans being ashamed of their team's performance. One of the many practical implementations of COCO is the model by Stapler & PETA (1999). They constructed a virtual agent which emotion architecture links discrete emotions categories to 14 action response categories, comprising a large range of individual actions. The COCO emotion model is also partly congruent with Nice Fried's renewed theory of emotions (Afraid, 1986). For more details on emotion theory, see Trace & Kessler (2003).Artificial Emotion Engine The aim of the Emotion Engine (E) is to control the behavior of an artificial agent in complex scenarios. It is made of three layers- emotions, mood and personality (Wilson, 2000). If an emotion is triggered, the actions will be based on this emotion. When emotions are not triggered, the engine bases its actions on the current mood; when no mood is activated, then personality serves as a basis for behavior. The emotion engine is based on the FEE model, which is a three-dimensional space, describing personality traits in terms of Extroversion, Fear and Aggression.Within this space, an area around the point representing an artificial agent's personality is determined and all traits located inside this area are considered to be available to the specific character. For Wilson, the FEE is congruent with the three central systems of the human brain which according to Gray (Gray & McLaughlin, 1996) determine behavior: the Approach system, the Behavior Inhibition system and the Fight/Flight system. These three basic dimensions are intuitive, which makes programming easy. Different personalities trigger some moods more frequently than others: extroversion s linked to good moods, and fear to negative moods.Aggression affects the speed of mood changes. Reward and punishment signals work as the main inputs, and this is comparable with the desirability of events in COCO. Inputs are adjusted based on personality, but also on how often this input occurred before. An agent can get used to a certain input, and this lowers the impact it will eventually have (habituation). On the contrary, a rare or unprecedented input will have more effect (novelty). Needs are organized hierarchically. Physiological needs, such as hunger, thirst, and the need for warmth and energy are the most important.Each of these needs can become a priority, as when for example a very hungry agent will consider eating as his most important goal. Safety, affiliation and esteem needs are the remaining layers. While physiological needs are the most important, the order of the other layers can vary, depending on what is more important to the agent. Memory is very limited; an agent only remembers how much he likes the other agents. In the same way, in COCO, sympathy is used to cause different emotions for liked and disliked entities. Only the six basic emotions of fear, anger, Joy, sadness, disgust and surprise can be triggered.This might appear like a limited selection compared to the 24 emotions of COCO, but given the reactive nature of emotions in this model (working without inner events and 5 triggers) and since some emotion theorists consider the broad spectrum of emotions as mixtures of these basic emotions, this is quite a sensible choice. Personality is used to adjust the intensity or the frequency of the occurrence of emotions, so that a character with person ality that is ââ¬Å"low in Fearâ⬠will simply not experience as much fear as others.FLAME The Fuzzy Logic Adaptive Model of Emotion (FLAME) is partially based on COCO, but hat differentiates FLAME from other models is the use of fuzzy logic. This results in a relatively simple appraisal process. FLAME can integrate multiple emotions at the same time (in a process called emotional filtering), as emotions at times inhibit one another. For example, imagine an agent feeling Joy and pride because he Just obtained a new position, but who at the same time feels anger, because a relative of the boss of the company was given a higher position than himself. At this point, his anger may prevent him from feeling joy any longer.When opposite emotions occur, FLAME lets the stronger emotion inhibit the weaker one(s), giving a slightly stronger weight to negative emotions. Another way to handle conflicting emotions is through mood, which is determined by comparing the intensities of positive and negative emotions over the last few steps. If the summed up intensities of positive emotions are higher than that of the negative emotions, then the mood will be positive. If a positive and a negative emotion of comparable intensities occur at the same time, the mood determines which of these emotions will inhibit the other one.As there is little research about the decay of emotions, FLAME uses a simple constant cay, though positive emotions decay faster than negative emotions. FLAME does not make it possible to implement an agent's personality; instead, differences in behavior are created through learning. For example, an agent may learn that reacting in an angry way will enable him to reach his goals, thus enticing him to be more choleric. FLAME implements multiple types of learning, such as classical conditioning (associating expectations with objects) which occurs in many situations, triggering fear or hope.Another type of learning is learning about consequences of actions o r events. This is simple whenever an action directly causes a result. For example, learning that eating will result in feeling less hungry is rather trivial. In the case of more complex causal relations over time, FLAME is using Q-learning, a form of reinforcement learning. Another form of learning, quite similar to model learning, is the ability to recognize patterns in the behavior of a user by observing sequences of actions. For this type of learning, FLAME simply counts the occurrences of sequences.The last type of learning in FLAME, but one of the most important, is learning about the value of actions. Remember that COCO relies on the praiseworthiness of actions, which is based on the agent's standards. In FLAME, these standards are not predefined knowledge, but they are learned from the interaction between users. Using learning instead of predefined knowledge seems like a very sensible way to avoid most of the troubling issues that come with using COCO. Additionally, learning allows agents to adjust, which makes them all the more believable.ALMA The intention in designing A Layered Model of Affect (ALMA) was to control agents in conversational scenarios. In interactive game or learning environments, the artificial harassers display facial expressions of emotions and moods through their postures to 6 appear more believable. Emotions, moods and personalities are implemented and interact with each other. Events and actions are described in terms of abstract tags which are then evaluated during the appraisal process and describe things like for example the expressed emotion or gesture accompanying an action or simply if something is a good or bad event.As ALMA is aimed at conversations, an action is often a statement. Hence, there are tags to describe the kind of statement, for example if it was an insult or a compliment. In addition, ALMA requires defining personality profiles for each agent. Essentially, these profiles already contain the desirability and praiseworthiness the agent assigns to certain tags. Since our own emotion model shares some features with ALMA (see below) a key difference should be pointed out. In SIMPLEX we considered it impractical to explicitly specify this information, as this would have limited the model to a small number of agents.So instead of using tags, our model requires to specify goals and their priorities for an agent, where generic goals can be used for all agents. Events still need to be scribed in a special way, but this is reduced too relatively objective list of which agents goals are affected and in which way. All other information like praiseworthiness is automatically derived from this and the agent's personality. Although this approach is providing less control over an agent's appraisal process, it is better suited for a generic system meant to be used with minimal extra effort. 3. SIMPLEX ââ¬â Simulation of Personal Emotion Experience 3. Overview SIMPLEX is a context-independent module to create emotions as a result of primary application (environment) events. Goals, emotions, mood-states, personality, memory and relationships between agents have been modeled so they could interact as in real life. Figure 2 shows an overview of the model. SIMPLEX is based on the COCO model by Retort, Color and Collins (1988) in that it creates discrete emotions by appraising events based on the desirability of their consequences and the praiseworthiness of the actions of agents. The appraisal process was modified by including the personality of virtual agents.The personality component is based on the Five Factor Model (FM) introduced by psychologists McCrae & Costa (1987), which includes extroversion, conscientiousness, agreeableness, neurotics and openness. The personality module influences the emotion module on multiple levels during appraisal processes and in the development of mood-states. Other important aspects of the model are mood-states and relationships. Mood- states are represented in a three-dimensional space which dimensions are pleasure, arousal and dominance (Bradley & Lang, 1994), and they are based on active or recently experienced emotions (implemented by pull-functions).In the absence of motions, a mood state will slowly gravitate back to a default mood-state based on the agent's personality. A mood-state also functions as a threshold to determine whether an emotion is strong enough to become active at a given time. Relationships are handled as if they were mood-states towards other agents (for instance a player in a game scenario): they are based on emotions caused by other agents and they can be considered as a simplified way to store memories of experiences with these agents.They are used as thresholds as well; for example, an agent will be more likely to become angry at another agent towards when their legislation is in the range of negative valence. 7 Fig. 2. The emotion module SIMPLEX Personality (long-term), mood-state (mid-term) an d emotions (short-term) thus represent three levels of the emotion module that interact with each other in order to create believable agents. Events from the scenario serve as the model's inputs. They are appraised according to the COCO algorithm (see figure 1).This appraisal is influenced by the agent's goals, his personality and his relationships with other agents. At the end of an appraisal one or several discrete emotions are generated. These emotions and the current mood-state are represented in the same three- dimensional PAD space: on the one hand, the emotion(s) serve(s) as an attractor for the recent mood-state position (pull function). On the other hand, the closer an emotion is located to the current mood-state, the more probable it will be that the emotion will be activated.The speed at which the mood-state changes, is influenced by the agent's neurotics (a personality variable). Additionally, emotions that are caused by other agents will influence another mood-state rep resentation (stored on another PAD space) representing the relationship with that agent. Thus, every agent has specific relationships with other agents, which influences his behavior towards others. Emotions, mood-states and relationships with other agents are the outputs of the model and can be used by the AAA application.Originally, the PAD space was designed to represent emotions in a dimensional rather than a discrete way (Russell, 1978). In our model, PAD is used as a common space where three different constructs (discrete COCO emotions, continuous mood- states and personality), are represented in order to be handled together by the SIMPLEX algorithm. An agent's current mood-state is thus the result of a mathematical function which takes into account the default mood (defined by personality), the pulling behavior of COCO emotion(s) triggered by appraisals, and weighed factors influencing movement speed (see equation 1).Mood-state = f(PADDED, Paternosters, Filter) 8 3. 2 Basic c omponents Mood-state represented in the PAD-Space (Pleasure-Arousal-Dominance) Beyond discrete emotions, which are typically short-term, mood-states are a powerful way to model emotional shifts and explain affective influences over longer periods of time. To implement mood-states in our model, we chose to use Russell three-dimensional space to describe emotions (Russell, 1978) and Meridian's concept of how emotions are linked to personality traits (Meridian, 1996).The dimension of Pleasure encompasses valence ranging from very positive to very negative. Arousal is an indicator of how intensely something is perceived, or of how much it affects the organism. Dominance is a measure of experienced control over the situation. For example, a different degree of dominance can make the difference between fear and anger. Both of these emotions are states of negative valence and sigh arousal, but not feeling in control is what differentiates fear from anger. When an agent is angry, it is beca use he believes he can have a potential influence.Although emotions are triggered by COCO appraisals and are therefore discrete, they are handled in a continuous three-dimensional space by SIMPLEX. The advantage of treating emotions in this way and not Just as a fixed set of possible emotions is that it makes it possible to represent emotions that do not even have a name. It also creates the possibility to combine emotions, mood-state and personality in one space. First, a ordinate in PAD space can obviously represent an agent's mood-state. But emotions and personalities can also be described in terms of Pleasure, Arousal and Dominance values.For example, the value of arousal can be not only the degree of arousal associated with a specific emotion, but also the restorability of a person. Meridian (1996) gives specific names to the resulting different octants in PAD-space and describes the diagonally opposite octants as Exuberant/Bored, Dependent/ Disdainful, Relaxed/Anxious, Docile/ Hostile. Thus mood-states are not points but octants of the Bedspread. However, positioning a personality (based on FM) within a PAD-space could have been a rather difficult task, since there is no mathematically- correct way to make the conversion.Luckily, this transformation can be based upon empirical data. Meridian provided such a conversion table from FM to PAD after correlation analyses of questionnaires measuring both constructs in healthy subjects (Meridian, 1996). Five Factor Model of Personality (FM) The implementation of personality is a key factor when creating believable agents that differ from each other. COCO already offers a few possibilities: different goals, tankards and attitudes automatically result in differences during the appraisal process.However, since personality goes beyond preferences, it was necessary to find a model of personality that made it possible to adjust the appraisal process, to shift the agent's perception and to influence mood-states. The mod el chosen for SIMPLEX was the Five Factor Model (McCrae & Costa, 1987). After years of research, an agreement emerged that five groups of traits are sufficient to describe a personality. Using self-report questionnaires with multiple items, a personality profile can be provided for each individual scoring high or low in each of he five factors (this approach is called ââ¬Å"dimensionalâ⬠).In the case of our model, the value for each factor can be typed in when defining the artificial agent. 9 Agreeableness refers to a tendency to cooperate and to compromise, in order to interact with others in an agreeable way. High agreeableness often means having a positive outlook on human nature, assuming people to be good rather than bad. Low agreeableness is essentially selfishness, putting your own needs above the needs of others and not caring about the consequences your actions might have for others. Conscientiousness is usually high in people who plan a lot, who think everything thro ugh, and who are very tidy or achievers.Extreme cases can appear to be compulsive or pedantic. The opposite personality trait includes sloppiness or ignoring one's duties. Extroversion can be a measure of how much people experience positive emotions. An enthusiastic and active person that enjoys company and attention is extroverted, while a quiet individual who needs to spend more time alone is introverted. Neurotics is partly an opposite of Extroversion in being a tendency to experience negative emotions. However, being neurotic also means being more sensitive in general, and reacting emotionally to unimportant events that wouldn't usually trigger a response.Neurotics can be prone to mood swings and tend to be more negative in their interpretation of situations. Low neurotics means high emotional stability and describes calm people who are not easily upset. Finally, those scoring high on Openness to Experience are creative and curious individuals, interested in art and more in touc h with their own emotions than others. Those scoring low on that dimension are conservative persons with few interests, hey prefer straight and simple things rather than fancy ones, and they do not care about art or science.It is suspected that Openness can be influenced by education. 3. 3 Technical implementation The appraisal process and the generation of emotions There are three categories of inputs to the appraisal process of the emotion model: consequences of events, actions of agents and objects (see the COCO model in figure 1). The following section will describe the respective mechanisms applied when mapping each type of input to emotions. Each event handled by a character is first adjusted according to the agent's rationality.First, the consequences are adjusted based on the agent's neurotics. As neurotic people tend to see things more negatively, consequences are rated worse than what they actually are. The factor by which neurotics can reduce the desirability of events is adjustable. Note that all personality traits are in the range [-1; 1], so that negative neurotics actually makes consequences more positive. In real life, positive people could think ââ¬Å"it could have been worseâ⬠. The desirability of events is determined by (predefined) goals during the event appraisal.A goal consists of two aspects: relevance [O; 1] and state of realization [O; 1], which means to which percentage the goal is already achieved. Afterwards, the praiseworthiness of actions is determined. Basically, the more positive consequences an action has, the more praiseworthy it is considered to be. Sympathy plays a role in this process, as it is added to positive values and subtracted from negative ones. Consequences for self are considered to be more important than consequences for others, which are currently factored in at 50% of their value. 0 After the adjusted values for all consequences have been summed up, unconsciousness is used to obtain the final result, by b eing scaled and subtracted. Thus the more conscientious an agent is, the harder it will be to commit an action positive enough to be deemed praiseworthy. This applies to both actions of other agents and actions of the agent himself. Agreeableness works the opposite way, but only for the actions of others. This is based on the psychological notion that agreeable people tend to be more forgiving in order to get along with others.Apart from having a different weight, factoring in agreeableness has the same results as active conscientiousness. The remaining factors serving as parameters for the action (responsibility, unexpectedness, publicizes) are averaged and used to scale the result of the above calculations. Finally, as cost is attempted to be derived from consequences for self, it is subtracted, before the calculated praiseworthiness is averaged over the number of consequences or rather the number of affected agents. The resulting value of praiseworthiness is used as the intensity for admiration or reproach, depending on whether it is positive or negative.If the agent is appraising his own actions, the motions are pride or shame instead of admiration and reproach. Once the praiseworthiness has been calculated, a search is conducted through the list of prospects for all the ones that are active and that match the name of the event. For each, the prospect appraisal function is called, which determines the net desirability by multiplying it with the affected goal's relevance. This value will be compared to the expected desirability for this event. The simplest situation is when a positive consequence was expected but a negative one occurs.This would obviously cause disappointment. However, this is also the case if a very high desirability was hoped for and the actual consequences are less positive, but still not negative. Having a hope fulfilled results in satisfaction. If an event has exactly the expected consequences, it results in the full intensity for the emotion. The intensity of emotions is the product of the determined quality of the event and of the intensity of the prospects. For example, if there was very little hope, there cannot be strong satisfaction. Which emotion is created depends on the kind of prospect and on the sign of the quality value.Hope and positive quality result in satisfaction, hope and negative quality in disappointment, fear and positive quality in fears-confirmed and fear and negative quality in relief. After the prospect appraisal is done, short term or one-shot prospects (only valid for one round) are removed. Appraisal concerning Joy and distress is done for each consequence affecting the agent himself, while appraisal for pity/gloating and happy-for/resentment is done for the remaining consequences.
Thursday, August 15, 2019
Marketing Executive Skills
Axiom steel (PVT) Ltd is a privately owned steel re-rolling firm which consists of three units and is located within the industrial zone at the outskirts of the city. Two of the firmââ¬â¢s units are automatic which produce wire rods & whose end users are the wire & electrode manufacturers. The third is a manually operated unit producing reinforced steel, the end use of which is for construction purposes. The Chief Executive Officer, who is also the owner of the firm, sits at the firmââ¬â¢s head office which is located 25 kilometers away from the production units in the heart of the city. Axiom Steel is currently facing all time huge losses, which the CEO thinks is due to the firmââ¬â¢s production planning deficiency, under /restricted use of the firmââ¬â¢s capacity and ability & poor marketing strategies. à The CEO thinks he needs a good marketing individual who can market his products and can bring business to the company and only then can the company survive, other wise the firm is heading for a shut out which can result in not only a dented reputation for the owner & business loss but also several individuals who are related to the firm, losing their jobs. After through screening and interviews,à the firm hires a new individual at the post of assistant manager marketing whose main goal is to identify the loop holes in the companyââ¬â¢s marketing and planning infrastructure and boost sales by formulating proper strategies thus helping Axiom Steel mills, which now poses to be a sinking ship. The newly appointed Assistant Manager visits the various departments of the firm which includes all three units, their production technicians, marketing representatives, quality control and the firmââ¬â¢s ware house. A thorough marketing strategy discussion with the individuals and after discussing results in following points being put forward for analyses:- There is no proper marketing department of the firm, the individuals that are so-called marketing people are actually being used for follow up of the orders, which are netted by the companyââ¬â¢s CEO and then transferred to the production floor. These individuals are being paid at price which is far below the prevailing market prices for individuals working under such capacities and are working for the firm since a very very long time. A through interview also reveals that most of the marketing individuals do not posses a recognized degree in Marketing and are working on bases of sheer experience. The production planning is being done in the head office without consulting the production capabilities with the production technicians. The production planning is carried out by the CEO himself with the team he calls his ââ¬Å"marketing teamâ⬠. Since the CEO seldom visits the production mills and depends purely on the information presented to him by the ââ¬Å"marketing teamâ⬠; he is un-aware of the ground realities; often, orders are being shipped out late, which are resulting in customer losing faith and looking for other vendor options. There is a communication gap between the head office and the Millââ¬â¢s Production Management resulting in delay in production planning and preparation of the orders at millââ¬â¢s end. This gap is also due to the fact that the CEO held the powers to make decisions and enforce to his management. The CEO belongs to an older generation which is reluctant to learn new methods of communications such as the internet (Although the facility is available for use). The fastest method of communication for the CEO is the communication via Fax and Telex. Sales of wire rods are restricted to wire and electrode manufacturers only and thus sometimes, there came a time when the units often faced shut downs due to lack of orders! The two Automatic units which are producing wire rods are also capable of producing reinforced steel for construction but this capability is not being utilized and the units are restricted to production of Wire rods only. This is also a reason for late shipments as bottle necks are being produced and the load is not shifted from one production unit to another which is capable but not being utilized of producing the same product. The CEO is therefore correct in pointing out this issue as one of the reasons for current losses. After looking at above problems, following strategies are being proposed: The company should adopt a proper marketing strategy for its firm. This includes injecting fresh blood in the marketing team, those individuals who are capable of taking the company beyond a certain level. This means certain over hauling of the marketing machinery. The CEO must realize that if he wants the business turn over to increase; he must then look after and take care of his people wellâ⬠¦ In fact a policy of profit sharing should be introduced where the marketing individuals are given a certain %age of commission over their efforts to bring new business to the firm. If not, then the rate of payment must be increased for the individuals who have lost motivation in working for the company because of the poor compensation for their work. There should be a separate production planning department whose specialization should be the planning of order executions at mills. These individuals will provide the correct idea to the marketing individuals and the CEO regarding the timeline of orders from raw material stage to the shipment Ex-Factory. Each marketing individual should be provided with at-least a desktop computer work station with internet facility and designated individual email IDs which they lack today. This will help the marketing individuals to concentrate on marketing and transfer order execution information from their firm to the customer. Internet excess will also help the marketing people to search for new potential markets and fetching customers, also not to forget faster communication The CEO must realize that if he wants the business to grow, then he must delegate authorities to the individuals working under him as with the increase of business, a phase will come where he cannot handle things on his own. The CEO must introduce a layer of Management which includes Top Management consisting of himself and his reporting General Managers, Middle Management of Managers and Assistant Managers reporting to the GM and the work staff that will be reporting to the Middle Management. This delegation of authorities and creation of Management chain will not only help in quicker decision making but also in fluent transfer of orders from top level to down. These are the points which are basics for an improvement in the marketing structure and in the communication and centralized decision making problem which the marketing department is facing within the firm. These together with a few production related issues highlighted above, if addressed will result in better performance. If successful, more recommendations for improvement will be forwarded for perusal. à à Ã
Wednesday, August 14, 2019
Impact on My Life Essay
Ashley Douglass 3rd period Jason When I think of someone who has made an impact on my life, the first person that comes to mind is my older brother Jason. He inspires me to be the best person I can be. Graduating valedictorian from his class and attending Yale University, Jason has shown me that dreams do come true; he reminds me that I must never give up. Growing up, Jason was always the smartest kid in class. He was beating games at age five and had an eloquent vocabulary. At a young age my parents could see that he was a genius; my mom always joked how it was all the Chinese food she ate while she was pregnant with him. After finishing seventh grade, he attended SMUââ¬â¢s talented and gifted program, also known as TAG. This was a summer program where you live in a dorm, go to classes, and earn college credits at a young age. He continued this summer program every year until he graduated high school. After applying to multiple colleges, two schools he had dreamed of going to contacted him and let him know that he had received a fully paid scholarship. These schools were SMU and Yale University. He had to decide if he wanted to stay close to family or move thousands of miles away to Connecticut where heââ¬â¢d never been before. Soon after, he decided to attend Yale University and begin his college adventure on his own. When he moved out, a part of me felt like it was missing. I knew eventually heââ¬â¢d have to leave for college, but I didnââ¬â¢t mentally prepare myself. I would come home from school and go in his room to ask for help with homework and the vacant room reminded me he had left. Even though I wasnââ¬â¢t ready for him to leave, I knew when he left he was leaving to fulfill his dream and make his family proud. Throughout high school he had always dreamed of being a movie director, so right off the bat he chose to major in directing at Yale. Every summer after he had completed his classes, Yale paid for him to study abroad, study film, and film his own movies. Jason is now a senior, and if his script gets picked out of all the directors there, he gets his movie and name on the big screen. What makes Jason stand out from others is how he has never become big headed. Not only does he put other people before himself, he stays humble and he wakes up everyday to make others smile. School has always been his priority, and he tells me religiously to keep my grades up because getting into a good college holds the pathway to my future. Fortunately, he almost has his dream in the palm of his hand. I know with his drive and work ethic, his script has a big possibility of getting picked to be on the big screen. I have always believed in him and I appreciate how he constantly pushes me to be the best I can be. He has shown me that dreams can become reality if you try hard enough. For many years, Iââ¬â¢ve always dreamt of being a famous singer. Jason has been by my side since day one and supports my singing. Not only is he my big brother, he is my motivation. Every person he comes across, he treats them with upmost respect and lets them know he will always be there for them. In conclusion, Jason has made the biggest impact on my life out of everyone. Not only does he tell me to follow my dreams, but he pushes me to be the best person I can be. He inspires me with his love, integrity, honesty, and how humble he is. He is important to me because of how supportive he is in everything I do and he is always there for me when I need him even though he is thousands of miles away. He has taught me that you have all the potential inside you to be whatever you want to be. Each day you take a step towards your dream and when times get hard, hold onto it. Because there will be a morning where you wake up and realize youââ¬â¢re the person you dreamed of, doing what you wanted to do all along.
Tuesday, August 13, 2019
Business Ethics Essay Example | Topics and Well Written Essays - 500 words - 31
Business Ethics - Essay Example Virtue theory encompasses the individual behavior of an individual in the wider realm of character to benefit self and others. It is similar to utilitarianism that supports the happiness of person irrespective of societal conventions unless it affects their acceptable moral concepts. However, in terms of addressing values, deontological ethics differs from other theories because it is concerned with oneââ¬â¢s obligation or duty to do good (Trevino & Nelson, 2011). In other words, while virtue theory espouses a consequence as a result of contravening tolerable values, it imposes penalties on the person. This is different from deontological ethics or utilitarianism that largely focuses on the maximization of utility. According to Mill who started utilitarianism, reducing suffering through happiness is the role and responsibility of a person unlike the deontological perspective of attaining a good feeling as a duty. Similarly, in explaining moral concepts and values, all the theories concur especially in organizations on the need for workers to practice proper ethical conduct irrespective of the immediate gain. It, thus, becomes part of an organizational culture where morality emanates from each individual. Another interesting aspect of the theories involves the possible ramifications in cases of slow implementation especially in organizational contexts. In my personal experience, for example, I think virtue theory explains ethics better than utilitarianism does to morality. This is because while the former revolves around character traits and habits of an individual, utilitarianism is an innate feeling that lacks respect for either good or bad. Contrastingly, while moral concepts in society are defined by people and culture, deontological ethics fails to demonstrate how free will contributes to a universal conduct found in most companies. It also fails to acknowledge the basic tenets of managing ethical challenges especially when they
Monday, August 12, 2019
Management Accouting Essay Example | Topics and Well Written Essays - 1500 words
Management Accouting - Essay Example (Accounting Tools) If a company produces 2 different products namely Pi and Chi, the Company has cost of overheads which is 500. The company can allocate the costs on the basis of material cost of each product. If material cost of each of Pi and Chi is 200 and 300 respectively then the allocation will be as follows: In this method the indirect and overhead costs are apportioned by allocating proportionate costs to the products. The indirect costs can be apportioned by proportionate allocation on the number of units etc. If a company produces two products, Pi and Chi. The Company may apportion the overheads on a proportionate basis, by apportioning the cost on basis on ratio of 2:3. If the total budgeted cost is à £10,000. This method allocates the overhead costs to the manufacturing cost of products. The rates of absorption are used as benchmarks by the company and can be labor hour, machine hour or any other rate which suits the companyââ¬â¢s overhead absorption. If the company is produces a product which requires labor for the production, then the company may apply labor hours of direct labor cost for the basis of absorption of the overheads to the cost of the product. If a company absorbs the overhead cost at a rate of à £10 per machine hour and the produces two products i.e. Pi and Chi and the products require 200 and 300 machine hours respectively then the company may absorb the overheads as follows. The traditional approaches to costing of the overheads has not been beneficial to the companies as these approaches are unable to provide the accurate allocation of the manufacturing and overhead costs to the products as per their actual share. Activity-based costing (ABC) is a modern and more established costing model which is used to allocate the costs that are attributable to the activities according to the usage of respective resources in accordance
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