Sunday, December 22, 2019

The War Of The Vietnam War - 1379 Words

Between 1964 and 1975 the heightened tensions over the Vietnam war caused many americans to become divided on the actions taken by the government across seas. Americans questioned whether the government could be trusted. The feeling of betrayal and government secrecy created the â€Å"Credibility Gap,† in which many americans believed that the government no longer was for the people, but for anything else that would benefit the government. The Vietnam War exacerbated the gap between the pro-war traditionalists and anti-war liberals along with an increase in military action, causing controversy over government spending; as a whole these factors established a sense of distrust between the American government and its people. The Credibility Gap expanded during the Vietnam War causing citizens to question the truthfulness of president Johnson’s administration and the reports on events that were occurring overseas in Vietnam. When Daniel Ellsberg released the Pentagon Paper s to the media in 1971 he increased the public’s distrust in the American government. The pentagon papers, originally named â€Å"Report of the Office of the Secretary of Defense Vietnam Task Force† by Secretary of Defense Robert McNamara, contained secret government reports detailing the decisions made in the Vietnam War under the Kennedy and Johnson administration. Also written within the report was a detailed layout of operation Rolling Thunder, in which the United States strategically bombed north Vietnam fromShow MoreRelatedThe War Of Vietnam And The Vietnam War1525 Words   |  7 PagesThe war in Vietnam is The United States and other capitalist bloc countries supported South Vietnam (Republic of Vietnam) against the support by the Soviet Union and other socialist bloc countries of North Vietnam (Democratic Republic of Vietnam) and the Vietcong of war. Which occurred during the Cold War of Vietnam (main battlefield), Laos, and Cambodia. This is the biggest and l ongtime war in American history during the 1960s (Best 2008). It is also the most significant war after World War IIRead MoreThe War Of The Vietnam War1475 Words   |  6 Pageson one such event, the Vietnam War, came from entertainment-based programs and the play Miss Saigon. Despite heavy coverage in such well-known comedic films as Forrest Gump and Good Morning Vietnam, the true events were anything but a laugh for those involved. In spite of the relative recentness of the events in Vietnam, many of today’s youths know little about the topic. The events in Vietnam raise the ever-present question on the ethics of third party involvement in a war otherwise unrelated toRead MoreThe War Of The Vietnam War1729 Words   |  7 Pagesspread of communism all around the world. This is what lead to the gruesome war that lasted over a decade in Vietnam. A great deal of social changed happened all over the world, but particularly in America as the Vietnam War dragged on. As people be came more aware of the atrocities going on in Southeast Asia, the endless domestic support turned into widespread explosive protest. During the first few years of the Vietnam conflict, Americans full heartedly supported the United States and its governmentRead MoreThe War Of The Vietnam War1430 Words   |  6 Pagesended in 1989, the Vietnam war is still being fought, but on a different battlefield, one of public opinion. Some call this war an atrocity, a war the United States should never have joined. Others call it a crime, committed by the power hungry politicians of the U.S. Now that new information from both sides of the war has surfaced and the wounds of battle have had more time to heal there is yet another opinion emerging. The Vietnam War was in fact only one of many proxy wars fought under the umbrellaRead MoreThe War Of The Vietnam War1155 Words   |  5 PagesThe Vietnam War cost many Americans their lives in the 60s and 70s. Many were drafted into the war by choice and others selectively chosen to join to help America. The contributions made had a major impact on the American side of the Vietnam Wa r. Though many contributions were made none stand out any more than others. It is sometimes said there is always a hero in the war who helped the victory. Wars, however, do not have war heroes because a hero is making an undeniable contribution to the war andRead MoreThe War Of The Vietnam War1592 Words   |  7 PagesThe Vietnam War was said to be one of the most significant wars in the twentieth century. This war took place from November 1, 1955 to April 30, 1975. It was at the time, the longest war in American history. Much of the conflict was centered in Vietnam, Laos, and Cambodia. During that time, approximately 58,219 US troops were killed in action. The reason America got involved in the Vietnam War was to stop the spread of communism in South East Asia and beyond. â€Å"America’s involvement in Vietnam derivedRead MoreThe War Of The Vietnam War1204 Words   |  5 Pagesus†¦ When that is the way you are, how do you conduct your life?† The Vietnam War killed over fifty eight thousand Americans and over 61% of the men killed were 21 years or younger. Most Americans are conflicted with the fact whether the Anti War Movement played a factor in prolonging the Vietnamese War. â€Å"In every story there are two sides and in between lies the truth.† Anonymous The United States become involved in Vietnam after the French withdrew when the Republican President Dwight EisenhowerRead MoreThe War Of The Vietnam War877 Words   |  4 PagesAnother big difference in this war was that the Vietnam War was had more disapproval and was more expressive within the American public, unlike the Korean War. The ANITWAR MOVEMENT started in the 1960s this group was never enacted until this era. There was not a group like this in Vietnam, but there were many groups that opposed the war. The main object of these revolts was the American military presence in Indochina. The ANITWAR MOVEMENT caused an influence not only socially, but also in the realmRead MoreThe War Of The Vietnam War1421 Words   |  6 PagesIn July and August of 1972, Jane Fonda made radio broadcasts from Hanoi that changed the way Americans thought of the Vietnam war and of her. To this day, many people view her as a traitor and criticise her actions in Vietnam; however, some people we re truly inspired by her words and what she had to say. Despite people s personal opinions, Fonda was a powerful speaker and knew how to convey her message to her audience. She tried to convince people that the American government and military were theRead MoreThe War Of The Vietnam War1155 Words   |  5 Pages The Vietnam War was one of the first wars to be broadcasted in one’s own living room. It is also one of the most misconstrued and misunderstood wars that have resulted in American defeat. Being one of the longest wars fought in history, it has left many questioning the motivation behind the conflict that spanned two decades before being resolved. Despite being a conflict between North and South Vietnam, the United States decided to enter the war in spite of being faced with opposition from its citizens

Saturday, December 14, 2019

Violent Video Games Might Be to Blame for Violent Behavior Free Essays

Violent Video Games Might Be to Blame for Violent Behavior Is Media Violence a Problem? ,  2010 ————————————————- Top of Form Bottom of Form Mark and Keisha Hoerrner, â€Å"Video  Game  Violence,†Ã‚  Children’s Voice, vol. 15, January/February 2006. Copyright  © 2006 Child Welfare League of America. We will write a custom essay sample on Violent Video Games Might Be to Blame for Violent Behavior or any similar topic only for you Order Now All Rights Reserved. Reproduced by permission. Mark Hoerrner is a writer and the author of several articles on the media’s effect on children. Keisha Hoerrner is department chair of Kennesaw State University’s First-Year Programs and a researcher who specializes in children and media issues. While many parents scoff at letting their children watch violent movies, they often consent to buying violent  video  games for their teenagers without checking the industry ratings. Researchers contend that a link exists between violent  video  games and real-life  violence  in teenagers and young adults. Violent images don’t necessarily create violent children, but gamers learn that  violence  is an accepted means to solve problems, and they perfect shooting skills as though they were handling real weapons. Even though games can teach children valuable coordination skills, parents and caregivers need to make sure that their children only view age-appropriate content and are made aware of the difference between on-screen actions and socially acceptable behavior in the real world. Thomas has a 21-inch flat-screen monitor and an optimized computer with a 4 GHZ processing speed. His hard drive is fast and large; he’s packed in close to three gigabytes of RAM and has a  video  card with dual 512K processors. It’s all about speed and graphical processing. He’s jacked in to a high-speed Internet connection, and he’s off and running. Thomas isn’t a programmer or a network engineer, though he’s considering that as a possibility for the future. He doesn’t have to worry about that now, though—he’s only 13 years old and has a long time to make up his mind about a career. For now, he’s content with the fact that in the next three hours, he’ll commit 147 felonies including aggravated assault, murder, attempted murder, robbery, arson, burglary, conspiracy, assault with a deadly weapon, drug trafficking, and auto theft while violating just about every section of the RICO Act, the nation’s nti-organized crime law. He’ll even be so brazen as to gun down bystanders and police officers and will personally beat someone to death with a golf club. All without ever leaving his room. ————————————————- A Link to Violent Behavior Retired Lt. Col. Dave Grossman , a former [U. S. ] Army Ranger and tactical trainer, asserts that  video  games are actively training children to kill. Learning, he says, happens all the time, especially during active play. The subject of that active play, however, can be negative or positive. Grossman has authored two books on the connection between violent media and actual  violence. He argues that children learn to use weapons and become sharpshooters through simulated games the same way soldiers use simulations to improve their shooting precision. Just as children can improve their phonics withLearn to Read with Winnie the Pooh, they can learn to shoot with deadly accuracy playing  Doom,  Splinter Cell,  Hitman, and other first-person shooter games. Grossman has been a consultant to a number of school systems following deadly shooting incidents, assisting with grief counseling and understanding what brings children from what should be a carefree time in their lives to the point of committing multiple murders. In his book,  Stop Teaching Our Kids to Kill[: A Call to Action Against TV, Movie amp;  Video  Game  Violence], Grossman says that in 1997’s high school shooting in Paducah, Kentucky, the 14-year-old who opened fire on a before-school prayer group landed eight out of eight shots on eight different targets. Five of those were head shots [gunshot wounds to the head]. According to the FBI, in shootouts less than three meters from their targets, trained law enforcement officers land, on average, one out of five shots—these are trained officers who are familiar with their weapons. The teenage shooter had never held a real gun before his shooting rampage, Grossman says. He had, however, spent long hours playing first-person shooter games that simulated killing with the same weapon he used that morning. Grossman, who now travels the country talking to police departments and educators, asserts that the combination of playing these games and watching violent movies taught the youth how to load, actively target, and shoot as if he had been watching an instructional  video. ————————————————- Making Right or Wrong Choices Unlike watching a  video  or television show, a child is actively making choices and weighing options when playing  video  games. He or she is rewarded for certain behaviors, which, depending on the  game, may range from solving a puzzle to opening fire on a group of bystanders. In a violent  video  game, you rehearse the entire aggression sequence from beginning to end,† says mediaviolence  researcher Craig [A. ] Anderson, chair of Iowa State University’s Department of Psychology. â€Å"You have to be vigilant, looking for enem ies, looking for potential threats; you have to decide how to deal with the threat, what weapon to use, and how to use it; and then you take physical action to behave aggressively within the  game. It’s society, not science, that must decide how to deal with the negative effects of violent  videogames. We have considerable evidence these games cause violent behavior,† Anderson says, pointing to hundreds of scientific studies on  video  games, and more than 3,000 on the effects of other violent media, that he says all suggest a causal link between violent behavior and the consumption of violent content. This isn’t an overt link, he cautions—a child isn’t likely to go out and commit a major felony after playing a violentgame  for an hour—but children will act more aggressively and show more negative social action, such as the intent to do  violence  to another person, over time. ———————————————— Positive Aspects of Video Games Anderson is quick to note, however, that games have positive aspects. He bought his son a copy of the flight simulator  game  Flight Unlimited  and a realistic joystick and foot pedal. His son spent co nsiderable time learning to fly, which paid off when the child went to a NASA summer camp and was assigned the role of pilot on a space shuttle mission simulator. Anderson’s son was able to land the craft on the first try, something camp organizers said had never been done. Anderson credits the flight simulator as the catalyst for helping his son develop the necessary skills. In a study at the University of California, Santa Barbara, diabetic children who received a  video  gameshowing them how to better manage their illness had improved blood sugar control and fewer emergency room visits. â€Å"Video  games are great teachers and great motivators,† Anderson says, â€Å"but they can be misused. It’s society, not science, that must decide how to deal with the negative effects of violent  videogames. To this end, the  video  game  industry helped create the Entertainment Software Rating Board (ESRB) to develop a system of ratings for  video  games to define content for parents and allow them to make informed purchasing decisions. ESRB ratings include six age-based rating symbols, ranging from â€Å"EC-Early Childhood† to â€Å"AO-Adults Only,† and more than 30 content descriptors (such as â€Å"Mild  Viole nce,† â€Å"IntenseViolence,† â€Å"Sexual  Violence,† â€Å"Partial Nudity,† â€Å"Drug Reference,† and â€Å"Simulated Gambling†) that indicate elements in a  game  that may have triggered a particular rating or may be of interest or concern to the buyer. Full Text:  Ã‚  COPYRIGHT 2010 Greenhaven Press, a part of Gale, Cengage Learning. Source Citation: â€Å"Violent Video Games Might Be to Blame for Violent Behavior. †Ã‚  Is Media Violence a Problem? Stefan Kiesbye. Detroit: Greenhaven Press, 2010. At Issue. Gale Opposing Viewpoints In Context. Web. 31 Oct. 2010. Document URL http://ic. galegroup. com/ic/ovic/ViewpointsDetailsPage/ViewpointsDetailsWindow? displayGroupName=Viewpointsamp;prodId=OVICamp;action=eamp;windowstate=normalamp;catId=amp;documentId=GALE%7CEJ3010187219amp;mode=viewamp;userGroupName=lemo21048amp;jsid=dbc3cbe328c3b8eaa54c12c32c45bb32 Gale Document Number:  GALE|EJ3010187219 How to cite Violent Video Games Might Be to Blame for Violent Behavior, Papers

Friday, December 6, 2019

Dell Working Capital Hbs Case free essay sample

Explain how Dell’s working capital policy is a competitive advantage for the company? Dell uses a just in time order fulfillment policy and accurate forecasting of sales to minimize inventories. This allowed Dell to hold inventory of finished products far below levels of their competitors (10-20% compared to 50-70% industry level) and furthermore allowed them to quickly implement changes to their product lines as new technologies became available. This quick inventory turnover also allowed Dell to retain more capital. Finally, this policy enabled Dell to respond immediately to technological progress in components and deliver state of the art new finished products (e. g. Pc’s holding the newest Pentium microprocessors) while competitors are still selling inventory of products not containing newest technology. When comparing Dell’s 1995 DSI to its competitors you can see the competitive advantage taking shape: Company: DSI (1995):Inventory Savings at competitors DSI: Dell:320 Apple:54$167. million Compaq:73$311. 7 million IBM:481. We will write a custom essay sample on Dell Working Capital Hbs Case or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page 6 million * How did Dell fund its 52% growth in 1996? Please be sure to distinguish between internal and external sources of funding, and to discuss the trade-off between the uses of external funds in order to maintain high growth rates. Dell funded its 52% growth in 1996 internally by increasing sales, lowering sales/operating expenses by 1%, which led to an increase in profit margin (net profit/sales) from 4. 3% to 5. %, increasing financing amp; other income by $42 million, while short term investments increased by 22%, accounts payable increased by 15% (â€Å"free† financing from vendors) and Long Term Debt stayed the same. Dell supported this growth externally by issuing an additional $74 million of common stock (the conversion from preferred to common stock is included in this calculation). Using internal sources of funding by becoming more efficient was a preferred route by Dell. This internal funding had a much lower cost to the company because they streamlined current practices and enhanced the use of short term investments. In general, using external funds, i. e. debt or equity, to finance increasing growth is riskier to the corporation. When issuing debt the company needs to be certain to cover both the repayment of the principal and the interest payments on time (because if they do not this could cause them to have problems securing financing in the future). When issuing additional shares of stock (equity) the value of existing traded stock is diluted (in proportion) and as such the current ownership might lose control (and may even be voted out by shareholders if dilution is substantial enough). Furthermore, with both debt and equity financing, a fast growing company needs to be aware that payments to either may hamper future expansion because payments that need to be send out in the forms of dividends or interest cannot be retained and invested in future projects. Assuming Dell’s sales will grow at 50% in 1997, how would you recommend that the Company funds this growth? How much capital would need to be reduced and/or profit margin increased if the company were to fund its growth by relying only on internal sources of capital? What steps would you recommend the company take? Assuming the profit margin stays at 5. 1% and that operating assets (total assets minus short term investments) maintains at 1996 percentage level of approx imately 30% of sales, Dell would require $2,336 million minus $1,555 million, which equals to $779 million. The cash flow from profit is 0. 051*5,296 million*1. 5, which equals approximately $405 million. The cash flow from cumulative liabilities without account payables is $2,523 million minus (total assets $2,148 million minus accounts payable $466 million), which equals $841 million. We conclude that since cash flow (which is $841 million plus $405 million, equaling $1,246 million) exceeds the cash outflow of $779 million, Dell can fully finance its growth internally. How, if at all, would your answers to Question 3 change if Dell also repurchased $500 Million dollars of common stock in 1997 and repaid its long-term debt? Dell would need to further increase its profit margin to have funds available to repurchase $613 million of debt ($500 million of common stock plus $113 million of debt), as such they would most likely need to increase overall sales in conjunction with increase in profit margin. Additional sources of funding could also come from shortening the CCC further, if possible.