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Digital Content Management: Evolution, Application and Impact - Essay Example

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In this research proposal "Digital Content Management: Evolution, Application, and Impact" an author would justify the idea of studying the DCM. The complete discussion of the phase of development of this technology can be helpful for setting the basis for any further research in this sector…
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Digital Content Management: Evolution, Application and Impact
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Research Proposal Digital Content Management: Evolution, Application and Impact Introduction: Digitization is the one of the most important facets ofthe present day society. The world is now living in the age of information and knowledge made accessible by the development and innovation in communication, computation and content management technologies. The digital environment has seen a lot of innovations over the last few years. Digitization made it possible to develop Internet as a source of information as a network of networks and communication channel. Around 11% of the world population is found to be online and the developing countries showed the greatest growth in this aspect. More than 65% of users are found to be non-native English speakers (Jones 2005). The digital content industry shows tremendous potential of growth in today’s world. Under these circumstances the present paper tries to discuss the evolution of digital content management processes and their applications and effects in the modern business information system. Digital content management is the buzzword in the modern society and is facing continuous innovation. The complete discussion of the phase of development of this technology can be helpful for setting the basis for any further research in this sector. Justification: Managing data and business information was a matter of concern for almost all kinds of business organizations since a very long period. Different inventions and innovations have been made to facilitate the data and information management system and for the easy access to the information by the parties concerned. Under these circumstances the digitization of the data and their preservation in a user-friendly manner almost revolutionized the business information management system. With the invention of different software techniques and their utilization the market showed rapid growth worldwide both in terms of research and economy. Education and library management, legal systems, interactive media sector, etc. have found wide application of the techniques of content management in the digital way. The entire e-commerce sector has been developed applying the systems of information management through digital means. With the advancement in the digital content management system and increased access to the information through Internet and intranet the protection of intellectual property rights gained importance and different organizations and regulations have been developed. As a whole the entire sector received huge importance from scientific, social and economic point of view. In context of this situation the present study finds it important to discuss and synchronize the path of development of the digital content management system and its applications and effects on the different fields of information management. Context: Content is referred to as the documents, images; audio and video files storing any kinds of information. The digital content management system involves the management of these contents in their electronic forms providing preservation, organization and dissemination services for digital collections (Han 2004). The process of digital content management involves several steps. The process involves the content providers and the digitization technicians along with the developers of the idea. At the initiation phase the idea of digitization of some particular content is developed through discussion between the content providers and the developers. The content is assessed for its suitability for digitization and the workflow and timeline is set up. A technical assessment is done for the digitization process to determine the requirement of hardware resources, content delivery options, capture methods, encoding and metadata description levels, maintenance, budgeting and other project criteria. After the cost estimation and review the production phase is initiated. At the production phase the technical persons reformat the contents provided to suit the requirement of the digitization process followed by creation of appropriate metadata records, indexing the project files and/or development of any additional delivery or Web infrastructure if required. Signing legal copywrite documents and arranging proper licensing system are very important before publication. After reviewing the quality and correctness of the content as well as the digitization process the material becomes ready for public release. After online release regular maintenace and improvement or innovation of the material as well as the digitized version takes place (“Digital Project Development Process” 2005). The digital information or content including documents or multimedia files like audio or video files need the management of content life cycle. The content management system involves six primary phases of creation, updation, publication, translation, archiving and retrieving. The most critical aspect of content management is its ability to manage versions of the content as it evolves. It also serves features like import and creation of documents and multimedia material, identification of all key users and their roles, the ability to assign roles and responsibilities to different instances of content categories or types, definition of workflow tasks coupled with messaging so that content managers are alerted to changes in content, the ability to track and manage multiple versions of a single instance of content and the ability to publish the content to a repository to support access to the content. The persons involved in this process are the creator, the editor, the publisher, the administrator and the consumers. Innovation of multimedia technology also plays a very important role in this context. Multimedia is a combination of word, sound and picture in electronic form. Multimedia deals with the interplay between analogue and digital information. Analogue information is the kind of information we are familiar with in our natural environment and the information embedded in the analogue signal is built into some continuously varying value, which can be measured. Digital information on the other hand is discontinuous involving only the phases of ‘on’ and ‘off’. The digital environment uses the binary language of 0 and 1 in its work. Multimedia transforms the analogue information into the digital information within a single digital environment to enable the words, sounds or pictures to be manipulated in a single information environment infinitely without applying physical force and thereby avoiding damage. Digitization lies at the core of multimedia and has been improved tremendously in today’s world (Feldman 1994). Innovation in interactive environment involving sound, graphics and 3D technologies is an important segment of multimedia development applying the techniques of digital content management revolutionizing the entertainment market. With this increased potential for application of the digital content management processes in different fields of information system, the subject attracted the attention of the researchers and rapid developments are under progress in the sector. Literature Review: The concept of digitization of information evolved from the difficulties of managing and modifying hard data, which often required application of force and consequent damage to the information. Computer environment as a tool helped in processing and reshaping all kinds of information swiftly and perfectly and reconstitute them to be understood by the human beings (Feldman 1994). Digital information management system developed with the invention of database management systems. Data are the basis of any type of work conducted in the industrial sector and management of the huge data generated was the problem faced by the organizations. Prior to the existence of database management system the data generated were managed using file based methods. The data were stored in individual files and were accessed by specific departments using specific programs. But according to the researches this system of data handling showed several practical problems. The data file structures were embedded in the program therefore any change in the data files required changes in the parameters of the program. Thus the system always required increased time for program maintenance and development. Another problem with the method was the repeatation of data in multiple files. The data responsibility was dispersed to the program which was using it resulting in inconsistent management. Addition of new program was also difficult (Drope 2003). To overcome all these problems a better system was required. The database management system was developed as a shared collection of logically related data designed to meet the information needs of an organization. The database management systems developed step by step to give rise to modern day related database management systems, SQL, Oracle software, etc. The major contribution made in the field of database management system had significant impact on the business sector. The database management system solved the problem of data handling to quite some extent. The database management system is quite developed and matured by now provides several benefits to business sectors in managing the generated data. It found application in the sectors of security, automation, heterogeneous data synchronization, Web services, and content management. With the innovation and improvement in database management systems and other technologies the digitization of information and their storage and access became more and more user-friendly. The multimedia information handling the images and sound requires great deal of complex digital information for their description and digitization helped in managing these data significantly (Feldman 1994). Researches found multimedia interface to gain popularity with the development of interactive and digital media. It presents opportunities for new players, new content and new business models. This sector requires collaboration of a diverse range of public sector agencies, educational and research institutions, industry players and other stakeholders. The researches in interactive and digital media (IDM) sector encourage innovative ideas and growth of network of local and international research organizations to stimulate demand for applications, products and services, in the IDM sector. The major focus of the researches are the education sector, animation, games and effects, media intermediary services and “on the move” technologies. Interactive digital environment can facilitate engaged learning for students in both the school and higher education sectors and can equip them with the right skills and competences to be ready for an interactive digital environment. The immersive digital environment is also an artificial, interactive environment similar to virtual reality. This environment provides the users with believable 3D graphics, surround sound, interactive user-input and other factors such as simplicity, functionality and potential for enjoyment. Computer games, training simulations such as flight and driving simulators, entertainment environments, etc. are the examples of immersive digital environments. Interactive computer application software programs used in offices and public services, interactive TV shows or services such as CNN text, a VOIP conversation or MSN chat sessions, a physical environment or immersive space with surrounding digital projections and sound such as the CAVE, etc. can serve as good examples of more common interactive digital environment. New technologies are currently under development which claim to bring realistic environmental effects to the players’ environment through the effects like wind, seat vibration and ambient lighting (Anon., “Interactive & Digital Media” 2008). A more recent digital content manager launched by Microsoft can be cited in this regard also. The Interactive Media Manager by Microsoft integrates with front end environment and is specially designed for media and entertainment industry, including film and post-production studios, broadcasters, game developers, publishers, and advertising and marketing agencies (Anon., “Microsoft introduces…” 2007). With the increasing popularity of digitization in almost every sector of life various companies secured the position of global leaders in this sector. Digital innovation has received pace from these global key players like Microsoft, Apple, AutoDesk, Nokia, Sony, Sierra or Ea Sports, etc. Microsoft is renowned worldwide for its variety of innovative computer software programs using digitization. They have created several interactive software programs and are giants in internet technologies. Apple Computers are the inventors of iPods and iPhones and are the pioneers in digitization and multimedia. Auto Desk is one of the best known companies in the sector of multimedia along with Adobe which is the provider of software programs popularly used in designing and publishing industries. Nokia and Sony along with many more are the giants in mobile technologies with increased use of digitization and multimedia. Sony’s televisions and shooting devices are immensely popular and innovative. Computer gaming sector is also a product of digitization and multimedia with key players like Sierra, Ea Sports, etc. Microsoft also set a mark in this area. The companies named are just a few of the huge pool of business houses controlling the market of development of digital content in different sectors. The digital content management system developed from the initial system of digitization through the development of database management systems to the rapid improvement in the multimedia sector. During this entire phase the system found wide range of application in the sectors of education, judicial system, e-commerce and entertainment. E-learning is a phenomenal development in education sector focusing on the digital multimedia educational content development approaches. In spite of the debate related to the culture, learning democracy, jobs and roles of society in general in respect to E-learning, it showed tremendous improvement and acceptance on continual basis (Halimah, Ali and Yahya 2003). The iTVP platform of content management works from the content provider side providing scalable content delivery system, access portals and licensing system. The system is responsible for controlling the way the content is provided to the system and its processing at the content provider and distribution. The access portal gathers the content offers from different content providers and presents the metadata description to the users. The iTVP platform also helps to remove the content when necessary to ensure the control of the content provider. Thus the system is helpful to strengthen the use of digital media in education and entertainment sectors (Czyrnek, Mazurek and Stroinski n.d.). Another very important sign of development in digital environment is the digital library. The advent, rapid succession and subsequent widespread use of information technologies have completely revolutionized the library systems and services. This environment, the traditional library systems and services are being replaced by new technologies such as collection development of e-resources, library automation, networking of libraries, consortia mode of acquisition, open access initiative by publishing open access journals and creating open access archiving, digital right management, creation and maintenance of digital libraries, use of RFID etc. Though the library professionals initially are facing some difficulties in implementation of these new technologies, still they find ample opportunity of improvement in this sector transforming them to become knowledge managers from the traditional custodians of library (Satpathy, Swain and Rautaray 2008). Some more challenges are also present while digitizing the library as found by researchers. Artifacts of historical significance and heterogeneous content type of the library materials, issues related to intellectual property, etc. pose some problem for the complete digital environment in libraries (Chen 2002). Not only the information and education sector but also the government and judiciary sector reaps the fruits of digital content management systems. Governments are the major users of information systems and are the maintainers of very large data pool. The innovations in digital content management system have provided the governments with the tools for managing such huge data and interact with citizens more easily within less time. Several regulations have been developed to increase the digitization of government systems and citizens’ access to public service and emergency service information has been revolutionized. The research avenues now are more concerned with the formation of complete electronic government addressing the core challenges faced by the governments in terms of governing, adopting changes, privacy and security issues, outdated information, lack of enough funds, etc. (Chen 2002). Encryption and digital signature can greatly influence legal systems. Public Key Infrastructure (PKI) provides the framework for such use. This helps in filing legal documents from solicitors to the court, ensures security in exchanging documents via internet, provides authentication in transactions (Dijk 2000). Digital signature bears similar significance as hand-written signature when verified by reliable sources. With the innovation in digitization, protection of intellectual properties also received importance. The World Intellectual Property Organization (WIPO) was established in 1967 for protection of audiovisual performances, adaptation of broadcasters’ rights to digital era, protection of databases, liability of online service providers and global licensing of digital assets (Jones 2005). The policies undertaken by the WIPO enhanced digital environment through flexibility in soft law approaches and invention of new ways to reach global public. Protection of different intellectual properties like some kind of invention, any writing or other creative materials, etc. is done by using the techniques of digital rights management. These techniques ensure the limits of access to certain materials among the license holders only and focus on the benefits of the creators as well as the legal users of the creations. The technological components in this sector involves the packagers which assemble the content and metadata, controllers which authenticate the devices or users demanding access and license servers which creates and distributes encrypted licenses (Rosenblatt and Dykstra 2004). Digital watermarking system is one of the key techniques used in the sector of copyright protection, DVD copy control, etc. and is helpful in preventing the piracy problem (Morimoto 1999). Some of the major companies leading in the field of digital rights management are Microsoft of USA, Core Media of Germany, Crypkey from Canada, Digilox from India, File open Systems, Inc. from USA, IBM and Macrovision from USA, etc. (Anon., “Worldwide review…” n.d.). Digitization of legal information and amendments has also found attention in this regard. The frequent changes in the legislative information and subsequent amendments often out of reach of the people until any reprint of the existing documents is possible. Digital content management is found to be helpful in this regard making the process of updating the documents much easier and less time consuming. Access by general public can also be facilitated through this method. As a result different countries have started the process of digitization of the entire legal system and progressed significantly in this sector (Harvey 2002). Entertainment sector including music and movies in CDs and DVDs or through iPODs or iPhones, computer games, screen savers, etc. as well as increased use of digital technology in films and television programs and for archiving the existing films, and other versions of media entertainment, all are examples of innovation in digital environment. Online access to news information is another example of using digital content management system which has made it possible to access the huge amount of news generated everyday through different news websites. Regular modification and archiving are best exemplified through these news sites showing the highest use of web content management system, a version of digital content management. Finally e-commerce is the most important development in the sector of digital content management almost entirely modifying the systems of business in the world. Tremendous development in mobile phones dramatically changed our life style. Various computer application software programs used at banks, railway or air ticket booking counters, online shopping, booking or payment for utilities like cooking gas, electricity, etc. are common examples of digitization which has made our lives much comfortable and fast. In the present context e-commerce is defined as the use of electronic communication and digital information processing technologies in business transactions to create, transform and redefine relationships for value creation between and among organizations and between organizations and individuals (Andam 2003, p.6). The innovation and revolution of digital content management system showed a long term impact on the information management system, thereby the business sectors. With the innovation in the technology the interaction between suppliers and consumers has become easier giving boost to the business. But sometimes it showed negative impact also when the consumers’ expectations grow beyond the ability of the supplier and they become dissatisfied and stop using the system. From the perspective of policy making and information archiving formation of new regulations and systems, regular maintaining and updating the information, etc. have facilitated the implementation of the system and helped the organizations to remain updated about any development in their own activities. Retrieving any information has become extremely easier with the help of the digital content management system. But the need for proper planning and funding is required to be addressed with more emphasis at the organization as well as the national level (McDonald 2002). From social and cultural perspectives the increased access to the information available in the library or the internet as well as the knowledge about a broader context from the world platform regarding the culture, art, education, language, etc. improved the global citizenship concepts of people. The communal behavior among the youths has been found to be improved (Heins and Bertin 2002). With increasing opportunity to know the global market and increased demand of the system the market economy showed tremendous growth worldwide. Mobile entertainment and infotainment, gaming industries, e-learning sector and interactive digital environment showed tremendous growth potential in the field of digital content management in the past, present and future global economy (Anon., “A strategy…” n.d.). Thus from the entire discussion about the existing literature it is seen that though no major author is available related to the topic, still quite some amount of literature is available in the sector. Books like “Multimedia”, “Libraries in Digital Environment: Problems and Prospects”, journals like “Lecture Notes in Computer Science”, “Library Hi Tech”, and other publications related to information technology application provide a good amount of information about the research topic. Another major source of information in this regard is the published research made by different government organizations regarding different aspects of the topic. Library and internet sources have been found to be of great help in this regard. Generally it is seen that the research approaches used by these studies are literature based and descriptive in nature detailing different aspects of digital content management. The researches mainly focused on the innovation and various applications of the system including education, judiciary, entertainment and e-commerce. But a huge gap has been found regarding the impacts of the system on the different social, cultural and economic level though the revolutionizing of the information system is evident from the researches available. Research Question: From the above discussion it is clear that the digital content management is a comparatively new phenomenon but within a short span of time it gained huge popularity in the sector of business information management system. Several researches have been made to improve the technologies and shed light on the different aspects of the subject. While studying the different perspectives of the system the present research aims at presenting a complete research taking all these different aspects together to create a comprehensive literature to help future studies. In this regard the study tries to find The evolutionary history of the digital content management system. The application of the system in the fields of education, judiciary, e-commerce and entertainment. The impacts of the applications on the society from social, cultural and economic perspectives. Research Strategy: The research strategy selected for this particular study is a combination of primary and secondary research. The primary research will involve questionnaire survey involving the university students. This population will be the representative of the consumer class of the applications of the digital content management system and the questionnaire survey will be helpful to extract their perspective about the applications and impacts of the system. The sample size in this case will be large enough to draw a generalization about the results. For the determination of the perspectives from the organization point of view a representative of the library management of the university, a representative of the local computer game parlor management and a representative of a local outlet of a retail chain or any utility company will be interviewed for the research purpose. The data about the evolutionary history of the digital content management system and the developments and activities in the judiciary sector will be extracted from the existing literature using secondary research methods. The entire data generated will be analyzed thoroughly to find out the results answering the research questions. Access and Limitations: The main limitation related to the present research is the possible refusal by the representatives of different organizations to provide time for interview or the information required for the research. This can be overcome by citing them the name of the university the researcher belongs to and the purpose for which the information are required from them. Collection of data from the limited number of organizations may also hamper the generalization of the results found though the information collected from the secondary research may be helpful to overcome this difficulty. The distribution of questionnaires among the university students may not be a problem if online distribution tools are used. But the responses received may not be enough. To overcome this problem a sufficiently large number of samples need to be selected so that the responses received do not count too small. The secondary research method used in this study will be helpful to give access to large data pool without much expenditure and thus will help the researcher to gather enough information for the study. Conclusion: It is evident from the above discussion that the digital content management system is a recent but very important phenomenon in the context of business information management system. A great deal of technical research has already been conducted for its innovation and various new ones are under progress. With this rapid development in the field the system found wide applications in various sectors. Keeping this in mind the present paper tries to evaluate the phase of continuous development of the sector and the consequent applications and implications in societal context. References 1) Andam, Z.R., 2003. E-commerce and e-business. [Online]. UNDP-APDIP. Available at: http://www.apdip.net/publications/iespprimers/eprimer-ecom.pdf [accessed on 23 September 2008]. 2) Anon., n.d. A strategy for the digital content industry in Ireland. [Online]. Forfas. Available at: http://www.forfas.ie/publications/digicontent02/021105_digital_content_report_s.pdf [accessed on 23 September 2008]. 3) Anon., 2005. Digital Project Development Process. [Online]. University of Wisconsin. Available at: http://uwdcc.library.wisc.edu/projectDev/index.shtml [accessed on 23 September 2008]. 4) Anon., 2008. Interactive & Digital Media. [Online]. National Research Foundation. Available at: http://www.nrf.gov.sg/nrf/strategic.aspx?id=154 [accessed on 23 September 2008]. 5) Anon., 2007. Microsoft introduces Interactive Media Manager to simplify digital Content life cycle by connecting people, processes and rich content. [Online]. Available at: http://www.microsoft.com/presspass/press/2007/apr07/04-15IMMPR.mspx [accessed on 23 September 2008]. 6) Anon., n.d. Worldwide review of digital rights management companies - extended. [Online]. Available at: http://www.digital-rights-management-review.com/drm_overview.htm [accessed on 23 September 2008]. 7) Chen, H., 2002. E-library, e-government, and e-commerce: Common threads and new opportunities. [Online]. University of Arizona. Available at: http://ai.eller.arizona.edu/hchen/docs/China-Slides-Chen-Final-July2002.ppt [accessed on 23 September 2008]. 8) Czyrnek, M., C. Mazurek and M. Stroinski, n.d. Management and publishing of digital content on the iTVP platform. [Online]. Poznan Supercomputing and Networking Center. Available at: http://itvp.psnc.pl/en/iwssip-czyrnek_mazurek_stroinski-content_management_on_itvp_platform.pdf [accessed on 23 September 2008]. 9) Dijk, PeterVan, 2000. PKI and the legal sector. [Online]. Available at: http://www.galexia.com/public/research/assets/galexia-pki-legal-sector-v3.pdf [accessed on 23 September 2008]. 10) Drope, P., 2003. DBMS History. [Online]. Kennesaw university. Available at: http://science.kennesaw.edu/~khoganso/CS8422/Research_Projects/DBMS_History.ppt [accessed on 23 September 2008]. 11) Feldman, T., 1994. Multimedia. London: Blueprint. 12) Halimah, B.Z., Ali, N.M. and Yahya, A., 2003. Indigenous digital multimedia content development for E-learning: Instructional and cognitive design model approach. Lecture Notes in Computer Science, 2911, 627-638. 13) Han, Y., 2004. Digital content management: the search for a content management system. Library Hi Tech, 22 (4), 355-365. 14) Harvey, D., 2002. Public Access to Legislative Information and Judicial Decisions in New Zealand: Progress and Process - [2002] UTSLRev 7; (2002) 4 UTS Law Review 105. [Online]. University of Technology, Sydney Law Review. Available at: http://www.austlii.edu.au/au/journals/UTSLRev/2002/7.html [accessed on 23 September 2008]. 15) Heins, Marjorie and Joan E. Bertin. Interactive Digital Software Ass’n, et al. v. St. Louis County, et al. No. 02-3010. United States Court of Appeals for the Eigth Circuit. 24 September 2002. [Online]. Available at: http://www.fepproject.org/courtbriefs/stlouis.pdf [accessed on 23 September 2008]. 16) Jones, L., 2005. Impact of digital technologies on global copyright developments. [Online]. World Intellectual Property Organization. Available at: www.copyright.org.au/training/conferences/past-conferences/symposium2005/powerpoints/jones.ppt [accessed on 23 September 2008]. 17) McDonald, J., 2002. The impact of digital preservation on organizations: A policy perspective. [Online]. ERPA training policies for digital preservation. Available at: http://www.erpanet.org/events/2003/paris/presentations/ERPAtraining-Paris_McDonald.ppt [accessed on 23 September 2008]. 18) Morimoto, N., 1999. Digital watermarking technology with practical applications. Informing Science Special Issue on Multimedia Informing Technologies – Part 1, 2 (4), 107-111. 19) Rosenblatt, B. and Dykstra, G., 2004. Integrating content management with digital rights management. [Online]. Giant Steps. Available at: http://www.xrml.org/reference/CM-DRMwhitepaper.pdf [accessed on 23 September 2008]. 20) Satpathy, Sunil Kumar, Chandrakant Swain and Bijayalaxmi Rautaray (Eds.), 2008. Libraries in Digital Environment: Problems and Prospects. New Delhi: Mahamaya Publishing House. Appendix: Time Line Tasks Week1 Week2 Week3 Week4 Week5 Week6 Week7 Week8 Week9 Week10 Week11 Week12 Lit. Rev. (reading) Lit. Rev. (writing) Data Collection Tabulation Data Analysis Draft of the paper Final Paper Read More
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