Featured Post

Comparative Politics Essay Example | Topics and Well Written Essays - 1500 words

Similar Politics - Essay Example The autocracy or dictator governments can be considered for instance of elitist hypothesis. In larger pa...

Sunday, January 26, 2020

Department of Health Campaigns

Department of Health Campaigns The Department of Health (DH) and its health campaign The Department of health helps people of Britain to live better for longer. The Department of Health lead, shape and fund health and care in England and making sure that people get the right support, care and treatment they need, with the compassion, respect and dignity they deserve. The Department of Health responsibilities: The Department of Health lead across health and care by creating national policies and legislation, providing the long term vision and ambition to meet current and future challenges, putting health and care at the heart of government and being a global leader in health care policy. The Department of Health support the integrity of the system by providing funding, assuring the delivery and continuity of services and accounting to Parliament in a way that represents the best interest of the patient, public and tax payer. The Department of Health champion innovation and improvement by supporting research and technology, promoting honesty, openness and transparency, and instilling a culture that values compassion, dignity and the highest quality of care above everything. Above all, the Department of Health encourages staff in every health and care organization, including our own, to understand and learn from people’s experiences of health and care and to apply this to everything we do. The Department of Health priorities: Preventing people from dying prematurely by improving mortality rates for big killer diseases, to be amongst the best in Europe, through improving prevention, diagnosis and treatment. Improving the standard of care throughout the system so that quality of care is considered as important as quality of treatment, through greater accountability, better training, tougher inspections and more attention paid to what patient say. Improving treatment and care for people with dementia, to be among the best in Europe through early diagnosis, better research and support. Bringing the technology revolution to the NHS to help people, especially those with long term condition, manage their health and care. In order to achieve and implement the best possible care to the people of Britain, the Department of Health is supported by 24 agencies and public bodies who work across the country. The NHS England is the main department that carries out health and care services and also provides national and international health campaign in Britain. The Campaign Resource Center aims to provide a one-stop shop for all Department of Health public health campaign activities for anyone who works directly with the public. The Department of Health campaigns are intended to help people: To become engaged with their own health and wellbeing. To be able to understand how lifestyle choices impact on current and future health outcomes. To be able to obtain sound advice about what constitutes a healthy lifestyle, and To be able to access appropriate services, products and tools to help the people change their behavior. The Public Health offices together with the Department of Health has several major health campaigns that has been well organized and structured for the people to raise the level of awareness to the big killer diseases in Britain. The Department of Health and the NHS have pioneered the use of social media (e.g. facebook, twitter) to change health behaviors, with some considerable success mainly due to the ever changing technology nowadays on how people find out information for them to raise their level of awareness to certain diseases. Among the popular campaigns that have been implemented by the Public Health together with the Department of Health are the Act FAST and Smoke free. Act FAST campaign The Act FAST campaign is to raise awareness of people about STROKE. Stroke is the third leading cause of death in England each year, and accounts for 10% of deaths (more than 45,000). It kills more women than breast cancer. Being able to identify and detect early signs after the onset is crucial to the effectiveness of Stroke treatments. The campaign is about raising the level of awareness of people about signs of Stroke, it also encourages people to call 999 immediately so that those experiencing stroke can be seen within three hours of onset. The marketing campaign for Stroke is comprised of TV advertising, radio, outdoor, PR and partnership activity. The F.A.S.T was a fantastic mnemonic (Face, Arms, Speech, Time) that brought it home what to do if somebody’s having a stroke and will without doubt save lives. It was originally launched in February 2009 which highlights the visible signs of stroke, the Act FAST campaign is specifically designed to inform the public about FAST – Face, Arm, Speech, Time to call 999. FAST is a simple test to help people recognize the signs of stroke and understand the importance of emergency treatment. The faster a stroke patient receives treatment, the better their chances of surviving and reducing long term disability. When Stroke Strikes ACT FAST: Face – Has their face fallen to one side? Can they smile? Arms – Can they raise their arms and keep them there? Speech – Is their speech slurred? Time – Time to call 999 if you see any of these signs Another campaign which the Health and Care sector of Britain gives focus is about the smoke free campaign which provides the people of Britain necessary information on how to quit smoking successfully. SMOKEFREE Campaign Smoking in Britain is still the biggest cause of preventable death and disease. The SmokeFree campaign is piloted by the NHS which is a nationwide campaign and funded by the Department of Health which aims to provide motivation, information and support to those who want to quit smoking. Different campaign resources are being used to relay information to the people and actually giving specific campaign materials to individual suited to their needs in quitting smoking. A number of campaign materials are being use here in the UK like the use of brochures, quit kit and resource center to support people in quitting smoking. Smokefree kit guides are available online, brochures and leaflets that are being distributed all throughout the United Kingdom. It also uses media like television, radio programs and on the internet showing ways to quit smoking and how to eradicate the deadly effect of smoking to the person directly and indirectly. Stoptober 2014 The stoptober 2014 is a slogan made to encourage mass participation to quit smoking by October. This effort was launch three years ago and it was slowly increasing the number of people trying to quit smoking and totally stop smoking by October. The stoptober leads smokers through a detailed step-by-step program to help them achieve their goals. There would be lots of free resources available for partners supporting the campaign. Smokefree homes and cars campaigns In Britain, over eight hundred children visit their GPs every day due to the serious effects of second hand smoke exposure. The campaign is sponsored by the Public Health England which increases awareness of the hidden dangers of smoking in their homes and cars. More than 80 percent of second hand smoke is invisible and odourless, it contains harmful cancer-causing toxins and poisons. Everyday millions of children in the UK are exposed to second hand smoking, which puts them at increased risk of lung disease, meningitis and cot death. The treatment, hospital and GP visits for second hand smoke related illnesses cost the NHS about  £23.6 million each year. Quitkit campaign This campaign was launched from January 1, 2012 to help people to quit smoking. Smokers will be able to pick up a free quitkit from thousands of pharmacies in England. The NHS quikit is a box of practical tools and advice developed with smokers and experts which has helped thousands of smokers to quit successfully. References https://www.gov.uk/government/organisations/department-of-health/about (accessed 08/07/2014) http://campaigns.dh.gov.uk/about/ (accessed 08/07/2014) http://campaigns.dh.gov.uk/category/smoke/ (accessed 14/07/2014) http://2013.ncas.brintex.com/zone/ExhibitorList/Exhibitor/11272/DepartmentOfHealth (accessed 15/07/2014) http://campaigns.dh.gov.uk/category/act-fast/ (accessed 15/07/2014) http://campaigns.dh.gov.uk/2013/06/05/smokefree-homes-and-cars-campaign-launched/ (accessed 15/07/2014)

Saturday, January 18, 2020

Requirements Gathering

Requirements Gathering 101 By Duncan Haughey, PMP Requirements gathering is an essential part of any project and project management. Understanding fully what a project will deliver is critical to its success. This may sound like common sense, but surprisingly it's an area that is often given far too little attention. Many projects start with the barest headline list of requirements, only to find later the customers' needs have not been properly understood. One-way to avoid this problem is by producing a statement of requirements. This document is a guide to the main requirements of the project.It provides: A succinct requirement specification for management purposes. A statement of key objectives – a â€Å"cardinal points† specification. A description of the environment in which the system will work. Background information and references to other relevant material. Information on major design constraints. The contents of the statement of requirements should be stable or change relatively slowly. Once you have created your statement of requirements, ensure the customer and all other stakeholders sign-up to it and understand that this and only this will be delivered.Finally, ensure you have cross-referenced the requirements in the statement of requirements with those in the project definition report to ensure there is no mismatch. 10 Rules for Successful Requirements Gathering To be successful at requirements gathering and to give your project an increased likelihood of success follow these rules: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Don't assume you know what the customer wants, ask. Involve the users from the start. Define and agree the scope of the project. Ensure requirements are specific, realistic and measurable. Gain clarity if there is any doubt.Create a clear, concise and thorough requirements document and share it with the customer. Confirm your understanding of the requirements with the customer (play them back). Avoid talking technology or sol utions until the requirements are fully understood. Get the requirements agreed with the stakeholders before the project starts. Create a prototype if necessary to confirm or refine the customers' requirements. Common Mistakes Basing a solution on complex or cutting edge technology and then discovering that it cannot easily be rolled out to the ‘real world'.Not prioritising the User Requirements, for example ‘must have', ‘should have', ‘could have' and ‘would have,' known as the MoSCoW principle. Not enough consultation with real users and practitioners. Solving the ‘problem' before you know what it is. Lacking a clear understanding and making assumptions rather than asking. Requirements gathering is about creating a clear, concise and agreed set of customer requirements that allow you to provide exactly what they are looking for.  © Project Smart 2000-2011. All rights reserved. 1

Friday, January 10, 2020

Benefits of Video Games Essay

In today’s frantic and stressful society, a desire to escape sometimes is imminent. There are piles of work to do, constant headaches, and relationship tensions are rising. In this current condition one may be aware that it will be impossible to get anything accomplished. What one really needs is a chance to get away from it all, to replenish the mind and release all of their apprehension. A relaxing vacation to a secluded private island would do the trick, but of course this is impractical. Instead, at no cost one can fully immerse into a lush, stunning virtual paradise oozing with beauty and serenity. This is the magnificence of the modern video game world; it lets a person be somebody they could only dream of, construct amazing structures and inventions, or can even provide relief and fulfillment. However, stress relief and personal enjoyment are not the sole advantages. Video games should be more widely accepted and integrated into the daily and professional lives of individuals because of the many positive effects they create, which include: self satisfaction, educational and economic opportunities, advances in technology and science, and the spawning of creativity and ingenuity. One of the age old attacks against video games is the statement that they contain an addictive allure that grabs hold of students and chokes the academic life out of them; well, according to recent studies, quite the opposite may be observed. In a study of young children age four and five, conducted by the Ready to Learn Initiative, it was found that through the addition of digital devices and video games into a school curriculum, it was possible to greatly increase letter recognition and early literacy skills. A further study by the Education Department Center found that kindergarteners with poor home conditions, who had experienced a video game based curriculum in preschool, were more adapted and successful (â€Å"The Benefits†). This prevents students from falling behind and creates interest in school. Although it is true that a handful of games possess no real advantages and are a distraction from work, the sheer number of games designed as educational tools or as brain-teasers clearly outweigh that fraction. In fact, nearly sixty percent of all video games are categorized as E for veryone, which primarily consists of healthy brain-growing challenges and activities. Large video game companies such as Big Fish, Broderbund, and Educational Insights are devoted to developing products that will wrack a player’s brain. Collectively, they provide exciting puzzles, history and science education in an interesting way, and dynamic math-oriented games (Gibson). The majority of players are hard at work improving their skills and cognitive abilities, while a few negative cases of video game players get all of the publicity. The benefits of games do not end there, however. (â€Å"The Benefits†) Many online video games provide valuable economic lessons and other important skills required in jobs and professional life. For instance, Second Life, a colossal in the MMORPG (Massive Multiplayer Online Role-Playing Games) industry, contains thousands of college students working for credit in their classes and career-related experience. Business students can take advantage of the game currency called Linden dollars, which can be exchanged for real money; they do this by selling in-game real estate and running retail businesses while learning about marketing, budgeting, and management. Fashion design and 3D-modeling students can collaborate to create articles of clothing and wardrobes. Even architectural students are taking advantage of the opportunities that Second Life provides by designing virtual buildings and structures (Driscoll). This video game opens up a world for these students to directly apply the information they are learning in class in a hands-on and logistically sound way. It also provides them with a source of income that supports and encourages their efforts. Other games and simulations are even used to ethically train medical students and to ready military recruits for the harsh reality of war. As a result of sophisticated games such as these, the pupils make less mistakes and are more prepared when they begin their high-risk careers. Aside from these rigid settings, other casual games are developing the skills of teenagers and adults in a more subtle way. Cooperative games such as World of Warcraft require teams of players to work together to reach a common goal. Each individual is given responsibilities and specific roles, and a few people are even selected to lead the group and provide direction and structure. Hundreds of similar games also teach the same teamwork, leadership, and responsibility to their players, which are all vital qualities to have in order to be successful in society. Not only can video games polish an individuals abilities, but they have the potential to facilitate advancements in the fields of technology and science as well. For example, the highly commended game, Foldit, requires the players to fold real proteins in the most efficient way as possible while competing against others online. Computer software alone is not very successful at predicting the future shapes of irregular objects, and so with the presence of the human minds puzzle-solving skills scientists have been able to create breakthroughs through utilizing this game (Toppo). For example, a sample of a monkey HIV protein which had mystified scientists for over fifteen years was recently introduced to the players for analyzing, who were then able to solve it in a mere ten days. The most proliferate solutions may even help scientists develop cures for many medical conditions such as AIDs, cancer, and Alzheimer’s disease (Toppo). However, playing video games such as these isn’t the only way advancements have been produced. According to Rick Nauert, PhD, the hardware used in gaming consoles, particularly the graphics cards, have been implemented into medical and research equipment in order to enhance the quality of MRI images and the maps produced by seismic waves. These improvements allow scientists to diagnose medical issues more readily, and helps geologists find new clues to the Earth’s history. In addition, as a result of the competition between elite video game companies such as Microsoft and its adversary Sony, this hardware is advancing so quickly that improvements are constantly available and becoming much more affordable. Smaller laboratories are now able to get their hands on this technology rather than being limited by their budgets. Video game antagonists will argue that gaming chains individuals to their televisions and leads to unhealthy and sedentary activity. Although this can be true in some cases, it is at least a lot more beneficial than passively watching a television program, which would most likely be the obvious second choice for activity. While immersing oneself into a video game, it is required to use critical thinking, imagination, and creativity. If one is about to tackle a ferocious monster, it is imperative that all available information is processed quickly and logically so as to avoid death. The same thing is true if one is navigating through a dangerous obstacle course, or solving a difficult puzzle. Games such as The Sims series allow players to harness their inner creativity to design their own houses, develop their families, and to interact in a simulation of real life. The Tycoon series includes several games such as Rollercoaster Tycoon, Zoo Tycoon, and Hospital Tycoon. In these games individuals act as the boss and coordinator of everything. One is required to build structures and fences, determine admission and event prices, and manage policies as well as staff. As long as one can think of an idea, it can be built and they can watch their ideas come to life. Another fascinating and interactive game is titled Spore. The goal of this game is to guide a group of organisms in the player’s control through the evolutionary stages of life. The individual starts in the cell level and directs their units to find food and reproduce. After undergoing several mitoses, they proceed to the creature stage where it is possible to design the organisms physical characteristics and mechanical features. How well the creature is created determines how adept its survivability and competitiveness is in the upcoming tribal, civilization, and space stages (â€Å"Spore†). Games such as these require a high level of entrepreneurship and originality in order to succeed and crowd out all of the competition. They develop the imagination and promote higher order thinking skills which are invaluable in our demanding society. Finally, the reason that hits home for the majority of video game users is its effectiveness as a stress reliever and object of entertainment. It can be safely assumed that on several occasions individuals have been locked up in their house on a rainy day with nothing to do. In this situation, it is too sloppy outside to do anything and everyone may be plagued with a sedentary attitude. This is a perfect time for them to pick up a controller to keep their brains functioning and themselves amused. Working towards a goal, trying to solve a challenging puzzle, or even just letting loose and dancing to music is a great way to keep oneself stimulated and content. Games allow players to work at their own pace and to make their own choices. This provides them with a healthy outlet to rid the mind of stress. The core of every game is its goal and reward system. There almost always is a goal, and there are always rewards for doing objectives correctly and improving upon past trials. These rewards supply individuals with gratification and a sense of accomplishment. Also, since there is such a wide variety in the genre of video games, everyone can find something that interests them. In short, games are fun; there are games designed to cater to everyone’s interests which can provide a few moments of carefree enjoyment. This reason alone is a good enough rationale to participate in the exciting world of video games. In conclusion, video games are the source of many positive effects. They have been proven to aid struggling students in their academic life, to increase cognitive abilities, and advance the fields of technology and science. They even spark the imagination of individuals and sharpen their ability to be creative. Many professions have already started to utilize the amazing potential that games hold, and the focus of video game companies has started to shift towards education and helpful mediums rather than pure entertainment and mindless violence. Although some may contain addictive qualities and promote physical inactiveness, they are a lot healthier choice than most forms of media and entertainment available today. Video games could very well be the future of education and productivity; outdated curriculum and textbooks could be replaced by them, and they should therefore be embraced and celebrated rather than shunned and ignored by some adults and children alike.

Thursday, January 2, 2020

A Research Study On Management Of Risk Management

1. Introduction: Project risk management these days is recognized as one of the important process of project management. Latest studies of project management has suggested that more focus should be on study of projects which are intra-alliance or inter-alliance networks. In the field of research about the risk management of project less attention is paid to the risk management in networked projects. The networked projects itself is a big concept, there are large number of people involved in a single network project to run it smoothly, different project participant from various alliance are grouped together to work as a team for a networked project, due to large numbers of people are involved conflicting objectives can be there which can†¦show more content†¦Under Project Management, the processes are steered through five different stages: commencement, planning, implementation, controlling, and finishing. Project management can be worked with almost any sort of project and is broadly used to control the tangled processes of software development projects. The anatomy of knowledge is responsible with tools used in planning, control, principles, monitoring, techniques, and reviewing of projects. (Rouse 2008) 2.2. Risk and its types: A probability of future uncertainty of outcomes and earnings. Any liability, injury, loss, damage, and other negative incident which is reasoned by external or internal susceptibilities, and which can be prevented by taking pre action Risk are of different kinds like finance risk, insurance risk, security risk, workplace risk, sovereign risk. (Times) 2.2.2. Finance: The odds that a confirmed return on an investment will be lesser than the expected return. Financial risk is further divided into the many categories: Sovereign risk, Economic risk, Payment system risk, Exchange rate risk, Capital risk, Refinancing risk, Delivery risk, Country risk, Default risk, Basic risk, Interest rate risk, Liquidity risk, Operations risk, Political risk, underwriting risk, Settlement risk, and Reinvestment risk. 2.2.3. Food industry: The odds that due to any certain circumstances, the goods