Wednesday, November 20, 2019
Document Analysis Pravda Essay Example | Topics and Well Written Essays - 500 words
Document Analysis Pravda - Essay Example We can easily understand that the article is being vague on purpose not to bring any suspicions to the reader regarding the rising conflict between the two nations. What is also very surprising is that the paper does not seem to have been written by a very talented journalist and was certainly not on the front pages of the newspapers. It is one of the characteristics of the Pravda, often isolating important news to small columns at the end of the newspaper. As we stated earlier the article is vague on purpose. We should be struck not by the details but actually by the lack of details of what should be an important piece of news. No names are quoted, no declarations from any political figure - neither Russian nor German. The opening statement is a disproval of any negotiations between the USSR and Germany but no fact is given to prove this statement. As in the entire article, we have to believe the author's words even if he doesn't give us any piece of information or evidence. The article is built just to persuade the reader that nothing is happening. Opening statement made as a disproval, explanation of the movement of the German troops and a closing sentence reassuring that both of the countries are observing the non-aggression pact.
Monday, November 18, 2019
Fundamentals of Digital Image Processing Essay Example | Topics and Well Written Essays - 500 words - 1
Fundamentals of Digital Image Processing - Essay Example The researcher states that the children and the old man illustrated on the picture were maybe on vocation before the cows joined them. The cows, one big and the other small maybe its calf splashes water to a great length along the river meaning they have just joined the children. One child sees to touching the big cow with his/her left hand while the other enjoying as depicted by facial expression. The old man behind the cows is maybe waiving or raising his left hand a coincidence with the child touching the cow with the left hand. This picture was taken along the river or water pond. There seems good relationship between the two animals and the children; one child is touching the cow as the other enjoys the event. This leads to speculation that the animals come from the same family with the children or the old man behind the cows owns them as well as the children. The presence of the boys and the cows in the river depicts different cultures in the world. Although people inherit vari ant cultures they have been integrating with different animals both kept domestically or aesthetic. Intact the boys taking ââ¬Å"showerâ⬠with the cows along the river with a grown-up man looking at the happening depict complete societal inheritance. The picture represents the striking contrast between the intense light of sun reflection or camera flash light and sky darkness. This invites several interpretations of the image. The two children topless one touching the cow while the other enjoy depicts meditation of innocence. The topless children one on bluish shorts and the other on creamy short beside blackish cows inform of an old man represent extinction of innocence and dawn of reality. Although there is certainty of really what the children are doing with the cows and what the old man is doing or saying the children are so close to the cows and seems to be doing something sinister or off-limits. Despite this, the children seem to enjoy the company of the animals.
Friday, November 15, 2019
Computer Generated 3D Animation Computer Science Essay
Computer Generated 3D Animation Computer Science Essay Computer animation (or CGI animation) is the art of creating moving images with the use of computers. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. It is also referred to as CGI (computer-generated imagery or computer-generated imaging), especially when used in films. 2. PRINCIPLES OF ANIMATION Computer animation is essentially a digital successor to the art of stop motion animation of 3D models and frame-by-frame animation of 2D illustrations. For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered. For 3D animations, all frames must be rendered after modeling is complete. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. To create the illusion of movement, an image is displayed on the computer screen and repeatedly replaced by a new image that is similar to the previous image, but advanced slightly in the time domain, usually at a rate of 24 or 30 frames/second. This technique is identical to how the illusion of movement is achieved with television and motion pictures. To trick the eye and brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second (frame/s) or faster (a frame is one complete image). With rates above 70 frames/s no improvement in realism or smoothness is perceivable due to the way the eye and brain process images. At rates below 12 frame/s most people can detect jerkiness associated with the drawing of new images which detracts from the illusion of realistic movement. Conventional hand-drawn cartoon animation often uses 15 frames/s in order to save on the number of drawings needed, but this is usually accepted because of the stylized nature of cartoons. Because it produces more realistic imagery computer animation demands higher frame rates to reinforce this realism. The reason no jerkiness is seen at higher speeds is due to persistence of vision. From moment to moment, the eye and brain working together actually store whatever one looks at for a fraction of a second, and automatically smooth out minor jumps. Movie film seen in theaters in the United States runs at 24 frames per second, which is sufficient to create this illusion of continuous movement. 3. HOW DOES IT WORK The process of creating 3D animations can be sequentially divided into three basic phases: 3D modeling which describes the process of forming the shape of an object, layout and animation which describes the motion and placement of objects within a scene, and 3D rendering which produces an image of an object. a)The 3D model describes the process of forming the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation. 3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations. 3D computer animation combines 3D models of objects and programmed movement. Models are constructed out of geometrical vertices, faces, and edges in a 3D coordinate system. Objects are sculpted much like real clay or plaster, working from general forms to specific details with various sculpting tools. A bone/joint system is set up to deform the 3D mesh (e.g., to make a humanoid model walk). In a process called rigging, the virtual marionette is given various controllers and handles for controlling movement. b)Before objects are rendered, they must be placed (laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Animation refers to the temporal description of an object, how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each other. As with modeling, physical simulation is another way of specifying motion. In most 3D computer animation systems, an animator creates a simplified representation of a characters anatomy, analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars. In human and animal characters, many parts of the skeletal model correspond to actual bones, but skeletal animation is also used to animate other things, such as facial features (though other methods for facial animation exist). The character Woody in Toy Story, for example, uses 700 Avars, including 100 Avars in the face. The computer does not usually render the skeletal model directly (it is invisible), but uses the skeletal model to compute the exact position and orientation of the character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame. There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or tween between them by keyframing. Keyframing puts control in the hands of the animator, and has roots in hand-drawn traditional animation. In contrast, a newer method called motion capture makes use of live action. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His or her motion is recorded to a computer using video cameras and markers, and that performance is then applied to the animated character. Each method has their advantages, and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Mans Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesnt appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, realistic behavior and action is required, but the types of characters required exceed what can be done through conventional costuming. c)Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. The process of altering the scene into a suitable form for rendering also involves 3D projection which allows a three-dimensional image to be viewed in two dimensions. Lets step through the rendering of a simple image of a room with flat wood walls with a grey pyramid in the center of the room. The pyramid will have a spotlight shining on it. Each wall, the floor and the ceiling is a simple polygon, in this case, a rectangle. Each corner of the rectangles is defined by three values referred to as X, Y and Z. X is how far left and right the point is. Y is how far up and down the point is, and Z is far in and out of the screen the point is. The wall nearest us would be defined by four points: (in the order x, y, z). Below is a representation of how the wall is defined (0, 10, 0) (10, 10, 0) (0,0,0) (10, 0, 0) The far wall would be: (0, 10, 20) (10, 10, 20) (0, 0, 20) (10, 0, 20) The pyramid is made up of five polygons: the rectangular base, and four triangular sides. To draw this image the computer uses math to calculate how to project this image, defined by three dimensional data, onto a two dimensional computer screen. First we must also define where our view point is, that is, from what vantage point will the scene be drawn. Our view point is inside the room a bit above the floor, directly in front of the pyramid. First the computer will calculate which polygons are visible. The near wall will not be displayed at all, as it is behind our view point. The far side of the pyramid will also not be drawn as it is hidden by the front of the pyramid. Next each point is perspective projected onto the screen. The portions of the walls furthest from the view point will appear to be shorter than the nearer areas due to perspective. To make the walls look like wood, a wood pattern, called a texture, will be drawn on them. To accomplish this, a technique called texture mapping is often used. A small drawing of wood that can be repeatedly drawn in a matching tiled pattern (like wallpaper) is stretched and drawn onto the walls final shape. The pyramid is solid grey so its surfaces can just be rendered as grey. But we also have a spotlight. Where its light falls we lighten colors, where objects blocks the light we darken colors. Next we render the complete scene on the computer screen. If the numbers describing the position of the pyramid were changed and this process repeated, the pyramid would appear to move. 4. 3D COMPUTER GRAFICS SOFTWARE 3D computer graphics software refers to programs used to create 3D computer-generated imagery. 3D modelers are used in a wide variety of industries. The medical industry uses them to create detailed models of organs. The movie industry uses them to create and manipulate characters and objects for animated and real-life motion pictures. The video game industry uses them to create assets for video games. The science sector uses them to create highly detailed models of chemical compounds. The architecture industry uses them to create models of proposed buildings and landscapes. The engineering community uses them to design new devices, vehicles and structures as well as a host of other uses. There are typically many stages in the pipeline that studios and manufacturers use to create 3D objects for film, games, and production of hard goods and structures. Many 3D modelers are general-purpose and can be used to produce models of various real-world entities, from plants to automobiles to people. Some are specially designed to model certain objects, such as chemical compounds or internal organs. 3D modelers allow users to create and alter models via their 3D mesh. Users can add, subtract, stretch and otherwise change the mesh to their desire. Models can be viewed from a variety of angles, usually simultaneously. Models can be rotated and the view can be zoomed in and out. 3D modelers can export their models to files, which can then be imported into other applications as long as the metadata is compatible. Many modelers allow importers and exporters to be plugged-in, so they can read and write data in the native formats of other applications. Most 3D modelers contain a number of related features, such as ray tracers and other rendering alternatives and texture mapping facilities. Some also contain features that support or allow animation of models. Some may be able to generate full-motion video of a series of rendered scenes . Computer animation development equipment Computer animation can be created with a computer and animation software. Some impressive animation can be achieved even with basic programs; however the rendering can take a lot of time on an ordinary home computer. Because of this, video game animators tend to use low resolution, low polygon count renders, such that the graphics can be rendered in real time on a home computer. Photorealistic animation would be impractical in this context. Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take tens to hundreds of years to create on a home computer. Many powerful workstation computers are used instead. Graphics workstation computers use two to four processors, and thus are a lot more powerful than a home computer, and are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer-animated movie that can be completed in about one to five years . A workstation typically costs $2,000 to $16,000, with the more expensive stations being able to render much faster, due to the more technologically advanced hardware that they contain. Pixars Renderman is rendering software which is widely used as the movie animation industry standard, in competition with Mental Ray. It can be bought at the o fficial Pixar website for about $3,500. It will work on Linux, Mac OS X, and Microsoft Windows based graphics workstations along with an animation program such as Maya and Softimage XSI. Professionals also use digital movie cameras, motion capture or performance capture, bluescreens, film editing software, props, and other tools for movie animation. Major software packages 3ds Max (Autodesk), originally called 3D Studio MAX, is a comprehensive and versatile 3D application used in film, television, video games and architecture for Windows. It can be extended and customized through its SDK or scripting using a Maxscript. It can use third party rendering options such as Brazil R/S, finalRender and V-Ray. Maya (Autodesk) is currently used in the film and television industry. Maya has developed over the years into an application platform in and of itself through extendability via its MEL programming language. It is available for Windows, Linux and Mac OS X. Softimage (Autodesk) Softimage (formerly Softimage|XSI) is a 3D modeling and animation package that integrates with mental ray rendering. It is feature-similar to Maya and 3DS Max and is used in the production of professional films, commercials, video games, and other media. LightWave 3D (NewTek), first developed for the Amiga, was originally bundled as part of the Video Toaster package and entered the market as a low cost way for TV production companies to create quality CGI for their programming. It first gained public attention with its use in the TV series Babylon 5 and is used in several contemporary TV series. Lightwave is also used in film production. It is available for both Windows and Mac OS X. ZBrush (Pixologic) is a digital sculpting tool that combines 3D/2.5D modeling, texturing and painting tool available for Mac OS X and Windows. It is used to create normal maps for low resolution models to make them look more detailed. Cinema 4D (MAXON) is a light package in its basic configuration. The software is for lay users. It has a lower initial entry cost due to a modular a-la-carte design for purchasing additional functions as users need them. Originally developed for the Amiga, it is also available for Mac OS X, Windows and Linux. 4. ANIMATION ALONG TIME CGI was first used in movies in 1973s Westworld, a science-fiction film about a society in which robots live and work among humans, though the first use of 3D Wireframe imagery was in its sequel, Futureworld (1976), which featured a computer-generated hand and face created by then University of Southern California graduate students Edwin Catmull and Fred Parke. The third movie to use this technology was Star Wars (1977) for the scenes with the wireframe Death Star plans and the targeting computers in the X-wings and the Millennium Falcon. The Black Hole (1979) used raster wire-frame model rendering to depict a black hole. The science fiction-horror film Alien of that same year also used a raster wire-frame model, in this case to render the image of navigation monitors in the sequence where a spaceship follows a beacon to a land on an unfamiliar planet. In 1978, graduate students at the New York Institute of Technology Computer Graphics Lab began work on what would have been the first full-length CGI film, The Works, and a trailer for it was shown at SIGGRAPH 1982, but the film was never completed. Star Trek II: The Wrath of Khan premiered a short CGI sequence called The Genesis Wave in June 1982. The first two films to make heavy investments in Solid 3D CGI, Tron (1982) and The Last Starfighter (1984), were commercial failures, causing most directors to relegate CGI to images that were supposed to look like they were created by a computer. It was the 1993 film Jurassic Park, however, in which dinosaurs created with CGI were seamlessly integrated into live action scenes, that revolutionized the movie industry. It marked Hollywoods transition from stop-motion animation and conventional optical effects to digital techniques. The following year, CGI was used to create the special effects for Forrest Gump. The most noteworthy effects shots were those that featured the digital removal of actor Gary Sinises legs. Other effects included a napalm strike, the fast-moving Ping-Pong balls, and the digital insertion of Tom Hanks into several scenes of historical footage. Two-dimensional CGI increasingly appeared in traditionally animated films, where it supplemented the use of hand-illustrated cels. Its uses ranged from digital tweening motion between frames, to eye-catching quasi-3D effects, such as the ballroom scene in Beauty and the Beast. In 1993, Babylon 5 became the first television series to use CGI as the primary method for its visual effects (rather than using hand-built models). It also marked the first TV use of virtual sets. That same year, Insektors became the first full-length completely computer animated TV series. Soon after, in 1994, the hit Canadian CGI show ReBoot aired. Toy Story(1995) was the first fully computer-generated feature film. In 1995, the first fully computer-generated feature film, Disney-Pixars Toy Story, was a resounding commercial success. Additional digital animation studios such as Blue Sky Studios (20th Century Fox), DNA Productions (Paramount Pictures and Warner Bros.), Omation Studios (Paramount Pictures), Sony Pictures Animation (Columbia Pictures), Vanguard Animation (Walt Disney Pictures, Lions Gate Entertainment and 20th Century Fox), Big Idea Productions (Universal Pictures and FHE Pictures), Animal Logic (Warner Bros.) and Pacific Data Images (Dreamworks SKG) went into production, and existing animation companies, such as The Walt Disney Company, began to make a transition from traditional animation to CGI. Between 1995 and 2005 the average effects budget for a wide-release feature film skyrocketed from $5 million to $40 million. According to one studio executive, as of 2005[update], more than half of feature films have significant effects. However, CGI has made up for the expenditures by g rossing over 20% more than their real-life counterparts. In the early 2000s, computer-generated imagery became the dominant form of special effects. The technology progressed to the point that it became possible to include virtual stunt doubles. Camera tracking software was refined to allow increasingly complex visual effects developments that were previously impossible. Computer-generated extras also became used extensively in crowd scenes with advanced flocking and crowd simulation software. Virtual sets, in which part or all of the background of a shot is digitally generated, also became commonplace. The timeline of CGI in film and television shows a detailed list of pioneering uses of computer-generated imagery in film and television. CGI for films is usually rendered at about 1.4-6 megapixels. Toy Story, for example, was rendered at 1536Ã ÃÆ'-Ã 922 (1.42MP). The time to render one frame is typically around 2-3 hours, with ten times that for the most complex scenes. This time hasnt changed much in the last decade, as image quality has progressed at the same rate as improvements in hardware, since with faster machines, more and more complexity becomes feasible. Exponential increases in GPUs processing power, as well as massive increases in parallel CPU power, storage and memory speed and size have greatly increased CGIs potential. In 2001, Square Pictures created the CGI film Final Fantasy: The Spirits Within, which made headlines for attempting to create photo-realistic human actors. The film was not a box-office success. Some commentators have suggested this may be partly because the lead CGI characters had facial features which fell into the uncanny valley. Square Pictures produced only two more films using a similar visual style Final Flight of the Osiris, a short film which served as a prologue to The Matrix Reloaded and Final Fantasy VII: Advent Children, based on their extremely popular video game series. Developments in CGI technologies are reported each year at SIGGRAPH, an annual conference on computer graphics and interactive techniques, attended each year by tens of thousands of computer professionals. Developers of computer games and 3D video cards strive to achieve the same visual quality on personal computers in real-time as is possible for CGI films and animation. With the rapid advancement of real-time rendering quality, artists began to use game engines to render non-interactive movies. This art form is called machinima. This is a chronological list of films and television programs that have been recognised as being pioneering in their use of computer-generated imagery. 5. THE FUTURE OF ANIMATION One open challenge in computer animation is a photorealistic animation of humans. Currently, most computer-animated movies show animal characters, fantasy characters, anthropomorphic machines or cartoon-like humans. The movie Final Fantasy: The Spirits Within is often cited as the first computer-generated movie to attempt to show realistic-looking humans. However, due to the enormous complexity of the human body, human motion, and human biomechanics, realistic simulation of humans remains largely an open problem. Another problem is the distasteful psychological response to viewing nearly perfect animation of humans, known as the uncanny valley. It is one of the holy grails of computer animation. Eventually, the goal is to create software where the animator can generate a movie sequence showing a photorealistic human character, undergoing physically-plausible motion, together with clothes, photorealistic hair, a complicated natural background, and possibly interacting with other simul ated human characters. This could be done in a way that the viewer is no longer able to tell if a particular movie sequence is computer-generated, or created using real actors in front of movie cameras. Complete human realism is not likely to happen very soon, and when it does it may have major repercussions for the film industry. For the moment it looks like three dimensional computer animation can be divided into two main directions; photorealistic and non-photorealistic rendering. Photorealistic computer animation can itself be divided into two subcategories; real photorealism (where performance capture is used in the creation of the virtual human characters) and stylized photorealism. Real photorealism is what Final Fantasy tried to achieve and will in the future most likely have the ability to give us live action fantasy features as The Dark Crystal without having to use advanced puppetry and animatronics, while Antz is an example on stylistic photorealism . None of them mentioned are perfected as of yet, but the progress continues. The non-photorealistic/cartoonish direction is more like an extension of traditional animation, an attempt to make the animation look like a three dimensional version of a cartoon, still using and perfecting the main principles of animation articulated by the Nine Old Men, such as squash and stretch. While a single frame from a photorealistic computer-animated feature will look like a photo if done right, a single frame vector from a cartoonish computer-animated feature will look like a painting (not to be confused with cel shading, which produces an even simpler look).
Wednesday, November 13, 2019
SmartCards :: essays research papers
SmartCards What is a Smartcard A Smartcard is a standard credit card sized plastic card with an integrated circuit embedded in it. This integrated circuit includes a microprocessor and a bit of memory, which together hold information in electronic form and controls who uses the information and how they use it. The Smartcards ability to store and control many different types of information, as well as its large storage capacity, gives rise to several Smartcard applications. For example, a single Smartcard could take the place of a credit card, a debit card and even be used as an electronic purse to carry Electric-cash (E-cash). The plastic card itself can incorporate words and pictures or graphics printed on it which can be easily understood by the card holder as well as the people the card holder meets. The integrated circuit holds information in electronic form that can be easily, securely and accurately accessed by all sorts of electronic data processing equipment. Some Smartcards are smarter than others, the smartness of a card depends on the complexity of the embedded processor, as well as the software that is installed on the chip. Even the simplest cards, like the pay phone cards, are smart enough that they are virtually impossible to copy or falsify. However, the simplest Smartcards do not provide any security against unauthorized use. In other words, if you lose your pay phone card, anyone else can use it. There are of course smarter cards that provide such security by incorporating a password or even a biometric identifier such as a fingerprint to restrict its use to one person. The most sophisticated cards can manage several passwords and can use authentication and ciphering techniques to provide virtually total security. History behind Smartcards In January 1974 Roland Moreno, a Frenchman and former reporter, devised a revolutionary new payment system. His idea was an electronic stored value application mounted on a ring. His idea was simple, when the bearer needed money, they would 'load'; the currency onto the ring therefore enabling the bearer to be able to spend electronic money at a store which had the suitable electronic equipment. Then in March 1974 Roland presented his project to a few French banks where he demonstrated a transaction-taking place from the ring to the reading device. In September 1974 the first chip was mounted onto an epoxy card and this was the birth of 'Smartcards';. Then in the next few years Smartcards evolved and took on the size of a credit card.
Sunday, November 10, 2019
Red Bull Brand Essay
Red Bull is the most popular energy drink in the world, selling over three billion cans annually. Started in 1987 by Austrian entrepreneur Dietrich Mateschitz, Red Bull pursued an aggressive yet different marketing strategy to grow their brand globally. Red Bull met an untapped need within the beverage consumer market and the strength of their carefully cultivated brand provided them leverage to market themselves in a non-traditional manner. What were the key Brand elements for Red Bull? A brand element is trademarkable device intended to identify unique goods or services and differentiate themselves from their competition. Brand elements are designed to enhance brand awareness by cultivating brand associations that are memorable, meaningful, and likeable. Red Bull possesses three key brand elements that helped create points of differentiation (POD) for the Red Bull brand; therefore positioning Red Bull as the worldââ¬â¢s dominant functional energy drink. Brand Name ââ¬â ââ¬Å"Red Bullâ⬠ââ¬â Red Bull is an energy drink that promises to ââ¬Å"revitalize body and mindâ⬠. Recognizing that Red Bull does not have a distinct target demographic, Red Bull concluded that all people need energy and promoted Red Bull as consumption for energy and health, not for enjoyment. Red Bull Mystique ââ¬â By positioning Red Bull with influential people and places, ccurious and adventurous customers tried the brand and spread the word. Red Bull promoted a ââ¬Å"coolâ⬠public image to raise their brand power and used a slender container to suggest a ââ¬Å"sexierâ⬠image than their competitors. A mysterious position created a sense of need and urgency to the everyday consumer. Slogan ââ¬â ââ¬Å"Red Bull gives you wiiings!!â⬠ââ¬â Red Bull is marketed as a product that can refuel a person and create sharper minds. The combination of six different ingredients (taurine, glucuronolactone, caffeine, B-group vitamins, sucrose, and glucose) enables Red Bull drinks to contain more energy than any beverage in the marketplace. Red Bull also used humorous animated cartoon characters to demonstrate the safety and fun-loving virtues their energy drink. This slogan helped create worldwide brand recognition. How did Red Bullââ¬â¢s marketing activities contribute to Brand equity? Brand equity is defined as achieving a different outcome resulting from the marketing of a product or service because of its b rand name, compared to the same product or service without the brand name. Red Bull built their brand equity through strategic marketing initiatives involving the product, price, placement, packaging, and promotion of the Red Bull functional energy drink. Product ââ¬â Red Bull was designed to improve physical endurance, stimulate metabolism, improve overall well-being, improve speed and concentration, and increase mental alertness. The flavor, color, texture, and ingredients of the drink were markedly different from a traditional carbonated beverage. The energy drink beverage category did not exist ââ¬â Red Bull created it and was able to generate tremendous brand equity by marketing the product in shroud of mystery. Consumer felt they HAD to try a Red Bull. Price ââ¬â Red Bull pursued a premium priced beverage strategy from the beginning. By adding 10% to the most expensive competitorââ¬â¢s price, Red Bull tried to position itself as a best in class product because of the added energy-enhancing functionality. Pricing above the competition, Red Bull positioned their brand to be unique, one of the tenets needed for creating strong brand equity. Placement ââ¬â Red Bull used product placement to build brand equity by containing their distribution and selectively choosing the events, venues, and advertising medium to display their product. By limiting the amount of product available at hand-picked locations, an aura of exclusivity was engineered. The ââ¬Å"cellâ⬠philosophy of expansion and growth by dividing key markets into targeted geographic segments allowed Red Bull to strengthen their brand from bottom up, fostering strong brand equity. Packaging ââ¬â Red Bull used a thinner and more slender looking can, signaling that the product was different than a traditional soda beverage. Also, Red Bull would not extend bulk packaging or unit bundling so each can had to be individually sold by the retailer AND purchased by the consumer. The sleek look and steadfast packaging requirement grew the value of the Red Bull brand Promotion ââ¬â Red Bull used aggressive media campaigns to grow their brand but only promoted events, venues, and/or personalities that coincided with their brand strategy. They performed very little traditional product promotion, rather focusing on promoting fringe athletic events like extreme sports and relying on the consumerââ¬â¢s self-promotion. Positive consumer testimonials are better than some of the best promotional material money can buy. Peer pressure helped Red Bullââ¬â¢s brand equity to grow exponentially. How did Red Bullââ¬â¢s marketing programs differ from those of conventional soft drinks? Red Bull used advertising, event sponsorship, and sports marketing to promote their product as a functional energy drink. Red Bull aimed to make their marketing programs innovative, individual, non-conformist, unpredictable, and humorous. Rather than pursue conventional marketing me thods, Dietrich Mateschitz felt that the best method for Red Bull to attract customers would be through peer testimonials ââ¬â or word-of-mouth marketing. More importantly, Mateschitz and team were intent on creating a mystique for Red Bull. Through seeding programs designed to micro-target ââ¬Å"itâ⬠shops, clubs, bars, and stores, cultural leaders were the first to discover Red Bull and spread the word to their sphere of influence. By seeking out opinion leaders who represented the Red Bull brand (athletes or entertainment celebrities) and creating limited availability of the product, Red Bull was able to maximize their awareness while focusing on their consumer base building. Pre-marketing, creating awareness in markets where the product wasnââ¬â¢t sold, was another program that Red Bull used to become recognized as the pre-eminent brand of energy drinks. Red Bull expended tremendous effort around product trialing and sampling. The bulk of Red Bullââ¬â¢s marketing activity encourages product trials with sampling, word of mouth, and point of purchase efforts. Red Bull sought to reach consumers in ideal usage situations (concerts, parties, sporting events, highway rest areas, on campus) and wanted to control the amount of consumers that sampled the product. Red Bull deployed energetic and believable brand managers who evangelized the product through explanation and consumption. This controlled product distribution allowed the consumer to see the dedication and focus of each brand manager but did not permit for maximum product reach. Traditional beverage marketers usually try to maximize the number of consumers their product reaches so Red Bullââ¬â¢s strategy flew in the face of the industry standard. What rules were broken during the initial unsuccessful launch of Red Bull UK, per the CBBE model? The Customer-Based Brand Equity Model (CBBE) recognizes that the customer is aware of and familiar with a sp ecific brand and holds a strong, favorable, and unique brand associations in memory, i.e. brand image. Brand associations can be strengthened by personal relevance and/or consistent delivery. Historically, direct product experience creates the strongest brand attributes and benefit associations for consumers. After multiple setbacks trying to enter the United Kingdom, Red Bull found an entry point into Scotland but varied their traditional market entry strategy. Red Bull made three strategic mistakes upon entering the United Kingdom: 1) Altered their marketing formula by classifying their product as a sports drink and not a stimulation drink By marketing Red Bull as a sports drink and not an energy drink, Red Bull UK took a strong brand name that was successfully associated with energy drinks and changed the unique favorable links that Red Bull created with consumers in other EU nations. 2) Departed from their proven ââ¬Å"word-of-mouthâ⬠marketing strategy The Red Bull brand was created by grassroots, bottoms-up word-of mouth marketing. In the UK, brand managers worked directly with the largest supermarkets and convenience outlets. This is a deviation from the strategy that fueled Red Bullââ¬â¢s growth in other markets and deteriorated consumerââ¬â¢s brand association with Red Bull. 3) Overhauled the Red Bull advertising strategy by eschewing electronic media for traditional billboards By changing their advertising strategy, the creativity and simplicity of the animated Red Bull ads and precisely worded slogans lost much of their meaning. How can Red Bull maintain its growth momentum in the future? Red Bull continues to be the global leader in the functional energy beverage category. However, the marketplace has become saturated with competition from hundreds of companies, both small and large, in many different markets around the world. In order to main tain their dominant position in the market, Red Bull continued to innovate. They began offering a sugar-free product and recognized that their productââ¬â¢s consumption reason changed as more consumers are using Red Bull as a mixer or supplement. Red Bull also contemplated venturing into herbal tea products, a quarterly magazine, and fast food restaurants. In contemplating how Red Bull can continue to grow their brandââ¬â¢s momentum in an increasingly competitive marketplace, I thought of three ideas ââ¬â two suggestions for product diversification and one concept for increasing brand exclusivity. Red Bull Gum ââ¬â An edgy gum would help grow the value of the brand and expand the Red Bull mystique. Red Bull does not have a target demographic but they market their energy drinks to consumers who are innovative, individualistic, non-conformist, unpredictable, and humorous. Creating Red Bull gum would serve as a natural complement to their suite of energy drinks. The gum could be shaped in a solid round shape and contain a small drop of Red Bull energy juice inside, similar in texture and fill to the popular Trident or Dentyne brands. The pricing strategy for the gum would be consistent with the pricing strategy for the energy drink (10% above the nearest competitor) but I would recommend giving away the initial product as a sampling practice during Red Bull sponsored events to create interest and raise brand awareness. Red Bull gum should be offered in convenience, drug, and grocery stores. Offering the gum at bars and night clubs would not be ideal. The packaging for Red Bull gum could look like miniature Red Bull can ââ¬â long, slender and cylindrical. I would use aluminum foil wrapper rather than an actual miniature can but the design should be identical to the energy drink can. To promote Red Bull gum, I would have Red Bullââ¬â¢s top athletes and entertainers create spots (either over the internet or on traditional TV and radio mediums) that should how Red Bull gum provided the same benefit as the energy drink. I would also conduct extensive sampling at universities and trendy public urban settings; to help raise the ââ¬Å"coolnessâ⬠quotient. Finally, Red Bull gum could be produced with sugar or sugar-free, tying in nicely to the brand extension of the energy drink and helping to raise the overall brand equity. Red Bull Heart Monitors ââ¬â Red Bull has received criticism over the years causing certain aliments, specifically related to the heart and circulatory system. Although it has never been scientifically proven that Red Bull causes any negative side effects, Red Bull has received numerous public accusations claiming problems from repeated use of the energy drink. As a consumer of Red Bull for years, I have personally felt the aftereffects of consuming too much Red Bull in one evening. I never felt that my health was in danger but I know that my circulatory system was acting abnormally. Since Red Bull brands itself as an energy drink that promotes an active and healthy lifestyle, creating a wristwatch heart monitor would help send the message that Red Bull heard the criticism and is actively working to educate consumers about any risks associated with Red Bull. The wristwatch heart monitor can be plastic and have a digital readout of your heart rate. The price would be between $30-50 in the US (or its equivalent in other markets). I would design the watch to match the Red Bull color scheme and would also offer it three standard mono-chromatic colors (black, white, silver). I would suggest the product be sold at big box retailers/sporting goods stores after the watch has been sampled at niche extreme/outdoor stores. I would consider offering it to online retailers and medical supply organizations. However, I would want to keep the focus on athletics and healthy living so I would see how market adoption occurred at the niche stores before expanding my distribution channels. Promotional displays could be set up in the niche stores as well as energy drink retailers, select physical therapy offices, gyms, fitness centers, and Red Bull sponsored extreme athletic events. As a doctor, my brother constantly warns me about the risks of ingesting too much Red Bull. Offering consumers a branded opportunity to self-regulate their health and alleviate their concerns would be another method for Red Bull to increase brand equity. Red Bull Fraternity ââ¬â Red Bull provides an energy drink that gives consumers ââ¬Å"wiiingsâ⬠. As previously mentioned, Red Bull does not believe that they have a target demographic. However, Red Bull does promote the athletic and thrill-seeking adventure type. If Red Bull were to create a Red Bull fraternity (ÃâÃâà ¦) that would allow consumers to become members by completing a series of Red Bull sponsored challenges and events, the possibility for brand strengthening would be endless. The goal of the fraternity would be to continually promote the Red Bull lifestyle through exclusivity and activity. A Greek organization inherently contains an air of mystery, which coincides with Red Bullââ¬â¢s market entry and expansion strategies. Greek life would be extremely familiar to the university crowd, where Red Bull performs a large percentage of their sampling, and Red Bull could draw large crowds of passionate users to the ââ¬Å"pledgingâ⬠events. Once the ââ¬Å"pledgeâ⬠period ended, members of ÃâÃâà ¦ would have closer access to all things Red Bull ââ¬â sponsored parties, athletes, entertainers, new product offerings, priority status at high-profile events, discounts on products and merchandise, etc. I would charge a one-time fee to ââ¬Å"pledgeâ⬠the fraternity. There would also be annual fees ââ¬âââ¬Å"duesâ⬠ââ¬â and not all activities open to the fraternity members would be free but being a member would provide strong discounts and incentives that would not be available to non-members. A fraternity, by definition, is an all-male institution; I would permit men and women of all ages to join ââ¬â remember Red Bull does not have a target demographic!
Friday, November 8, 2019
Queensland, Australia Geography
Queensland, Australia Geography Population: 4,516,361 (June 2010 estimate)Capital: BrisbaneBordering States: Northern Territory, South Australia, New South WalesLand Area: 668,207 square miles (1,730,648 sq km)Highest Point: Mount Bartle Frere at 5,321 feet (1,622 m)Queensland is a state located in the northeastern part of Australia. It is one of the countrys six states and it is the second largest in area behind Western Australia. Queensland is bordered by Australias Northern Territory, South Australia and New South Wales and has coastlines along the Coral Sea and the Pacific Ocean. In addition, the Tropic of Capricorn crosses through the state. The capital of Queensland is Brisbane. Queensland is most well-known for its warm climate, varying landscapes and coastline and as such, it is one of the most popular tourist areas in Australia.Most recently, Queensland has been in the news due to severe flooding that occurred in early January 2011 and late 2010. The presence of La Nià ±a is said to have been the cause of the flooding. According to CNN, the 2010 spring was Australias wettest in history. The flooding impacted hundreds of thousands of people all over the state. The central and southern parts of the state, including Brisbane, were hit the hardest.The following is a list of ten more geographic facts about Queensland:1) Queensland, like much of Australia has a long history. It is believed that the region making up the state today was originally settled by native Australians or Torres Strait Islanders between 40,000 and 65,000 years ago.2) The first Europeans to explore Queensland were Dutch, Portuguese and French navigators and in 1770, Captain James Cook explorer the region. In 1859, Queensland became a self governing colony after splitting from New South Wales and in 1901, it became an Australian state.3) For much of its history, Queensland was one of the fastest growing states in Australia. Today Queensland has a population of 4,516,361 (as of July 2010). Due to its large land area, the state has a low population density with about 6.7 people per square mile (2.6 people per square kilometer). In addition, less than 50% of Queenslands population lives in its capital and largest city, Brisbane.4) Queenslands government is part of a constitutional monarchy and as such it has a Governor who is appointed by Queen Elizabeth II. The Governor of Queensland has executive power over the state and is responsible for representing the state to the Queen. In addition the Governor appoints the Premier who serves as the head of government for the state. Queenslands legislative branch is made up of the unicameral Queensland Parliament, while the states judicial system is composed of the Supreme Court and the District Court.5) Queensland has a growing economy that is based mainly on tourism, mining and agriculture. The main agricultural products from the state are bananas, pineapples and peanuts and the processing of these as well as other fruits and vegetables make up a sizeable portion of Queenslands economy.6) Tourism is also a major part of Queenslands economy because of its cities, v aried landscapes and coastline. In addition, the 1,600 mile (2,600 km) Great Barrier Reef is located off of Queenslands coast. Other tourist destinations in the state include the Gold Coast, Fraser Island and the Sunshine Coast.7) Queensland covers an area of 668,207 square miles (1,730,648 sq km) and it part of it extends to be the northernmost part of Australia (map). This area, which also includes several islands, is about 22.5% of the total area of the Australian continent. Queensland shares land borders with the Northern Territory, New South Wales and South Australia and much of its coastline is along the Coral Sea. The state is also divided into nine different regions (map).8) Queensland has a varied topography that consists of islands, mountain ranges and coastal plains. Its largest island is Fraser Island with an area of 710 square miles (1,840 sq km). Fraser Island is a UNESCO World Heritage Site and it has many different ecosystems which include rainforests, mangrove forests and areas of sand dunes. East ern Queensland is mountainous as the Great Dividing Range runs through this area. The highest point in Queensland is Mount Bartle Frere at 5,321 feet (1,622 m).9) In addition to Fraser Island, Queensland has a number of other areas that are protected as UNESCO World Heritage Sites. These include the Great Barrier Reef, the Wet Tropics of Queensland and the Gondwana Rainforests of Australia. Queensland also has 226 national parks and three state marine parks.10) The climate of Queensland varies throughout the state but generally inland there are hot, dry summers and mild winters, while the coastal areas have warm, temperate weather year round. The coastal regions are also the wettest areas in Queensland. The states capital and largest city, Brisbane, which is located on the coast has an average July low temperature of 50ÃÅ¡F (10ÃÅ¡C) and an average January high temperature of 86ÃÅ¡F (30ÃÅ¡C).To learn more about Queensland, visit the states official website.ReferencesMiller, Brandon. (5 January 2011). Flooding in Australia Fueled by Cyclone, La Nina. CNN. Retri eved from: http://edition.cnn.com/2011/WORLD/asiapcf/01/04/australia.flooding.cause/index.htmlWikipedia.org. (13 January 2011). Queensland - Wikipedia, the Free Encyclopedia. Retrieved from: http://en.wikipedia.org/wiki/QueenslandWikipedia.org. (11 January 2011). Geography of Queensland - Wikipedia, the Free Encyclopedia. Retrieved from: http://en.wikipedia.org/wiki/Geography_of_Queensland
Wednesday, November 6, 2019
Application Of GIS In Tourism Tourism Essays
Application Of GIS In Tourism Tourism Essays Application Of GIS In Tourism Tourism Essay Application Of GIS In Tourism Tourism Essay Introduction: Tourism is one of the most quickly increasing concern sectors in the universe and the success of this concern sector varies from state to state depending on different policies, ability to develop sufficient substructure to back up, ability to pull off and make market and overall selling through the whole universe about the merchandise. Many of the states depend on the touristry sector for their economic growing. To advance, program, implement, manage and selling, touristry are non easy undertaking at any degree of any state. There are batch of factors affect touristry in different ways. To keep all facets of touristry in a planned, sustained and economically sound manner, calculating and IT technologies installations are necessary in this modern universe. GIS- the particular analytical tool can be helpful in touristry sector at different ways. GIS is now recognized widely as a valuable tool for managing, analyzing, and exposing big volumes of diverse informations to many different de grees of planning activities. In instance of touristry planning and direction, GIS is utilizing as a really utile tool. Definitions: It is of import to understand Tourism and GIS clearly earlier discoursing the application of GIS in touristry. Different sections of touristry require different types of informations and analysis. In be aftering touristry, to develop touristry activities further, to discourse touristry chance, to analysis tourer Numberss, to market research GIS can be used otherwise. The definitions and some facets of GIS and touristry are stated below briefly- Gilbert: Geographic Information System ( GIS ) is considered as important scientific discipline and analytical tool in the whole universe for modern research and surveies specially related to spacial informations. Uses of GIS in the developed states cover a broad scope of countries whereas the development states are utilizing this utile tool in some limited sectors due to miss of skilled staffs, adequate support and some other proficient drawbacks. Geographic Information System ( GIS ) is an analytical tool, originated from Computer Aided design ( CAD ) helps to make maps at different graduated tables in different projections with a database to bring forth new information and nowadays it in different formats ( other than maps ) . It besides creates links between spacial and tabular informations and happen out spacial relationships between the characteristics of maps. It helps to roll up, shop and integrate spacial informations to analyze and show them as new information. It is considered as a powerful tool to execute these plants. GIS is non a field by itself but instead the common land between information processing and the many Fieldss using spacial analysis techniques ( Tomlinson, 1972 ) . GIS is computer-assisted systems for the gaining control, storage, retrieval, analysis, and show of spacial informations ( Clark, 1986 ) . GIS is a powerful set of tools for roll uping, hive awaying, recovering at will, transforming and exposing spacial informations from the existent universe ( Burrough, 1986 ) . Tourism: Tourism is the activities of people during his leisure period, apart from his life, usual environment for a fixed period of clip and executing some other activities. To advance, program and implement touristry activities, spacial informations are required as it depends on location, environment and some other factors. The term tourer is derived from the word tour intending a journey at which one returns to the get downing point ; a round trip for concern, pleasance or instruction during which assorted topographic points are visited and for which in path is normally planned. ( Murphy, 1985 ) . Tourism is a composite of activities, installations, services and industries that deliver a travel experience, that is, transit, adjustment, feeding and imbibing constitutions, amusement, diversion, historical and cultural experiences, finish attractive forces, shopping and other services available to travelers away from place. ( Tourism and Leisure Committee, 1997 ) The international national brotherhood of official travel administrations ( IUOTO ) in 1968 declared visitant as- any individual sing a state other than that in which he has his usual topographic point of abode, for any ground other than following an business remunerated from within the state visited. There is another term excursionists is used as visitants but there are difference between tourer and sightseers. Tourist- who are visitants doing at least one over dark halt in a state or part and remaining for at least 24 hours. Excursionists- who are visitants that do non do an over dark Michigans but pass through the state or part. An sightseer stays for less than 24 hours and includes day-trippers and people on sails. Harmonizing to Leiper, touristry is a system that consists three elements- the individual who makes circuit, geographical location or topographic points that travelled during circuit and the whole sector that controls the full system of touristry. The categorization is given below: Tourists- it means the individuals or homo who is doing circuits. That indicates the homo who is the chief histrion of the full system. Geographic elements- geographical location is classified three more categories traveler bring forthing region- bring forthing market for touristry, push to excite and actuate travel. Tourist hunt for information, engagements, departs. tourers destination region- crisp terminal of touristry. Pull factors of touristry. transit route region- non merely the topographic point of short period of stay to make concluding finish but besides intermediate topographic points which may be visited ( Cooper, et.al. , 2005 ) . In this subdivision push and pull factors have been stated where the push factors are those which influence people to go such as vacations from work, run intoing with relations, instruction and concern intents and some clip spiritual and medical intents. The pull factors are the attractive sites, museums, amusement Parkss, natural heritage sites and other attractive sites or festivals. Tourism sector- Tourism sector means the whole concern sector and the whole administration that supply different merchandises for clients to pull. Here the merchandises are tourist attractive forces and the clients are the tourers. In some instances, touristry is defined as the full activities of a tourer individual during his circuit. From a conceptual point of position touristry is -the activities of a individual going to and remaining in topographic points outside their usual environment for non more than one back-to-back twelvemonth for leisure, concern and other intents. ( WTO and UNSTAT, 1994 ) , ( Cooper, et.al. , 2005 ) . That means the touristry is a construct, means the activities of a going individual. From get downing point of the journey until it ends, touristry is at that place. When the individual is back to his usual life environment, touristry terminals for him. The whole activities ( sight visual perception, nutrient, adjustment, shopping etc. ) during the circuit are considered as touristry. There are some critical points to specify tourer and touristry as it depends on the clip continuance or the entire length of travel or circuit. If the entire travel clip or entire length of travel is more than a twelvemonth or less than a dark it will non be accepted as a touristry activity. Minimum length of stay- one dark ( visitants who do non remain overnight termed as same twenty-four hours visitants or sightseers ) ; Maximum length of stay- one twelvemonth. One more point is involved to specify touristry. That is distance. Distance from the usual life environment is considered. How far a traveler is traveling from his usual environment is a inquiry. World Tourism Organisation ( WTO ) suggests that if a individual is going at least 160km off from his life environment will be considered as touristry. Categorization of tourers: Depending on the standards of tourers, their finish, intent of travel, tourers are classified into different classs. The different classs of tourers have different picks, different finishs. So planning and implementing touristry for them and using different tools for analyzing touristry informations varies. Some categorizations of tourers are given below: Within range of travel and touristry: International- intercontinental, continental: individuals who are going from one state to another. They are known as International Tourist. Others: commuters, crews, pupils, migrators, and impermanent workers. Domestic- interregional, regional: individuals who are going within the state but from one part to another. From example- going from London to Scotland. Depending on the topographic points ( largely international ) : Inbound: tourers who are coming to a attractive finish are inward tourer for that peculiar topographic point. Example- a individual is going to London from any part or any state. That individual is inward tourer for London. Outbound: tourers who are traveling to another topographic point or go forthing a topographic point are outward tourers for the leaving topographic point. Example-a individual is going from London to any other part or state. He is outward tourer for London. Purposes: Depending on the intents of travel, tourers are classified as good. Some travel for concern, some for faith, some for festivals, some to run into their relations, some for instruction, some for jaunt etc. Depending on the intents of the tourers, their activities varies. Incentives of travel: In general there are some incentives for going. They are-War, faith, trade, find, festivals, wellness. Elementss need to pull tourer: Merely the intents can non act upon people to do a circuit. There are some elements which attract tourer for a peculiar location. The elements are- Transport, engineering, attractive forces, adjustment ( with nutrient ) , finish organizer. Transport- this is the most of import component to pull tourers. If there is deficiency of conveyance installations, people will be less interested for going to that specific location. There are three manners of transport- land, H2O, air. Land conveyance consists of route and rail. Sometimes transport installations themselves act as touristry specially in H2O and air conveyance. Technology- from the international point of position, engineering is really of import for touristry. Absence of engineering, deter international touristry as there are limited connectivity and opportunity of being isolated during touristry. In this instance, proper public-service corporation supply and specially telephone, Mobile and internet connexion are critical to pull international tourers. Attractions- it indicates chiefly natural and semisynthetic attractive forces. Aesthetic beauty of a topographic point, subject Parkss, memorials, sculptures, museums, sea beaches are of import. Some topographic points become attractive for touristry without holding aesthetic beauty or any amusements. Religious topographic points, historical topographic points, archeological sites are tourists attractive forces as good. Accommodation-if the adjustment and nutrient supply are non appropriate, touristry can non prolong as tourers are non attract. During travel or touristry, tourers need proper nutrient and remainder. Without these the whole touristry may travel in vena. On the other manus, some attractive hotels, some nutrients ( particular dishes-local or Continental ) are tourist attractive forces by themselves. Destination organiser- finish organizer indicates the factors those are related to a tourer finish apart from the top elements. It includes the entire system of a peculiar topographic point, security, attitude of local people and over all how the whole touristry is managed at that place. Factors impacting development of touristry: There are two types of factors that affect the development of touristry. Micro and macro. Macro factors: MACRO factors are the external factors of touristry. In short, they are known as PESTEL ( Political, Economical, Social, Technological, Environmental, Legal ) . Political- political factors indicates govt. attitude, political state of affairs of the state, political stableness the state etc. Economic- this indicates the economic status of the host state. Fiscal policy, economic growing etc. are included here. Social- over all societal status, societal construction, norms and societal values, societal civilization, behavioral form of the host state etc. are included in this sector. Technological- usage of engineering, development of engineering, handiness of modern engineerings ( cyberspace, nomadic web, Wi-Fi, etc. ) are the factors of touristry. Environmental- natural catastrophes, eco-tourism, degree of pollution, green environment, seasonal fluctuation etc. are the environmental factors of touristry. Legal- legal facets towards tourers, legislative bindings, revenue enhancement regulations, legal position towards tourists etc. Micro: Micro factors are the internal factors of touristry. Supplier, distributer, stakeholder, stockholder, consumers, employees, rivals, public etc. are the micro factors of touristry. Now a yearss, it is realized that Tourism is a manner of conserving the environment, making occupations and advancing more touristry. Tourism has the potency of going the highest generator of foreign currency. GIS and Tourism: GIS is used in touristry sector in different ways in the different states. In general the most common usage of GIS in touristry is location analysis and related to transport and adjustment. In general the undermentioned consequences can be achieved by questions in GIS Design and Application for Tourism: Determination of of import and necessary topographic points for touristry. Determination of historical and tourist topographic points. Determination of the best suited hotel. Determination of the optimal program for sightseeing topographic points Determination of the shortest distance between the selected topographic points The usage and application of GIS in the touristry sector can be divided into the undermentioned three classs: 1 ) Tourism planning 2 ) Tourism development and research 3 ) Tourism selling For touristry, one of the most of import things is the local map of the tourer site. Map and GIS is closely related to each other. Maps with relevant spacial informations can be produced with GIS. It can demo the of import characteristics, attractive sites, possible paths of travel, location of hotels, eating houses, bars, shopping installations with inside informations. General information from this map and paths for travel can be used by tourers in choosing their finishs and further planning for travel and stay. For touristry path is besides of import. To make that GIS base map is besides helpful. Application of GIS in Tourism: Some examples- In IRAN: Esfahan Council of Tourism in IRAN investigated the usage of GIS in Tourism Research in hive awaying, pull stringsing and analysing the voluminous touristry informations and study carried out. To make this research, the Esfahan council of touristry in IRAN conducted some stairss which are narrated shortly- Network Analysis: By and large a web is a set of additive characteristics. Common illustrations of webs include main roads, railroads, metropolis streets, rivers, transit paths ( e.g. , theodolite, school coachs, refuse aggregation, and mail bringing ) , and public-service corporation distribution systems ( e.g. , electricity, telephone, H2O supply, and sewerage ) . For the Esfahan council, they use GIS to make web analysis in the additive characteristics utilizing vector theoretical account of GIS. Network Allocation: One of the most of import procedures in the Planning and investing activities is web allotment. In other words, Network allotment is an analysis happening at the same clip of geographical entities and finding procedure. Network Routing: Network routing determines the optimum way along a additive web. The choice of the way can be based on legion standards, such as shortest distance, fastest path, no left turns and minimal cost. Network Tracing: Network following determines a peculiar way through the web In the design stage, after choosing a topographic point which is the most attractive topographic point for tourer, informations procedure and physical design carried out with the aid of ARC position 3.2 with web analysis extension and ARC info. ( www.esri.com ) . Boundary maps, current maps, orthophotos, in-between lines of roads and their name are used as graphical constituents of GIS Design and Application for Tourism in this instance. Middle lines of roads which have vector and graphical feature for web analysis, and historical and touristry topographic points and all of the geographical objects considered as necessary points for touristry were designed as point bed. Merely constructing bed was designed as polygon bed. Different beds for analysis has been used. There is general information on the entry demands to the state, the clime, regulations of the route and disease bar. ArcView web analyst is used to cipher the shortest path between topographic points and generate waies. This is printed for the tourers which help them to happen out their optimal finish. Distance between Parkss and hotels are besides included and the easier path is besides demoing which help the tourers who are driving and utilizing ain conveyance. From this farther optimum planning is possible which will assist to salvage clip and money every bit good. In GHANA: GIS has the ability to execute spacial analysis. This ability has been used in GHANA every bit good. Harmonizing to Daniel longmatey Simple analysis such as statistical sum-ups ( lower limits, upper limits, agencies, and amounts ) and analysis of inter-relationships between assorted touristry related variables could be carried out in a GIS environment. For illustration, the informations sets of historic memorials and roads could assist work out the job of happening all historic memorials along a primary route. In Ghana, GIS is used for cartographic development with the aid of ESRI ARC Info and ARC GIS package. Labels and suited in writing symbols were assigned to the assorted characteristics for easy classification, designation and visual image. Facilities such as roads were besides classified. A composite digital tourer map was therefore produced. With the digital tourer map a tourer can time on a peculiar location and that peculiar point will demo the inside informations of that location. Even the distance measuring, other suited attractive topographic points can be found in that digital tourer map. Use of GIS engineering for touristry planning offers a group of advantages in informations certification and processing that is found in Ghana- Thematic mapmaking can be generated in a fast and cheap manner. Maps are produced in variable graduated tables harmonizing to different sorts of users. Information can be updated fast and easy. To do applications with basic information and to bring forth new information through variable combination is faster and cheaper that traversing informations in manual manner. They can demo consequences in cartographic, statistical, or table signifier. Mistakes can be corrected dinamically, salvaging the clip and stuff that they would be if corrections need to be done on printed maps or tabular arraies. Mapmaking can be presented better and more truth. Information can be integrated easy, through automated relation between different database that describes the same geographic infinite harmonizing different subjects. In Turkey: The Tourism Information and Promotion System ( TIPS ) was developed in Turkey based on a GIS application. The three following entities can utilize the TIPS. They are- Persons on any group of people going to Turkey All travel agents and Tour operators In this system, Digital Tourist Information Bank and a elaborate map established demoing all major, secondary roads, and other roads that provide entree to major historic and natural sites, political boundaries, all metropoliss, important colonies, historical and archeological sites, National Parks, watering place, touristry Centres ( sea athleticss, winter athleticss, etc. ) , ports of entry, and physical boundaries such as sea, lake, and river as separate beds. With the ARC View Network analyst question and expose the shortest distance and travel clip between the specified beginning and finish points are calculated as all the route sections are given distances in stat mis and kilometers, with route quality and degree of service. For illustration, a tourer who wants to travel to Ephesus from Istanbul will come in the names of the two locations, either as a text or by snaping on the map, and the shortest and safest path will be displayed on the screen. Besides, other topographic points of involvement and service countries along that path will be displayed, demoing more possibilities for way stations. It is besides planned to come in the names, references and telephone Numberss of the manager services, air passages, and railroads ( Adil, A. et. Al. ) . Site programs of of import historic, natural sites, street maps of major metropoliss are prepared in a digital format supplying maps demoing streets, location of museums, hotels, eating houses, convention centres, infirmaries, train Stationss, tube Stationss, which allow reference matching and web analysis. ArcView GIS Network Analyst extension gives an chance to set together a full, comprehensive image of the roads in footings of distance, clip, shortest distance, cost, propinquity to certain areas/points, route conditions, degree of service, travel limitations, etc.ArcView GIS provides a holistic position of beds, full information about the state, and entree to broad assortment of hotlinks such as text, image, sound, etc. ( Adil, A. et. Al. ) . In Zimbabwe: In Zimbabwe, GIS has been used to make market research for touristry. Sing touristry as a concern this research has been carried out. It was tried to happen out the following questions utilizing GIS in the touristry sector of Zimbabwe- _ Where clients are located _ The possible turnover of the concern _ Where can farther develop and how For market growing and concern development, it is necessary to cognize the location of the bing clients, the bend over point of the concern and peculiarly which side is in perfect form for farther development at that peculiar clip. In Zulia province, Venezuela: The Tourism Planning Geographic Information System ( SIGTUR, abbreviation in Spanish ) was established in 1997 by the six professors of the University of Zulia based on GIS. SIGTUR usage Esri ArcView GIS with Network Analyst extension and other with 3dAnalyst extension, to make complex thematic maps and on the other manus Esri ArcExplorer is used to back up to confer withing urban research activities.SIGTUR is based on three sort of procedure, uniting automated bids and know-how operators knowledge ( www.proceedings.esri.com ) : 1. Documentation. This procedure feeds GIS system with graphical and prenominal information. Recolection, by in-site enrollment, telephonic studies and institutional information. Systematization, telling information harmonizing subsystem variables. Transcription, digitising. 2. Analysis. It use GIS capacities to cipher relation phenomena between urban variables. Concentration, using statistical analysis to number sum of units per locality or urban country. Proximity, utilizing buffers to cipher influence countries from punctual, direct or polygonal attracting sites. Accessibility, utilizing web analyst to determinate best paths to interesting sites. 3. Consequences. It search the boundary line and making of possible touristry sites. Direct concluding products- Thematic maps by facet, by screen or ready-to-print Database studies, by hunt standards or stock list end products Indirect sub-products Digital maps, utile as consumables for another application. From the above mentioned illustrations, application of GIS in touristry can non be understand to the full. There are many other ways of using GIS in touristry sectors in many ways. If it is chalked out the application of GIS in touristry the undermentioned subjects are found. Data entry, storage and use, Map production, Database direction, Data questions and hunts, Spatial analysis, Spatial mold, Decision support, Location, Condition, Routing, Identify most suited locations for development, Measuring touristry impacts at the different parts, Visitor management/flows, Analyze relationships, Assess possible impacts of touristry development etc. Decision: Tourism finishs are normally characterized by three different landscape characteristics: points, lines, and polygons. Point characteristics are single tourer attractive forces, for illustration, a characteristic in a park, or a historic site along the main road. Coastal beaches and resorts frequently follow a additive form, while large subject Parkss or natural Parkss are features of a polygon characteristic. These locational properties are indispensable to a geographic information system. It is evident that GIS has enormous potency for application in touristry. GIS has been applied in many subjects including geographics, forestry, urban planning, and environmental surveies. Similarly, touristry is a topic related to geographers, economic experts, concern, conservationists, contrivers, anthropologists, and archeologists. For that the potency for GIS applications in touristry is important. Its usage in environmental planning is quickly increasing. Tourism is an activity extremely dependant on environmental resources. Now eco-tourism is going more popular instead than traditional touristry. On the other manus, the strength of touristry planning can be enhanced by GIS applications. So as whole it can be said that GIS is a utile and efficient tool for sustainable touristry development and for touristry research every bit good.
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