Monday, January 20, 2020

Beowulf :: Epic of Beowulf Essays

Type of Work: Heroic epic poem Setting "Land of the Geats," southern Sweden and Denmark; c. sixth century Principal Characters Beowulf, a Geat hero Hrothgar, King of the Danes Unferth, a Danish warrior Wiglaf, Beowulf's nephew and loyal court noble Story Overview Long ago in Hrothgar's Danish kingdom lived a gruesome monster-giant named Grendel, who nightly roamed the countryside. Rising from his marshy home, he would stalk to the King's high hall, and there devour fifteen of Hrothgar's sleeping warriors. Then, before departing, the monster would seize fifteen more men with his huge arms and bear them back to his watery lair. For twelve years the slaughter continued. Word of this terror spread across the sea to the land of the Geats, ruled by Hygelac. Beowulf, Hygelac's principal advisor and warrior and a man of great strength and courage, heard the tale of Grendel's murderous attacks. Straightway, he set sail to free the Danes from the demon's depredations. In Denmark, a coast-watcher met the weary company of fifteen seafarers. Learning of Beowulf's intended mission, he permitted the Danes to pass. They started out then - the spacious ship remained behind, riding on its rope, ... Figures of boars, bright and fire-hardened, gleamed gold-adorned above the cheek-guards; in war the boar helped guard those fierce men's lives ... To Hrothgar's high hall they marched. There the King spread a banquet feast in Beowulf's honor; the mead cup was passed around, and the boasting began. But the Danish warrior Unferth, "drunken with wine," taunted the Geat, reminding him of a five-day swimming contest in which Beowulf was said to have been bested. The Geat answered boldly, however, that he had not only emerged victorious in the race, but had been forced to kill nine deadly sea-monsters during the course. After the feast, Hrothgar and his warriors went to their rest, leaving Beowulf and his men in the hall. Then came the fiendish Grendel, "with an unlovely light, like a hellish flame in his eyes." The ironbound door burst open at the touch of his fingers, and he rejoiced at the rich feast of human flesh awaiting him. He seized one sleeping warrior, tore him up furiously, bit through muscles and sinews, and drank the blood in streams. Then he quickly consumed the entire corpse "as a wolf might eat a rabbit." He reached toward another victim, but the beast was destined to dine no more that night. Without shield or spear, Beowulf took hold of the dreaded monster, wrenching off his right arm; and the maimed Grendel fled back to his home.

Sunday, January 12, 2020

21th Bled eConference eCollaboration Essay

1 Introduction This is not a research paper. Rather, it is a teaching report in which I describe the use of the so called beer distribution game (or beergame) – a logistics and supply chain simulation game – in teaching business-to-business eCommerce. The aim of the paper is twofold: First, I want to demonstrate how the beergame can be used to provide students with a more profound understanding of the reasons why eCommerce technologies are used in contemporary supply chains to exchange information and to facilitate collaboration. Second, I want to share both my experiences and my materials for using the beergame in eCommerce courses with the IS community, i.e. those scholars that teach (business-to-business) eCommerce or supply chain management courses. The beergame is a role-play simulation game in which students enact a four stage supply chain. The task of this supply chain is to produce and deliver units of beer: the factory produces and the other three stages deliver the beer unit s until it reaches the customer at the downstream end of the chain. In doing so, the aim of the players is rather simple: each of the four groups has to fulfil the incoming orders of beer by placing orders with the next upstream party. Since communication and collaboration is not allowed between supply chain stages, the players invaria588 bly create the so called bullwhip effect. With ‘bullwhip’ we refer to the effect that the amount of periodical orders amplifies upstream in the supply chain towards the production end, thus causing a range of operational problems. The bullwhip effect is a well-known phenomenon and a prominent symptom of coordination problems in supply chains. In using the beergame to create the bullwhip effect students experience first hand, not only the problems of lack of information sharing and collaboration in supply chains, but also the main causes for the creation of the bullwhip effect. Henceforth, in introducing eCommerce measures in the later sessions of the course, students can relate to these topics through their own experiences. The paper ties in with a recent discussion on the ISWorld eMail list on â€Å"how to make relevant IS teaching for students with little or no practical experience†. In teaching information systems (IS) and specifically B2B eCommerce we frequent ly experience problems of making relevant those topics for students. The challenge is to get them to appreciate the relevance of IS and also to provide them, not only with a superficial knowledge of the topics, but with a more profound understanding of the reasons why eCommerce technologies are used in practice. Against this backdrop I want to show how the beergame can help demonstrating the role and need of eCommerce technologies in a topic area in which the students not only lack practical knowledge (i.e. with regards to supply chains), but typically also do not have their own frame of reference to be able to relate to the topics we teach. To this end, I will introduce the beergame, demonstrate its use in a classroom setting, present typical results created by playing the game and show how I embed the game in a typical B2B eCommerce syllabus. I begin with introducing the game and the bullwhip effect (in section 2). In section 3, I then describe the application of the beergame in a classroom setting; I give an overview of a beergame session and present typical results. Section 4 demonstrates how typical supply chain problems (and the causes of the bullwhip effect) can be deduced from the beergame experience in order to motivate the introduction of eCommerce measures for improving supply chain coordination. The section is concluded by a synopsis of typical eCommerce topics that can follow the beergame in a typical B2B syllabus (section 4.3). 2 The Beergame In the following I will first give a brief introduction to the bullwhip effect before I introduce the beergame itself, i.e. its history, structural setup and the rules of the game. 2.1 Bullwhip effect as symptom of typical supply chain problems The bullwhip effect is a well-known symptom of typical coordination problems in (traditional) supply chains. It refers to the effect that the amount of periodical orders amplifies as one moves upstream in the supply chain towards the production end (Lee, Padmanabhan & Whang 1997a). Even in the face of stable customer demand small variations in demand at the retail end tend to dramatically amplify upstream the supply chain with the effect that order amounts are very erratic, and can be very high in one week and almost zero in the next week. This phenomenon was discovered and first described by Forrester (1961) who did research into the relationship between ordering and stock keeping patterns using simulation models (Warburton 2004). The term itself was first coined around 1990 when Procter&Gamble perceived erratic and amplified order patters in its supply chain for 589 baby diapers. The effect is also known by the names whiplash or whipsaw effect (Lee, Padmanabhan & Whang 1997a), which refers metaphorically to the visualisation of order patterns moving upstream the supply chain (see figure 3). As a consequence of the bullwhip effect a range of inefficiencies occur throughout the supply chain, e.g. high (safety) stock levels, poor customer service levels, poor capacity utilisation, aggravated problems with demand forecasting, and ultimately high cost and low levels of inter-firm trust (Chopra & Meindl 2001; Lee, Padmanabhan & Whang 1997a). While the effect is not new and a lot of research has been conducted and supply chain projects have been initiated since its discovery, it is still a timely and pressing problem in contemporary supply chains. Various research studies have quantified the effect and estimate that profitability in most supply chains might improve by up to 30% by eliminating the bullwhip effect (Metters 1997; McCullen & Towill 2002). 2.2 Beergame setup and rules Having introduced the bullwhip effect and its implications for the supply chain and its players I will now introduce the beergame, its setup and rules. I begin by providing a brief history of the game before I present the general structure and the rules of the game. 2.2.1 History of the beergame The beergame (or beer distribution game) was originally invented in the 1960s by Jay Forrester at MIT as a result of his work on system dynamics (see Forrester 1957). While the original goal of the simulation game was to research the effect of systems structures on the behaviour of people (â€Å"structure creates behaviour†), the game can also be used to demonstrate the benefits of information sharing, supply chain management, and eCollaboration in the supply chain (Li & Simchi-Levi 2002). A range of different versions of the beergame have emerged over the years. The original beergame was realised as a board game (Sterman 1989). Meanwhile a table version (Ossimitz, Kreisler & Zoltan 20 02) and also computerised simulations (Hieber & Hartel 2003) have been developed. In this paper I predominantly draw on a table version, which I adapted from the so called Klagenfurt design (cp. Ossimitz, Kreisler & Zoltan 2002); the structural setup of the table version is shown in figures 1 and 2. I will briefly discuss advantages and disadvantages of the different game versions in chapter 3.1 where I discuss the administration of the beergame in a classroom setting. 2.2.2 General structure of the game The beergame simulates a supply chain that consists of four stages (retailer, wholesaler, distributer and factory), each of which is played by one or better two or three players (Goodwin & Franklin Sr. 1994). Hence, a supply chain is typically played by 8 to 12 people, while more than one supply chain can be administered in one class at the same time. The task of each supply chain is to produce and deliver units of beer: the factory produces and the other three stages deliver the be er units until it reaches the external customer at the downstream end of the supply chain. In doing so, the aim of the players is rather simple: each sub group has to fulfil the incoming orders of beer. The retailer receives an externally predetermined customer demand and places orders with the wholesaler; the wholesaler sends orders to the distributor, who orders from the factory; the factory finally 590 produces the beer. Hence, orders flow in the upstream direction, while deliveries flow in the downstream direction of the supply chain. An important structural aspect of the game is delay (i.e. time lag) in order to account for logistics and production time. Each delivery (and production order) requires two rounds until they are finally delivered to the next stage. In the structural setup of the game this is represented by two shipping delay fields located in between the supply chain stages as well as at the production end (figure 1). Order flow Delay Delay Delay Delay Factory Factory Distributor Distributor Wholesaler Wholesaler Retailer Retailer Product flow Figure 1: Supply chain setup in the beergame table version Student Outgoing order Play sheet Incoming order Wholesaler Delay Distributor Distributor Outgoing delivery Delay Factory Incoming delivery Student Student Figure 2: Detailed table layout 2.2.3 Rules of the game The game is played in rounds, which simulates weeks. In each round the following steps have to be carried out by the players: 1) receive incoming orders, 2) receive incoming deliveries, 3) update play sheets (outstanding deliveries and inventory), 4) send out deliveries, and finally 5) decide on the amount to be ordered. In doing so, deciding on each round’s order amount is effectively the only decision that players are able to make throughout the game; everything else follows a set of fixed rules. The first rule is that every order has to be fulfilled, either directly (should the players’ inventory be large enough) or later in subsequent rounds. In the latter case, players have to keep track of their backlog (backorder) (Coakley et al. 1998). Secondly, inventory and backlog incur cost – each item in stock costs EUR 0.50 per week, while each item on backlog costs EUR 1.00. Consequently, the primary aim of ea ch subgroup is to keep their costs low. Hence, the optimal strategy for the players is to run their business with as little stock as possible without being forced to â€Å"move into backorder†. Thirdly, players are not allowed to communicate. The only information they are allowed to exchange is the order amount; there is no transparency as to what stock levels or actual customer demand is; only the retailer knows the external demand (Rafaeli et al. 2003). Moreover, the game is based on the simplification of unlimited capacity (in stock keep591 ing, production and transportation) and unlimited access to raw materials at the production end (Hieber & Hartel 2003). 2.2.4 The external demand In playing the game the external demand is predetermined and usually does not vary greatly. In the beginning, the supply chain is pre-initialised with inventory levels (e.g. 15 units), orders (e.g. 5 units) and beer units in the shipping delay fields (e.g. 5 units). In order to induce the bullwhip effect to the supply chain the external demand remains stable for a few rounds (e.g. 5 units for 5 rounds) before it suddenly shows one steep increase (jumps to 9 units) before it remains stable again at this higher level for the remainder of the game (usually 40 to 50 rounds in total). However, the one increase in external demand is enough to induce variance into the supply chain, which will inevitably lead to the creation of the bullwhip effect and to a destabilisation of ordering patterns throughout the supply chain. 3 Using the beergame in class Having described the idea, the structural setup, and the rules of the beergame, I will now discuss the administration of the game in a classroom setting. This is followed by the presentation of typical results generated by beergame applications in eCommerces courses. These results are very useful for deriving the causes of the bullwhip effect in discussions with students in a so-called debriefing session (see section 4). For a session outline of a B2B course that uses the beergame please refer to appendix 2; the experiences shared in the following sections are more or less based on this session outline. 3.1 Administering the beergame 3.1.1 Choosing a beergame version As mentioned above, different versions of the beergame exist for use in classroom settings. The traditional version is a board game in which tokens are physically moved on the board to represent orders and stock. The upside of the board version is that people relate well to moving actual objects. However, there are two downsides: firstly, the board game is too slow, cumbersome and complex to administer; secondly and more importantly, because physical objects are used to represent inventory on the board, people enjoy an unwanted transparency of inventory levels of other supply chain stages and can thus strategically act upon their knowledge of incoming stock. The table version of the beergame was originally developed by a team at the University of Klagenfurt (Ossimitz, Kreisler & Zoltan 2002). It shows several improvements to the original design such as a leaner and more pragmatic approach to moving orders and stock in the supply chain. Essentially this is done by using paper slips on which numbers are written by the players. However, it still shows some administrative overhead such as a bookkeeping p erson that takes stock of all things happening within the supply chain using a computer. While this functions as a built-in safety net in case something goes wrong, it is still a hurdle to the application in a classroom setting and it also slows down the game, which results in long sessions and the students being bored throughout the game. Henceforth, I have adapted the table version and essentially eliminated the bookkeeper in order to achieve a more straightforward progression of the game. The 592 risk however is that students make mistakes in calculating order amounts or stock levels using the paper play sheet. While it helps to start slowly and to doublecheck the play sheet calculations during the first few rounds, in a few of my first beergame applications some people indeed miscalculated stock levels, which led to problems with interpreting the data later on. For this reason, today I use MS Excel and a laptop computer on each table for people to fill in their play sheets; this effectively eliminates the risk and ensures a quick progression of the game (see appendix 1 for a play sheet example). 3.1.2 Schedule of a beergame session The first step in administering the beergame is the preparations of the tables. As is illustrated in figure 2, four fields have to be marked on each table, which is done by fixing to the table 4 sheets of paper using sticky tape. The same is done with the delay fields. Furthermore, cardboard boxes (or plastic cups) and envelopes have to be filled with small paper slips to pre-initialise the supply chain with orders and deliveries. Then, every table has to be prepared with a stack of order and delivery slips that will be used by the players during the game. Finally, paper slips with the external demand progression (see above) have to be prepared that are handed to the retailer groups during the game. Also, for administering more than one supply chain, (student) assistants are needed to help with moving boxes and envelopes during the game. The second step is briefing the students; in doing so I provide a short introduction to the idea of the game, its history, structure, and rules (see above). When playing in more than one supply chain I stress the fact that groups of each stage are competing with one another (e.g. retailer vs. retailer), in order to get the students to take playing seriously. The third step is to start playing some initial trial rounds with the pre-initialised supply chain and to make sure that everyone gets used to filling in play sheets and order/delivery slips. Then, in the fourth step, the speed of playing the game is increased and the game is played for a number of 40 to 50 rounds. The game is then stopped abruptly so that the students do not have time to react strategically to the coming end of the game. The fifth and final part of the session is a short discussion directly after the game, where I ask students how they felt throughout the game and what they think the average customer demand was. The next session after the beergame session is the debriefing session, for which the data that the groups produced throughout the game has to be consolidated, plotted and analysed. Typical beergame results and their creation are presented in the next section; the debriefing session is described in section 4. 3.2 Typical progression and results of a beergame session Every beergame session follows roughly the same scheme, so that the progression of the game shows a recurring pattern. I usually start playing the game at a slow pace for people to get used to moving objects, taking stock and filling in the play sheets. What typically happens during these first few rounds is that people try to get rid of some of the inventory (e.g. 15 units) in order to manage their costs; hence they often only place small orders in the beginning (for an example see weeks 1-7 in figure 3). Consequently, when the customer demand jumps to the higher level in round 6 the supply chain has adjusted to a low demand scenario. After the steep increase many retailer groups tend to wait one or two rounds in order to see if the increase is permanent (as in figure 3). When they then place the first large order they invariably initiate a bullwhip effect that perpetuates through593 out the chain. Typically, the order amount increases with every stage in the supply chain (as in figure 3). What happens then is that the groups move deeply into backorder (see figure 4), because due to the delivery delays it takes quite some time for the beer to move through the supply chain to the retail end. Getting increasingly desperate players often try to send signals and place more large orders; in the end they typically lose track of what they have ordered and order way too much. The consequence is that the supply chain is flooded with beer and the inventories overflow (see weeks 2035 in figure 4). The effect is that people cease ordering entirely; e.g. a lot of very small orders are placed. This is especially true for the higher stages of the supply chain (see table 1). In the end, while the retailer groups often manage to stabilise their business, the higher stages have no idea of the actual customer demand and are left frustrated. Bullwhip Effect 70 60 50 Customer Orders 40 30 20 10 0 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 Week Retailer Wholesaler Distributor Factory Figure 3: Plot of order distribution, visualising the bullwhip effect Figure 3 shows the order distribution over 40 weeks and a typical bullwhip effect. Figure 4 shows the inventory fluctuation, with negative inventory representing back order. Table 1 finally shows the decrease in customer demand information upstream visualised by the average order amount by the four stages of the supply chain in this example. More importantly, the increase in order fluctuation upstream the supply chain is illustrated by the largest amount having been ordered in each stage and the number of small orders that were placed. This translates into an increase in inventory fluctuation as well. All this information is being used in the following debriefing session to discuss the bullwhip effect, its implications and the reasons for its existence. 594 Out of stock = Serious lack of service level! 200 150 100 Inventory 50 0 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 -50 -100 -150 Week Retailer Wholesaler Distributor Factory Figure 4: Example of inventory fluctuation (negative inventory = backorder) Key figures Retailer Wholesaler Distributor Factory ∅ order amount (units of beer) 8.33 8.68 8.75 9.95 Largest order amount 25 40 50 60 No of small orders (0-2 units) 4 11 14 18 Inventory fluctuation range 84 81 170 165 Table 1: Example of key figures derived from the beergame 4 Learning from the beergame results Having presented the way in which the beergame is administered and a typical progression of the game and its results, I will now first show how a debriefing session can be used to illustrate supply chain coordination problems and to derive typical causes for the creation of the bullwhip effect. Based on these causes one can then quite easily motivate eCommerce measures and ICT-based supply chain reform initiatives that aim at reducing the bullwhip effect and improving supply chain coordination. 4.1 The debriefing session The debriefing session follows the beergame session (see appendix 2). I usually begin the session with a brief discussion of students’ experiences throughout the game. Typically, the following questions are being discussed: Did you feel yourself controlled by forces in the system from time to time? Or did you feel in control? Did you find yourself â€Å"blaming† the groups next to you for your problems? Did you feel desperation at any time? This discussion typically shows that people indeed were blaming their neighbouring supply chain partners for not doing their jobs right (either not ordering in a 595 sensible way or not being able to deliver); desperation and frustration are common feelings during the last rounds of the game. A first learning from this discussion is that it is the structure of the game (i.e. the supply chain) that causes the behaviour. This is precisely what its inventor (Forrester) intended to achieve and what is referred to as the effects of systems dynamics. A second set of questions can then be discussed in order to reflect upon the beergame itself and its degree of simulating real world conditions: What, if anything, is unrealistic about this game? Why are there order delays? Why are there production delays? Shipping delays? Why have both distributor and wholesalers; why not ship beer directly from the factory to the retailer? Must the brewer be concerned with the management of the raw materials suppliers? Using these questions and by stressing the fact that real-life supply chains are much more complex (a huge variety of products and supply chain partners e xist, as well as complex criss-crossing networks of relationships) the students can quickly be convinced that real-life conditions favour the emergence of the bullwhip to a much greater extent and that the beergame is indeed a good vehicle to simulate the creation of the effect. Having established this necessary bit of legitimisation, the session can then proceed with presenting the beergame results and with identifying the underlying causes. Hence, the next step essentially is to present, for all supply chain groups, the data (table 1) and figures (3 and 4) presented above. In doing so, I typically have a very interactive and lively discussion. I ask what people thought while playing the game and what led them to, for example, place a huge order at a particular point in the game. In discussing the extreme examples, the class usually shares a laugh, which, as a nice by-product, leads to a more casual atmosphere and contributes to setting an open tone for the remainder of the course. I also honour the winning supply chain teams at this point in time. This is also the time where I introduce the concept of ‘cumulated supply chain cost’, e.g. by pointing ou t that the product at the customer end has to earn all (cumulated) costs of all supply chain parties; this insight serves as a first step in establishing the idea of global thinking and chainwide optimization, which essentially requires eCollaboration technologies. At this point in the session one can then either go straight to identifying the causes and effects of the bullwhip effect (see below), or take a little (useful) detour in discussing a teaching case to corroborate the results and to give the results of the beergame some more credibility. In doing so, I use the case of Italian pasta manufacturer Barilla, one of the first documented cases in which a company launched a project to identify the causes of the bullwhip effect and to introduce some countermeasures (see Simchi-Levi, Kaminsky & Simchi-Levi 2003, p. 91). 4.2 Identifying the causes of the bullwhip effect The bullwhip effect, as simulated in the beergame, is mainly caused by three underlying problems: 1) a lack of information, 2) the structure of the supply chain and 3) a lack of collaboration and global optimisation. These three causes can be identified in an interactive session with the students by discussing the beergame experiences and then be corroborated with insights from practice and the literature. 596 4.2.1 Lack of information In the beergame no information except for the order amount is perpetuated up the supply chain. Henceforth, most information about customer demand is quickly lost upstream in the supply chain. Moreover, no other information is being shared. With these characteristics the beergame simulates supply chains with low levels of trust, where only little information is being shared between the parties. Without actual customer demand data, all forecasting has to rely solely on the incoming orders at each supply chain stage. In reality, in such a situation traditional forecasting methods and stock keeping strategies contribute to creating the bullwhip effect (Lee, Padmanabhan & Whang 1997a; Simchi-Levi, Kaminsky & SimchiLevi 2003). Unexpected increases in orders from downstream partners translate into even higher order increases upstream, because when players regard the increase to be permanent and want to avoid running out of stock, they need to update their safety stock levels; hence they place an even larger order. Later, when it turns out that an increase was only temporary, safety stock levels are lowered and players might order nothing for a while, hence contributing to the bullwhip effect. 4.2.2 Supply chain structure The supply chain structure, with its design as separate stages and the long lead times, contributes to the bullwhip effect. The longer the lead time, i.e. the longer it takes for an order to travel upstream and the subsequent delivery to travel downstream, the more aggravated the bullwhip effect is likely to be. With traditional ordering, the point in time where an order is typically placed (the order point) is usually calculated by multiplying the forecasted demand with the lead time plus the safety stock amount, so that an order is placed so far in advance as to ensure service level during the time until the delivery is expected to arrive (Simchi-Levi, Kaminsky & Simchi-Levi 2003). Hence, the longer the lead time is, the more pronounced an order will be as an reaction to an increase in forecast ed demand (especially in conjunction with updating the safety stock levels, see above), which again contributes to the bullwhip effect. 4.2.3 Local optimisation Local optimisation, in terms of local forecasting and individual cost optimisation, and a lack of cooperation are at the heart of the bullwhip problem. A good example for local optimisation is the batch order phenomenon. In practice, ordering entails fix cost, e.g. ordering in full truck loads is cheaper then ordering smaller amounts. Furthermore, many suppliers offer volume discounts when ordering larger amounts. Hence, there is a certain incentive for individual players to hold back orders and only place aggregate orders. This behaviour however aggravates the problem of demand forecasting, because very little information about actual demand is transported in such batch orders. And batch ordering, of course, contributes directly to the bullwhip effect by unnecessarily inflating the orders. This might lead to lower local cost in the short term, but translates into higher overall cost at the chain level. 4.3 eCommerce measures to tackle the bullwhip effect Having identified and discussed the three problem areas with regard to both the beergame and their real-world counterparts, I then present three areas of improvement that directly correspond to the three problem areas: 1) information sharing in terms of electronic data interchange, 2) ICT-enabled supply chain re597 design, and 3) supply chain collaboration for global optimisation (see figure 5). In terms of teaching, these three bundles of eCommerce measures and initiatives can then be briefly introduced in one session (see appendix 3) or in more (technical and organisational) detail in three separate sessions (see appendix 2). In the following sections I give a brief overview of what can be part of those sessions. 1 Information loss upstream the supply chain Without direct communication, forecasting is based on aggregated, inaccurate information. This causes large stock, high cost, poor service levels. Improvement Efficient communication and information sharing 2 Supply chain structure Long lead times lead to increasing variability upstream making planning nearly impossible: large safety stock is required, variability increased. Slow downstream product flow causes poor service levels. Improvement Supply chain redesign: processes, tasks & roles 3 Local optimization Independent planning and local optimization lead to inefficiencies, such as local forecasting, batch ordering, inflated orders, etc. Improvement Cooperation to achieve global optimization Figure 5: Summary of bullwhip causes and areas of improvement 4.3.1 Efficient communication One of the most basic learnings from the beergame is to improve information sharing along the supply chain (e.g. of point-of-sale customer demand data); information sharing is the first step towards more advanced supply chain coordination (Muckstadt et al. 2001). Henceforth, the first step in teaching eCommerce measures is to present the principles and technologies of electronic data interchange. In doing so, I first of all discuss with the students the â€Å"principles of digitally mediated replenishment of goods† by Johnston (1999), essentially a collection of principles for effective inter-organisational electronic data interchange, such as the â€Å"once-only data entry principle† or the â€Å"synchronicity principle†. Based on these fundamental principles I discuss the ways in which traditional document-based ordering can be reformed using electronic data interchange. While these topics might seem to be outdated from a modern information systems perspective, it lays the foundation for a step-by-step increase of complexity that aims at providing the students with a more substantial knowledge of the problems and ideas behind ICT-enabled supply chain reform than can be achieved by a simple presentation of the latest communication technologies. The next step in this endeavour is to introduce technologies that are needed to enable effective inter-firm data interchange and electronic ordering, such as product numbering schemes and automatic product identification technologies. In most supply chains physical products have to be handled; hence ways are needed to attach information to these objects. Consequently, I introduce the following technologies: †¢ Standardised product numbering schemes: Here, the history, proliferation, functioning and impact of numbering schemes such as the Universal Product Code (UPC), the European Article Numbering (EAN) code and more special598 ised codes like for example container codes (SSCC) are introduced. Most of these codes today are administered by the standardisation organisation GS1 (2005). †¢ Automated product identification technologies: The technology with the greatest diffusion in the market is the barcode; while specialised barcodes exist in some industries, the most common one is the UCC/EAN-128 (Coyle, Bardi & Langley 1996). The second, much newer technology to be discussed here is Radio Frequency based Identification (RFID). †¢ Electronic Data Interchange (EDI): EDI is the basis for electronic ordering. Here, traditional EDI standards, such as the UN/EDIFACT, which was jointly developed by ISO and the UN (Coyle, Bardi & Langley 1996), can be discussed, as well as newer techniques such as Internet-based WebEDI and XML-enabled order exchange. In discussions with the students these enabling communication and data exchange technologies can then be related back to the beergame experience in that they 1 ) speed up the order process, thus reducing lead time and 2) enable more sophisticated information sharing of POS data. Moreover, they are the basis for the next step, the ICT-enabled redesign of supply chain structures. 4.3.2 ICT-enabled supply chain reform initiatives The second building block in dealing with the bullwhip effect comprises a range of different supply chain reform initiatives that can be subsumed under the concept of efficient replenishment. As such, two distinct types of measures can be distinguished: 1) inventory management concepts that aim at changing the ways in which actors in the supply chain carry out their roles of stock keeping and ordering and 2) logistics concepts that aim at improving actual material and information flow. Efficient inventory management is based on the idea that suppliers have timely access to POS data and can thus eliminate traditional forecasting and change the way ordering and inventory management is carried out (Lee, Padmanabhan & Wh ang 1997b). Three concepts with increasing degrees of complexity can be distinguished: †¢ Quick Response: The idea behind this concept is for the supplier to become more responsive to changes in customer demand through the sharing of POS data. Retailers still prepare individual orders, but suppliers are better prepared. †¢ Continuous Replenishment: Suppliers continually receive POS data from retailers to prepare shipments at agreed-upon levels. †¢ Vendor Managed Inventory (VMI): Under this initiative the suppliers manage all inventory aspects for their own products at the retailer end. Suppliers decide on shipment levels without any orders from the retail end to be placed. In fact, the retailer has very little to do with the operational aspects in VMI (Waller, Johnson & Davis 1999). The second type of efficient replenishment measures is efficient logistics (see Simchi-Levi, Kaminsky & Simchi-Levi 2003). Here, two main building blocks can be discussed: †¢ Warehousing and delivery concepts: Depending on the kinds of goods that are moved along the supply chain, different kinds of warehousing and delivery can be applied in order to achieve an optimal flow of goods. Cross docking is a concept in which warehouses function as inventory coordination points rather than actual inventory storage points; hence, goods are only re-shuffled 599 between trucks coming in from suppliers and trucks leaving for stores. This instrument can be used for fast selling products. For bulk products central warehousing can be used; while fresh products benefit from direct delivery. †¢ Full-blown just-in-time delivery (JIT): Most commonly found in the automotive industry, ‘just-in-time’ describes a concept, whereby supplier and manufacturer align their logistics and production processes to a degree that no (or very little) inventory is needed. Goods can be directly delivered from the production at the supplier to arrive just in time to be used in production at the manufacturer end (e.g. Johnson & Wood 1996). Changing the way in which inventory is managed means to effectively change the supply chain structure. For example, by implementing VMI the supply chain partners eliminate one stage of ordering, thus eradicating one step in the typical bullwhip chain of events. Moreover, by speeding up product flows using the logisti cs concepts lead time is being reduced, which in turn softens the bullwhip effect. Consequently, all measures discussed in this section can be directly motivated by the beergame. In presenting this block to the students I also point out, for every singly concept, the role of information systems and eBusiness technologies. 4.3.3 eCollaboration: joint planning and global optimisation The third block of eBusiness measures for tackling the bullwhip effect is the most sophisticated one and builds on the first two blocks. Global optimisation of supply chain processes can only be achieved through the collaboration of supply chain partners under a joint initiative. I present the Collaborative Planning Forecasting and Replenishment (CPFR) initiative as an example from the Grocery industry (VICS 2001) and also discuss (sometimes only briefly) joint product development initiatives in the automotive industry. CPFR as a concept builds on and extends concepts such as VMI by aiming at establishing a long-term planning of joint promotion activities. CPFR is based on the observation that a combination of inventory management and logistics concepts (see section 4.3.2 above) can reduce the bullwhip effect for day-to-day deliveries, but that these concepts still can not cope with demand variations induced by promotion activities. Hence, CPFR aims a t jointly planning promotions and to create transparency as to the expected demand increases induced by these promotions. The concept is based on the use of shared eMarketplace infrastructures, which I also discuss in some detail in this section. Again, the application of eCommerce technologies can be nicely illustrated using the beergame. 4.3.4 Summary The discussion of the three building blocks of eCommerce measures culminates in the development and presentation of an integrated model of eCommerce-based supply chain management informed by the key learnings from the beergame. The model is presented in figure 6. Following the line of argument in the last sections, it becomes obvious that the beergame can be used to motivate and substantiate large parts of a typical eCommerce masters course (as in appendix 2). In the next section I draw some final conclusions and briefly reflect upon the use of the beergame in a classroom setting. 600 Supply Chain Reform Initiatives Supply Chain Reform Initiatives Tactics Operations Infrastructure Improvements Improvements Suppy Chain Suppy Chain problems & problems & trade-offs trade-offs Information loss Joint Planning CPFR (promotions, product introduction), Category Mgmt, Production scheduling Collaboration Strategic alliances for global optimization Efficient Replenishment Inventory Management: Quick Response, CRP, VMI, SBT Redesign ICT-enabled supply Chain re-structuring S.C. structure Materials & information flow: Direct delivery, Warehousing, X-docking Local optimization Communication Information sharing, Electronic ordering Efficient Communications Infrastructure, EDI, AutoID, Product numbering, Process simplifications Figure 6: A comprehensive eCommerce and supply chain model 5 Conclusion and outlook I have introduced the beergame and demonstrated its usefulness in teaching B2B eCommerce and supply chain management. To the present day, I have used the beergame mainly in eCommerce masters courses at different Universities in different national contexts. The experiences and also the teaching evaluations have always been positive and very encouraging. While I believe that the beergame, and the way it is embedded in my B2B eCommerce syllabus, works well in providing students with both a profound understanding of the underlying wisdoms of eCommerce, as well as with a good overview of eCommerce measures, there is more to it than that. Playing the beergame is great fun, for the teacher and for the students, and it is always a good experience in itself. As such, the beergame is also very helpful for the general course atmosphere and the creation of positive team dynamics in the group. For the future, we are working on a software version of the beergame, which can be used in a classroom setting in the same interactive role-play style, but avoid some of the still remaining problems of the table version. While software versions today only provide a simulation (instead of role-play) mode and are not built for classroom use, a client-server software version of the game might replace the cumbersome logistics aspects (the moving of boxes) and help in gathering data that can be used for debriefing straight away. Moreover, it would be great to be able to play the beergame with different setups, e.g. with implementing effective sharing of (customer demand and inventory) data in order to demonstrate, in a second round of play, the usefulness of information sharing in reducing the bullwhip effect. To this end, our software will be flexible enough to incorporate such exploration of different supply chain modalities.1 1 For further information please see: http://www.beergame.org. 601 Appendix 1: Beergame play sheet The following table shows the play sheet of a retailer group that was filled in during a beergame session. The ‘incoming order’ column shows the external customer demand with its increase in round 6. During the game the students only have to fill in the white columns – the ‘incoming delivery’ and the ‘incoming order’ are taken from the incoming paper slips, while in the ‘your order’ column the students have to fill in their order decision for the respective weeks. Having done that, the play sheet shows exactly what has to be written on the outgoing order and delivery slips (in the dark columns). All orange columns are calculated automatically, so that students can easily keep track of their inventory and cost progression. After the beergame this data is then put together and consolidated with the data that was collected in the play sheets of the other groups of the same supply chain. It is then plotted to create figures 3 and 4 and table 1 (see above). Week Incoming Delivery Available Incoming Order Your Delivery Backorder Inventory Cost 7,5 15 22,5 30 35 37 40 45 49 52 64 78 86 100 118 137 159 180 201 223 244 265 283 295 303 316 317,5 321 324,5 328 331,5 335 338,5 342 345,5 348,5 351 353 355 357 Your Order Please fill out play slips: Delivery Order 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 5 5 5 5 0 3 2 7 10 10 0 7 15 3 5 8 6 10 9 8 10 9 12 15 13 4 25 13 9 9 9 9 9 9 9 8 8 8 9 9 20 20 20 20 15 13 6 7 10 10 0 7 15 3 5 8 6 10 9 8 10 9 12 15 13 4 25 16 16 16 16 16 16 16 16 15 14 13 13 13 5 5 5 5 5 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 5 5 5 5 5 9 6 7 10 10 0 7 15 3 5 8 6 10 9 8 10 9 12 15 13 4 22 9 9 9 9 9 9 9 9 9 9 9 9 9 0 0 0 0 0 0 3 5 4 3 12 14 8 14 18 19 22 21 21 22 21 21 18 12 8 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 15 15 15 15 15 10 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 7 7 7 7 7 7 7 7 6 5 4 4 4 0 3 2 7 7 12 5 10 10 6 5 7 15 25 15 5 5 6 11 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 9 9 9 9 9 9 5 5 5 5 5 9 6 7 10 10 0 7 15 3 5 8 6 10 9 8 10 9 12 15 13 4 22 9 9 9 9 9 9 9 9 9 9 9 9 9 0 3 2 7 7 12 5 10 10 6 5 7 15 25 15 5 5 6 11 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 9 9 9 9 9 9 602 Appendix 2: Syllabus for a beergame-based B2B course The following table gives an overview of how the beergame can be incorporated in a typical (B2B) eCommerce (masters) course (e.g. 12 weeks with 3 hour sessions). The beergame and the subsequent modules can cover up to 6 sessions. After presenting the three blocks with eCommerce improvements, an additional session can be used to discuss management challenges of inter-firm collaboration, covering issues such as trust, managing interfaces, ICT standards etc. Throughout the course, cases from the grocery and the automotive industries might be used for illustration purposes and to facilitate discussions. Depending on the setting, background readings might also be handed out to the students. Sessions (3 hours) Topics / session contents 1. Beergame session a. Introduction to supply chains (why have supply chains?) b. Beergame introduction (setup, structure, rules of the game) c. Playing the game (40-50 rounds) d. Brief discussion afterwards 2. Debriefing a. Discussion of experiences and game setup b. Presentation and discussion of beergame data (results) c. Teaching case Barilla: bullwhip causes [optional] d. Identification of the three main causes of the bullwhip effect e. Short presentation of three areas of improvement and the schedule for the next three sessions 3. Information sharing a. Short discussion: why is information sharing important? b. Principles of electronic data sharing c. Attaching information to physical goods: standardised product numbering, Automated product identification technologies: barcodes, RFID d. Electronic Data Interchange: EDI, WebEDI, XML-based ordering 4. Supply chain reform a. Overview: efficient replenishment initiatives b. Efficient inventory management: Quick Response, Continuous Replenishment, Vendor Managed Inventory (VMI) c. Efficient Logistics: Warehousing, Direct Delivery, CrossDocking d. Just-in-Time Delivery in the automotive industry [Kanban] 5. eCollaboration a. eCollaboration in the supply chain: idea and philosophy b. Collaborative Planning Forecasting & Replenishment (CPFR) c. Joint product development in the automotive industry 6. Management of inter-firm collaboration a. Complexities of supply chain reform initiatives b. The role of trust and social capital in inter-firm relationships c. Interoperability of ICT d. Managing inter-firm interfaces 603 Appendix 3: Session outline for a beergame-based workshop The following table shows a short workshop format based on the beergame. Such a workshop can be incorporated in other (general IS) courses or be a stand-alone event, for example as an executive teaching offering. The workshop is essentially made up of two sessions – the actual beergame session and a combined debriefing and learnings session. As an example industry the Grocery industry can be used to illustrate the application of the eCommerce initiatives and technologies. Sessions (~3 hours) Topics / session contents 1. Beergame session a. Introduction to supply chains (why have supply chains?) b. Beergame introduction (setup, structure, rules of the game) c. Playing the game (40 rounds) d. Discussion of experiences and game setup 2. Debriefing & eCommerce initiatives a. Presentation and discussion of beergame data (results) b. Identification of the three main causes of the bullwhip effect c. Discussion of three areas of improvement: a. Information sharing: Product numbering, AutoID, EDI b. Supply chain reform: Inventory management & logistics concepts c. eCollaboration: CPFR d. Complexities of supply chain reform initiatives 604 References Chopra, S., Meindl, P. (2001): â€Å"Supply-Chain Management†, Upper Saddle River, NJ. Coakley, J. R., Drexler Jr., J. A., Larson, E. W., Kircher, A. E. (1998): Using a computer-based version of the beer game: Lessons learned, Journal of Management Education, Vol. 22, No. 3, pp. 416-424. Coyle, J. J., Bardi, E. J., Langley, C. J. (1996): â€Å"The Management of Business Logistics (6th Ed.)†, St. Paul. Forrester, J. W. (1957): Industrial Dynamics. A major breakthrough for decision makers, Harvard Business Review, Vol. 36, No. 4, pp. 37-66. Forrester, J. W. (1961): â€Å"Industrial Dynamics†, Cambride, MA. Goodwin, J. S., Franklin Sr., S. E. (1994): The Beer Distribution Game: Using Simulation to Teach Systems Thinking, Journal of Management Development, Vol. 13, No. 8, pp. 7-15. GS1 (2005): â€Å"About the EAN/UCC System†, Available: [http://www.ean-ucc.org] (2007-12-13). Hieber, R., Hartel, I. (2003): Impacts of SCM order strategies evaluated by simulation-based ‘Beer-Game’ approach: the model, concept and initial experiences, Production, Planning & Control, Vol. 14, No. 2, pp. 122-134. Johnson, J. C., Wood, D. F. (1996): â€Å"Contemporary Logistics (6th Ed)†, Upper Saddle River. Johnston, R. B. (1999): Principles of Digitally Mediated Replenishment of Goods. Electronic Commerce and Supply-Chain Reform, in â€Å"Electronic Commerce: Opportunities and Challenges†, S. M. Rahman & M. Raisinghani, (eds.), Idea Group Publishing, Hershey, pp. 41-64. Lee, H., Padmanabhan, V., Whang, S. (1997a): The Bullwhip Effect in SupplyChains, Sloan Management Review, Vol. 38, No. 3, pp. 93-102. Lee, H., Padmanabhan, V., Whang, S. (1997b): Information Distortion in a Supply-Chain: The Bullwhip Effect, Management Science, Vol. 43, No. 4, pp. 546-558. Li, M., Simchi-Levi, D. (2002): â€Å"The Web Based Beer Game – Demonstrating the Value of Integrated Supply-Chain Management†, Available: [http://beergam e.mit.edu/guide.htm] (2007-08-25). McCullen, P., Towill, D. (2002): Diagnosing and reduction of bullwhip in supply chains, Supply Chain Management: An International Journal, Vol. 7, No. 3, pp. 164-179. Metters, R. (1997): Quantifying the bullwhip effect in supply chains, Journal of Operations Management, Vol. 15, No. 2, pp. 89-100. Muckstadt, J., Murray, D., Rappold, J., Collins, D. (2001): Guidelines for Collaborative Supply-Chain System Design and Operation, in â€Å"Technical Report of the Cornell University School of Operations Research and Industrial Engineering†, Nr. 1286, Ithaca, NY. Ossimitz, G., Kreisler, B., Zoltan, M. (2002): â€Å"Simulation von Supply-ChainManagement Systemen†, Available: [http://www.uniklu.ac.at/~gossimit/pap/bg_endbericht.pdf] (2007-02-11). Rafaeli, S., Raban, D. R., Ravid, G., Noy, A. (2003): Online Simulations in Management Education about Information and Its Uses, in â€Å"Educating Manag- 605 ers with Tomorrow’s Technologies†, C. Wankel & R. DeFillippi, (eds.), Greenwich, pp. 53-80. Simchi-Levi, D., Kaminsky, P., Simchi-Levi, E. (2003): â€Å"Designing & Managing the Supply-Chain (2nd ed)†, Boston, MA. Sterman, J. D. (1989): Modeling Managerial Behaviour: Misperceptions of Feedback in a Dynamic Decision Making Experiment, Management Science, Vol. 35, No. 3, pp. 321-339. VICS (2001): â€Å"Collaborative Planning, Forecasting and Replenishment (CPFR), Version 2†, Available: [http://www.vics.org/committees/cpfr/voluntary_v2/CPFR_Tabs_061802. pdf] (2008-01-07). Waller, M., Johnson, M. E., Davis, T. (1999): Vendor Managed Inventory in the Retail Supply-Chain, Journal of Business Logistics, Vol. 20, No. 1, pp. 183-203. Warburton, R. (2004): An Analytical Investigation of the Bullwhip Effect, Production and Operations Management, Vol. 13, No. 2, p. 150–160.

Saturday, January 4, 2020

The American Dream A Concept Known By All - 1465 Words

The American Dream The American Dream: a concept known by all, but deciphered distinctly throughout time. Coined by historian James Truslow Adams in his book The Epic of America, the term American Dream was explained as the dream of a land in which life should be better and richer and fuller for everyone . . . (214). People immigrated to America from all over the world in order to enhance their circumstances and eventually achieve this idealistic vision. However, realism has shattered the American Dream, revealing an illusion of an optimal life that has misled a myriad of people. A stereotypical dream that was shared by many was to own a house in a small town or suburban area surrounded by grass and a countless number of trees, where a man and his wife [could] grow graciously old, warmed by the radiance of well-washed children and grandchildren (Steinbeck). George and Lennie from John Steinbeck s Of Mice and Men let a dream similar to this lead them through their lives; they planne d to get [their] jack together and . . . have a little house and a couple of acres an a cow and some pigs . . . (Steinbeck 8). The crave of such a utopia had been continually demonstrated since the discovery of America. Walt Whitman s poem I Hear America Singing established one of many interpretations of what an ideal country should be: Each singing what belongs to him or her and none else . . . Singing with open mouths their strong melodious songs.Show MoreRelatedGatsby’s Unrealistic American Dream in The Great Gatsby, by F. Scott Fitzgerald960 Words   |  4 PagesThe term â€Å"American Dream† is defined as an idea which believes that all people have the possibility of prosperity and success. The idea first came from James Adams, a noted American writer and historian. 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T he novel follows a group of people living in a fictional town known as West Egg and East Egg.The two towns represent old money and new money. Jay Gatsby overcomes his poor upbringing and earns an enormous amount of moneyRead More The Role of Financial Stability in Truman Capotes In Cold Blood1283 Words   |  6 Pageshaving to worry if one will eat on a given day. The concept of financial stability is central in the novel written by Truman Capote and inspired by real events entitled In Cold Blood. This issue is the backbone of the novel and is the chief motive for the murders committed in the story. Additionally, financial stability is an important component in the typical view of the â€Å"American dream.† It is fair to say that the Clutters embody this concept, which involves a pattern of social and personal virtueRead MoreWhat Are The Implications Of The Significant Differences1387 Words   |  6 Pagesconsequence. 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Adams had constructed the idea, â€Å"...that American dream of a better, richerRead MoreAnalysis Of The Movie Empire Falls By Richard Russo1090 Words   |  5 PagesFalls, written by Richard Russo, encompasses several concepts of the American identity and what it means to be an American. Russo focuses on the small town life in New England, illustrating a compelling story while narrating the lives of several different characters. While these characters seem to be different at the surface, they actually share several similarities. The characters of Empire Falls share the same outlook of life. 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Friday, December 27, 2019

The Movie The Dark Knight Essay - 1822 Words

The movie The Dark Knight (2008) is in the genre of superhero films. Superhero films are movies that deal with vigilantes saving the city from criminals. Since the release of superhero films, criminals have become more evil, heroes have become more violent and victims have become more innocent. They have also become more graphic and the crimes have become more unjustifiable. Crime is a key component of superhero hero films and is often used to show injustice towards the state. To control crime, society has to try and deter crime by adding punishment that outweigh the rewards. Some people are biologically more crime oriented than others and it creates natural born criminals such as the Joker, the main antagonist in the movie who constantly challenges the notion of justice. He becomes personal with Batman forcing him to come face to face with his ideals, trying to show him how irrational being good is. Batman, in turn, attempts to put a stop to the Joker’s anarchy with the techn ology at his disposal. Harvey Dent is considered a symbol of hope because he relentlessly pursues criminals through legal means as Gotham’s District Attorney. The Criminal Justice System is then corrupted by the Joker, which results in the death of Rachel Dawes, Harvey’s girlfriend. The two of them were captured by corrupt police officers and tied to explosives in two different buildings all while the Joker was in prison. The Joker then tricks batman into saving Harvey when he thought that he was goingShow MoreRelatedThe Dark Knight Movie : Movie Summary Of The Dark Knight750 Words   |  3 PagesThe Dark Knight Movie Summary The Dark Knight movie portrays its self as a fantasy however, the movie relates back to everyday society very well in indirect fashions. 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A scientist has his face deep-cleaned in a bell jar of acid to the epidermal enthusiasm of his beauticians (Darkman); a psychopathic criminal mastermind reigns chaos to the citizens of Gotham (The Dark Knight) and another sequel, eight years on, despite his tarnished reputation after the events of The Dark Knight, in which he took the rap for Dent s crimes, caped crusader feels compelled to interveneRead MoreAnalysis Of The Movie The Dark Knight Rises Essay1890 Words   |  8 PagesOn July 20, 2012, a major tragedy happened in Aurora Colorado during a midnight screening of the film The Dark Knight Rises. James Holmes willingly without showing no remorse entered the movie theater Century 16 at Town Center. He was resembling the Joker with red hair wearing a gas mask and body armor murdering 12 people and wounding 70 people. A jury found Holmes guilty on 24 counts of first degree murder, two counts for each of the 12 v ictims. 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Some men just wanna watch the world burn...† Having artfully explored the origins of the caped crusader in Batman Begins, director Christopher Nolan puts Gotham City under a completely new perspective in The Dark Knight, the thrilling second instalment of his superb reinvention of the superhero franchise. Gotham has returned to a state of fraudulence and criminality. Crime lurks at every corner. People are terrified to go out at night. Citizens are relying on

Wednesday, December 18, 2019

Normally in a play the role of a supporting character is...

Normally in a play the role of a supporting character is to either influence or as the name suggests support the main character. In the play, ‘A Doll House’, Mrs. Kristine Linde is one of these characters, who serves the most purposeful role in terms of plot development in the play as well as helps to transform the character growth. Mrs. Linde is introduced to the audience as an old friend of Nora’s, the protagonist. She is used to highlight Nora’s childish and egotistical characteristics contrasting that of Mrs. Linde’s practical and gallant nature. She shows Nora possibilities of self-reliability and highlighting the woman’s role in society during the early nineteenth century. Ibsen uses Mrs. Linde to influence the plot by impacting†¦show more content†¦In these first interactions the audience notices Nora’s nonchalant attitude towards Mrs. Linde’s problems, and instead boasts about her husband, Torvald, and his succes s in the work sphere. Mrs. Linde mocks Nora and states â€Å"You haven’t known much trouble or hardship in your own life.† (Ibsen, Act 1). The use of this single line creates an atmosphere in which Nora must prove herself, affronted she â€Å"(tosses her head and walks across the room)† (Ibsen, Act 1). Thereafter, she launches into a theatrical disclosure and justification of all her secret activities that were unheard of during the early nineteenth century such as: firstly attaining a loan without her husband’s consent, second a woman saving her husband’s life was considered very demeaning, finally a woman of her stature paying off a debt, such things a woman is not expected to do. Ibsen very carefully places trigger questions from Mrs. Linde that unfolds the plot to the audience. It was as though Ibsen decided that he would intentionally introduce an old friend of the main character with the main aim to expose all of her secrets to the audience. Nora states â€Å"Now, you know youre full of curiosity, Kristine†.(Ibsen, Act 1), Mrs. Linde is not simply portrayed as a shrink that only listens, she offers her opinions and warns Nora of her misguided actions while exposing the role of women in the society. She declares â€Å"No, a wife cannot borrowShow MoreRelatedThe English Of The Middle English894 Words   |  4 PagesAmerican English is consistently changing it began with the Anglo-Saxon settlement. The next settlement that helped influence the English language was the Scandinavians which have some words with hybridization with spelling from Old English and Norse origins. During the Middle English period is when the most influencing happened with t he Old English being broke down and replaced with the same English system we use today. During the early modern periods standardization began giving a standard forRead MoreEnglish Vs. 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Tuesday, December 10, 2019

Business Ethics for Journal of Practice and Theory- myassignmenthelp

Question: Discuss about theBusiness Ethics for Journal of Practice and Theory. Answer: The most interesting thing in the studys literature review section is the premise that there are organizations that encourage whistle-blowing. According to Lee and Fargher, when organizations are supportive of whistle-blowing, the act is less costly, and employees are more willing to report misconduct (169). This stance is interesting because it is rare to find organizations that encourage whistle-blowing. One of the key reasons why most organizations suppress whistle-blowing is due to its detriments on organizations image. The modern society is highly sensitive to misconducts in organizations. As such, whistle-blowing can adversely affect the sales of an organizations products or its acceptance in the society. Besides, whistle-blowing can be detrimental to the relationship between employees. Consequently, most employees prefer to keep quiet on the ongoing misconducts in the workplaces to maintain healthy relationships with their co-workers despite their organizations supporting pro- social cultures. In this respect, whistle-blowing depends more on an individuals attributes than the organizations environment. The findings of this study are highly important since they insist on the importance of creating an ethical working environment. Specifically, the finding on the role of internal environment in supporting whistleblowing confirms that organizational culture is instrumental in promoting work ethics. Besides, whistle-blowing shields organizations from financial losses emanating from fraudulent acts (Lee and Fargher 167). Consequently, the findings of this study can be utilized as a motivator to encourage organizations to establish high-quality audit committees to encourage whistle-blowing. Moreover, these finding can be used to educate corporate managers on the effects of organizational culture on employees ethics. Works Cited Lee, Gladys and Neil L Fargher. "The Role of the Audit Committee in their Oversight of Whistle-Blowing." Auditing: A Journal of Practice and Theory 37.1 (2018): 167189.

Tuesday, December 3, 2019

Who is Peter Winch Essay Example

Who is Peter Winch Essay Peter Winch was a British philosopher known for his contributions in the philosophy of Social science. His concerns were regarding the nature of philosophy and the society.   He argued against the view that in order to understand social life, the social sciences should adopt the methods of the natural sciences (D. Z. Phillips, 1997). He said that it is important to pay attention to the places and the way of living to which a person belongs. Winch wants philosophy to tell us how human beings make sense of the reality in which they live in and how their reality is made intelligible(Lerner, 2002).Winch’s ContributionsHe has contributions in the fields of ethics, to the understanding of the Holocaust, to the philosophy of literature, to Wittgenstein scholarship, and in translating some of the Wittgenstein’s work. (Read). One of his most popular contributions to philosophy is his writing in Wittgenstein (1969) which has the views of two different philosophers, the two Witt gensteins. Wherein the Wittgensteins’ view led to the misreading of all Wittgenstein works(Diamond, 2005). According to Winch, philosophy cannot tell us everything about a particular phenomenon that occurs. It has something to do with the conditions that must be applied to reality in order for it to be accessible to human.Winch also has his fair share of contributions in the philosophy of religion and the positivist approach in the social sciences. His greatest work that contributed largely in the world of Philosophy and Social sciences is â€Å"The idea of a social science and its relation to philosophy†. Other works include Understanding a Primitive Society in 1972, Studies in the Philosophy of Wittgenstein in 1969, Ethics and Action in 1972, Simone Weil, the Just Balance in 1989 and Trying to Make Sense in 1987.However, the most noteworthy contribution of Winch is his work on the writings of Wittgenstein. Winch said in that work that whichever philosophy or social s cience which failed to recognize human action is not worthy in understanding social aspects of human actions. However, while Collingwood saw the study of history as not that easy to understand. Winch attacked the social sciences for treating human beings as if they were physical objects or some other substance for scientific experiments. Winch claimed that most of sociology is in fact not a kind of science, but a masked form of philosophy.Quotations from his Winch’s worksA remarkable example from the book Idea of Social science (which also one of his remarkable works) is stated in the following sentences. Winch said â€Å"I have wanted to explain by examples that a new way of discussion adequately is significant to the level of new ideas that implies a fresh set of social affairs. Likewise with the dying out of a way of communication. Taking into the concept of friendship; as read in Penelope Hall’s book The Social Services of Modern England (Routledge), it is the dut y of the social worker to be friends with her client yet she must also take into account the obligation she has on the agency that she is employed. These may create a conflict as it has been understood, which has embarked on the division of loyalty as it may prove to be double dealing. The scope to which the old idea gives way to a new one may indicate that social relationship is poor (or if anyone would contest it to their own value and moral attitude at least it is bound to change). It does not mean that when a simple change in the meaning of a word would prevent people from having relationship with the people that they want, this state fails to see that our dialogue and social relations are just two different things with the same makeup. This implies that in order to explain the meaning of a word it must be represented on how it is used, and to describe how it used it must express the social interaction it is in.† Winch stated â€Å"in considering the nature of thought one is led also to consider the nature of language†(Lerner, 2002) he believes that one does not have to be scientist with a cognitive thought to understand human thoughts. He believes that in order to understand the society, it is not mainly the positivist way of understanding things which leads the way nor how people perceive the way things are working out but it must also be set out on different aspect because understanding humans is about dealing with different complex structures that cannot be focused on one aspect only. According to Winch, in order to understand the way people behave, it is important that it is based on reality. It includes human activities and the nature of human society.It is through interpersonal relationships that reality is set out and carried, but intelligibility plays a crucial role too. According to Lerner, the concept of following rules and his identification of the following as the hallmark of specifically human behavior wherein Winch derives the c entral lessons of his philosophy. Winch’s theory is dependent on the rule following fallibility, understanding and reflectiveness. Fallibility, when rule is applied, is possible that the rule could have applied or misapplied in a situation, then the individual must then understand what rule they will apply and how it will reflect the rule that is applied in the situation. Lerner still argues that a rule determines that a behavior is in correct or incorrect depending on the circumstances that are presented. Another aspect is in the content of the rule; each action is classified as having been performed in accordance to the rule or against the rule. It is possible that one may say if a behavior is incorrect or correct with regards if no rules has been set, yet it is still dependent on the kind of understanding that we have. In understanding rules, it is important to take into account the ability of the person in following rules. It simply means that although one may carry or fo llow the rule, there are still chances that one may break the rule when they decide to. Reflectiveness on the other hand has a connection to the understanding in which understanding requires the awareness of the rule being followed. Reflection allows a role to be determined by the nature of the rule itself.When confronted with human behavior, a social scientist may have two approaches in investigating. These two approaches are the explanation and the interpretation. In explanation, it involves how a particular behavior belongs to a category of behaviors. In terms of rules, this category of behaviors is casually connected with the other conditions. Interpretation is somehow related with explanation. It means that for you to understand the behavior, you must first interpret it and expound it through explanation.Some of Winch’s Philosophies and IdealsWinch’s Wittgenstein-inspired review of positivism included both negative and affirmative dimensions. In his terms, it invo lved characterizations both of how the nature of social life should not be understood and investigated, and twinned but contrasting characterizations of its real nature and hence of how investigations and reflections concerning it ought to be conducted (Flatham, 2007).According to Creasman, from the idea of a Social Science and its relation to philosophy from the first passageâ€Å"†¦the notion of following a rule is logically inseparable from the notion of making a mistake†, in learning to act morally, the rules that we follow are explained by defining what violates such rules which then helps set the boundaries for what is acceptable. Acceptable rule are the ones that judges the standards of morality and is tolerated by the society. Rules that are set out may break or make a society; it is within the scope of the rules that the society follows that makes it a standard and makes it morally acceptable. Although in this manner not everything in rules that is accepted is v iewed morally this is contradictory to Winch because problems may rise in the consistency of the moral action when rules of that moral action is not known. Laws that can explain the past behaviors inaccurately may be mobilized to foresee or even control the future behavior for policy making. Until now well predictive sociology would not necessarily accomplish our outlook on society.Winch’s philosophy in social sciences revolves around the understanding that science itself is not only the basis of understanding human aspect. Science can investigate the nature itself as a cause and effect of real things but with philosophy it is the nature itself in general and not just its aspect. Winch adopts from Wittgenstein and others, there is no such thing as a fact (social or otherwise) apart from a ‘mechanism’ – a language-game, practice, form of life – the conventions and norms, rules and practices of which accord or assign to our perceiving and ideas, the s tanding of identifying this or that is different to an anything or a nothing. The fact that there is reality or what we call nature, it is our languages and from our constructions on how to interpret and apply them is somehow an idea but is reality itself. Winch’s makes it clear that different versions of this thinking have been expressed by the different philosophers that are inclined by Wittgenstein. According to Flatham a historian’s philosophy and thinking about the human sciences could readily identify numerous other ancestor and descendant to Wittgenstein in this respect (e.g. Montaigne, Vico and Hume, Nietzsche and James, Peter Strawson, Donald Davidson, Charles Taylor and Stanley Cavell, Heidegger, Derrida and Foucault) but Winch was certainly justified in foregrounding the perhaps rarely necessary character of these extents of Wittgenstein’s thinking.The differences among the frequent formulations of the understanding are not only of past interest but o f ongoing philosophical and social scientific implication. But according to Winch these views are less important than underlining, to him the unique power of challenges that Wittgenstein’s modification of these ways of thinking posed to broadly received conceptions of philosophy, of society and social science. Several students of social life, mainly in the philosophy of social science, and in anthropology, history, and political, legal and social theory paid close and open attention to his related point of view in these rational domains. His domains that he fought with, therefore his arguments against them have definite even dated worth. Winch’s Wittgenstein-inspired review of positivism and positivist social science included both negative or privative and positive proportions. It draws in characterizations of how the character of social life should not be unstated and investigated, and twinned but contrasting character of its real nature and how investigations and ref lections regarding it must to be conducted.The task of the natural scientist was to go through under the superficial and often mistaken ordinary language and usually accepted understandings of physical nature. On their views the study of social life could become really scientific only if and to the possibility that it set aside prevalently used and acknowledged languages and beliefs, traditions, conventions and policy; replacing them with concepts and categories, regularities, generalizations and thats why explanations, are derived from systematic, statistical and ideally mathematically disciplined empirical investigations. Winch made few and reluctant concessions to this type of view. Instancing ‘liquidity preference’ as used by economists and alluding to similar ‘technical concepts’ employed by psychoanalysts, he allowed that the ‘reflective student’ of social life may find it necessary to use concepts which are not taken from the forms of ac tivity which he is investigating. However, these technical concepts will mean a prior understanding of those other concepts which go to the actions under investigation. Even from the Wittgensteinian views with which it has unquestionable affinities, this is clearly an overstatement. Wittgenstein famously asserts that ‘Philosophy may in no way get in the way with the actual use of language; it can in the end only describe it and leaves everything as it is, if applied to the study of social life, would seem to support Winch’s point.According to Cockburn, Winch explore ideas condense in remarks which his attitude towards him is an approach towards a character in a richer and more helpful way than has any other philosopher. Winch developed these components in Wittgensteins philosophy in a way that brings out, the ethical concern, at the most basic level, of areas of our thought that philosophers have usually discussed in complete outlook from that feature. The idea that we can do the metaphysics first and deal with afterwards on, or leave to others, the ethics is, one that still dominates English language philosophy to its vast ruin. He is extremely grateful to Peter Winch for showing another way of doing philosophy; a way that restores to thinking a kind of importance that it has lost in the hands of many modern philosophers (Cockburn, 2007)The philosophy of social science is old as philosophy itself, the distinction between life and principle and the idea of rationality are dealt with by Aristotle. The precise emergence of a sub discipline of attitude with this name is a very new incidence, which in turn may itself have moved greater philosophical activity in the area. This signs is joined to the development and growth of social sciences. Social Science is all about social structures, norms and policy of behavior, assembly, exact manner of an individual act, are the things that is found in a typical person who has a good hold of common talk about so cial group and acquisition, voting and storing as the same as the social scientist. These raise the straight means, of philosophical questions about the existence of these things. Many of the philosophers are taking hold of the principle agreement of science, they have held out the vision that social science can be derived from and is reducible to psychology. For these thinkers, they view the world as a simpler place with different conducts to converse on while others are struck by reality and the reliability of the social world they are from which seems to astound their perception about it.