Wednesday, May 6, 2020

Neck Neck Business Strategy Free Essays

The elements that helped in the success of â€Å"Neck Neck† are the following: – Create a brand image. It’s very important to consolidate the brand. The â€Å"Made in Spain† brand had an important position in the international market, so it was very important to achieve a new brand positioning. We will write a custom essay sample on Neck Neck Business Strategy or any similar topic only for you Order Now â€Å"Neck Neck† is an exclusive brand for children. â€Å"Neck Neck† is recognized under the brand name â€Å"Made in Spain† – Professionalism. Since the Zamacola family took over the management of â€Å"Neck Neck†, the company began to have continuous growth. This is due to investing time and energy into creating an efficient and professional team. Although the previous management had an adequate business strategy, they had an overall inefficient management team. The new administration is focused on being professional in every aspect of their business. – Brand Franchise. â€Å"Neck Neck† established a new plan to grow and expand the business globally. The new strategy included the creation of franchises. Each new store is expensive so the franchise is a strategy to reduce the economy impact. Also, the franchises will help introduce the brand in the international market. One of â€Å"NECK NECK† goals is to become a major supplier of children’s clothing. Do you think they have taken the right decision about their internationalization strategy? Internationalization is a very important strategy for â€Å"Neck Neck† growth. Certainly, the foreign franchises provide information about the culture, preferences, and prices of each location. This information helps to establish the design and product strategy. Each place is different. It is recommended that the businesses be managed by local people. The internalization of â€Å"Neck Neck† give a competitive edge to the company. Franchisees provide information needed to make decisions regarding distribution, production and marketing. Also, according with the General Manager, â€Å"Neck Neck† uses a portion of it’s cash flow to invest in foreign stores. This way, managers can learn about the market of each location and how manage it. Analyze â€Å"NECK NECK† internationalization strategy. Do you find their expansion To choose the right place to introduce a new location, â€Å"Neck and Neck† takes cultural affinity between the new consumers and the â€Å"Made in Spain† consumers into consideration. The market segment will be the same – sophisticated people want their kids to wear great clothes. The product is targeted to people that are looking for new and unique children’s clothing styles. Which expansion model do you think NECK NECK should follow in the future: company owned points of sale, or franchising? Which advantages and disadvantages does the second have with respect to the first one? The franchise strategy established by â€Å"Neck Neck† has been positive. Therefore, â€Å"Neck Neck† should continue with this plan or establishing excellent management and a rejuvenated brand positioning. However, taking in consideration the success of the trade mark, the company should consider points of sale to expand the brand all over Spain. In fact, the enterprise made a strategy alliance with the Corte Ingles to expand the brand in Spain and Portugal. In any case, the franchise strategy is a priority and thanks to global brand recognition the company will continue to expand internationally. Franchising is the best strategy. The development of franchises will reduce â€Å"Neck and Neck’s† dependence on the Spanish market and be in a position to open new global markets in Asia and Latin America. How to cite Neck Neck Business Strategy, Essay examples

Saturday, May 2, 2020

Homeless Youth Essay Example For Students

Homeless Youth Essay Powers, Jane L. and Barbara Jaklitsch. Reaching the Hard to Reach. Education Urban Society, Volume 25, Issue 4, August 1993. At some point in time, all teenagers are expected to leave home and venture out on their own. Separating from parents and gaining independence are two central tasks that teenagers must overcome in order to become adults. Teenagers usually learn how to make this transition through either home or school. Unfortunately, there are some teens today that do not fully develop these two tasks before deciding to leave home. These teens are the teens that we see out on American streets today. Leaving home at an early age can be devastating to the teenager, the cities they live in, and our society, in general. Teens are often victimized and exploited fairly easily while they are out on their own. Due to this, crime rates skyrocket in cities with a large homeless teenage population. Teens often turn to drug trafficking, prostitution, and other forms of criminal activity in order to survive. In turn, this also causes a wide range of physical and mental health problems, including substance abuse. Although there are large numbers of homeless teens, they still remain lacking in many services. One of the most important services is education. This journal article focuses on the barriers to educating homeless teens and mechanisms that are being created to assist in helping them to survive. Education is severely affected by homelessness. Most homeless adolescents do not attend school because they are unable to make it to school every day. This, in turn, causes teens to fall behind or fail classes. This causes them to end up dropping out of school. Schools are unable to help the homeless teen. Instead, they cause the teen more frustration and depression, thus encouraging them to stay away from education. Without the basic skills that one earns during high school, the teen is unable to gain legal employment. This not only affects their current situation, but it also affects their future as well. Although some states have set up programs to assist Homeless Youth Essay in gaining an education, the teen population still remains virtually ignored. In this journal article, the definition of homeless adolescents is unaccompanied youth who live independently of their families. When referring to the governmental definition, there is a difference between the homeless youth and the runaway youth. The runaway youth is defined as a person who is under the age of 18 and has been away from his or her home or legal residence at least overnight, without the permission of a parent or guardian. The runaway has chosen to leave home and has a home in which he or she can return (395). The homeless youth is defined as an individual who has no shelter and needs services providing supervision and care. It is important to understand definitional issues when estimating the scope of the problem of youth homelessness. It is very difficult to obtain an accurate account of homeless youth. The US Department of Justice found that at least 500,000 youth under age 18 become runaways and throwaways each year. Other studies have found that there are 2 to 3 million youth between the ages of 10 to 17 years are living on the streets, in abandoned buildings, or in welfare hotels. This means that there is anywhere from 1/2 million to 3 million uneducated, homeless youth on American streets today. Due to lack of education, homeless teens are being exploited by adults. This means that the youth is likely to become involved in criminal activity. The length of time a young person has been on the streets should be considered in determining their educational needs. Increased time on the streets makes it harder to reach kids and serve them. Age is also a factor that needs to be considered when trying to serve the homeless youth. .u756ca6186a25221690b1c2be94873e2e , .u756ca6186a25221690b1c2be94873e2e .postImageUrl , .u756ca6186a25221690b1c2be94873e2e .centered-text-area { min-height: 80px; position: relative; } .u756ca6186a25221690b1c2be94873e2e , .u756ca6186a25221690b1c2be94873e2e:hover , .u756ca6186a25221690b1c2be94873e2e:visited , .u756ca6186a25221690b1c2be94873e2e:active { border:0!important; } .u756ca6186a25221690b1c2be94873e2e .clearfix:after { content: ""; display: table; clear: both; } .u756ca6186a25221690b1c2be94873e2e { display: block; transition: background-color 250ms; webkit-transition: background-color 250ms; width: 100%; opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #95A5A6; } .u756ca6186a25221690b1c2be94873e2e:active , .u756ca6186a25221690b1c2be94873e2e:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .u756ca6186a25221690b1c2be94873e2e .centered-text-area { width: 100%; position: relative ; } .u756ca6186a25221690b1c2be94873e2e .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .u756ca6186a25221690b1c2be94873e2e .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .u756ca6186a25221690b1c2be94873e2e .ctaButton { background-color: #7F8C8D!important; color: #2980B9; border: none; border-radius: 3px; box-shadow: none; font-size: 14px; font-weight: bold; line-height: 26px; moz-border-radius: 3px; text-align: center; text-decoration: none; text-shadow: none; width: 80px; min-height: 80px; background: url(https://artscolumbia.org/wp-content/plugins/intelly-related-posts/assets/images/simple-arrow.png)no-repeat; position: absolute; right: 0; top: 0; } .u756ca6186a25221690b1c2be94873e2e:hover .ctaButton { background-color: #34495E!important; } .u756ca6186a25221690b1c2be94873e2e .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .u756ca6186a25221690b1c2be94873e2e .u756ca6186a25221690b1c2be94873e2e-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .u756ca6186a25221690b1c2be94873e2e:after { content: ""; display: block; clear: both; } READ: Geneticists Essay Youth under the age of 16 are required by law to attend school. Due to this, it is easier to force youth into school. Youth over the age of 16, however are not required to attend school. This causes it to be much harder to force these teens to engage in .

Sunday, March 22, 2020

Muscle Cars Vintage vs New Essay Example

Muscle Cars: Vintage vs New Essay Ben Slenning Auto. 10. 28. 08 Period: 1 The vintage automobile was very simple, where as the modern automobile is very high technology and complex. In an automobile every part has a specific job and purpose. I am here to tell why the modern muscle car is a much better product than the vintage muscle car. I will show this in 7 ways: engine and horsepower, fuel system, ignition system, fuel economy, safety features, transmission and brakes. The 6 vehicles I will be comparing are a 1970 Dodge Challenger to a 2008 Dodge Challenger, a 1970 Ford Mustang Boss 302 to a 2009 Ford Mustang GT, and a 1967 Chevrolet Camaro SS to a 2009 Chevrolet Camaro. The modern muscle cars have better engines and more horsepower then the vintage muscle cars. The ’08 Challenger has a 6. 1L SRT Hemi putting out 425hp, while the ’70 Challenger only has a 5. 2L V-8 putting out 290hp. The ’70 Mustang Boss has a 5L V-8, which is putting out 290hp, while the ’09 Mustang GT has a 4. L V-8 putting out about 300hp. Last but not least, the ’09 Camaro has a 6. 2L V-8 putting out 422hp, where as the ’67 Camaro has a 5. 7L V-8 putting out 320hp. This showing the modern muscle cars have improved horsepower and that the modern muscle car is a better product than the vintage muscle car. The vintage muscle cars weren’t as fortunate to have to fuel systems that the modern muscle cars have today. The ’08 Chal lenger has a multi-port fuel injection system and the ’70 Challenger only has a 2-barrel carburetor. We will write a custom essay sample on Muscle Cars: Vintage vs New specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on Muscle Cars: Vintage vs New specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on Muscle Cars: Vintage vs New specifically for you FOR ONLY $16.38 $13.9/page Hire Writer The ’70 Mustang boss has a 4-barrel carburetor, while the ’09 Mustang GT also has a multi-port fuel injection system. Lust like the ’08 Challenger and the ’09 Mustang GT, the ’09 Camaro also has a multi-port fuel injection system, where as the ’67 Camaro SS also has a 4-barrel carburetor. This showing better fuel systems and that the modern muscle car is a better product than the vintage muscle car. Third, the ignition system on the modern muscle cars is far different and better then the ones on the vintage muscle car. For example, all the vintage muscle cars have a distributor style ignition system. On the ’08 Challenger and the ’09 Mustang GT there is a coil on-plug ignition system. The ’09 Camaro has a high-energy distributor less ignition system. This showing better ignition systems and that the modern muscle car is a better product than the vintage muscle cars. The vintage muscle cars were averaging much lower fuel economy then the modern muscle cars. The ’70 Challenger, the ’70 Mustang Boss, and the ’67 Camaro all averaged a fuel economy of 10-12mpg. The ’08 Challenger averages 13-18mpg, the ’09 Mustang GT averages 17-26mpg, and the ’09 Camaro averages 16-23mpg. This showing better fuel economy and that the modern muscle car is a better product than the vintage muscle car. Another way that the modern muscle car is a better product then the vintage muscle car is in the safety features. All the vintage muscle cars had, was a seat belt that went across your lap to hold you in the seat. All the modern muscle cars have 3-point seat belts and front/side airbags, except for the ’09 Camaro, which has dual stage front/side airbags. This showing better safety and that the modern muscle car is a better product then the vintage muscle car. The vintage muscle cars didn’t have the high tech transmissions that are in the modern muscle cars today. Such as, the ’70 challenger offered you a 4-speed manual or a 3-speed automatic, where as now, the ’08 Challenger offers you a 5-speed automatic equipped with an auto stick. Also, the ’70 Mustang Boss offered a 4-speed manual, a 3-speed manual, or a 3-speed automatic, while now the ’09 Mustang GT offers a 5-speed automatic or a 6-speed manual. Last but not least, the ’67 Camaro only offered a 4-speed manual or a 2-speed automatic, and now the ’09 Camaro give you a nice, smooth ride with a 6-speed manual or a 6-speed automatic. This showing more improved transmissions and that the modern muscle car is a better product then the vintage muscle car. You would like a muscle car with top-of-the-line brakes, wouldn’t you? Well the modern muscle car is equipped with a much better brake system then the vintage muscle car. For example, the vintage muscle cars had front disc brakes and rear drum brake. Where now all the modern muscle cars have 4-wheel disc brakes and ABS. But the ’09 Mustang GT was also equipped with traction control. This showing safer brake systems and that the modern muscle car is much safer and a better product then the vintage muscle car. In conclusion, the modern muscle car out does the vintage muscle car by a long shot. Don’t forget the 7 ways, as you have just read, that the modern muscle car is a better product: engine and horsepower, fuel system, ignition system, fuel economy, safety features, transmission and last, the brakes. The modern muscle is a better product then the vintage muscle car.

Friday, March 6, 2020

Dayton, Mark essays

Dayton, Mark essays When Mark Dayton was sworn in as Minnesota's newest U.S. Senator in January 2001, it was the latest stop in a career that has kept public service to Minnesota and to the nation as its top priority. In more than three decades of service, in a variety of capacities, Mark has worked to use his skills and experience to make life better for the people of Minnesota and for people around the country. Mark was born in Minneapolis on January 26, 1947, and grew up in Minnesota's most prominent retailing family. Mark could have chosen many careers, but he chose to help those less fortunate than himself, and he has dedicated himself to that end throughout his career. After graduating cum laude from Yale University in 1969, where he played varsity ice hockey, he worked for two years in the New York City Public Schools as a 9th grade general science teacher. After spending the next four years as a counselor and administrator for a Boston social service agency, Mark went to work as a legislative as sistant to Minnesota Senator Walter Mondale, where he worked on a variety of issues important to his home state. In 1977, Mark returned to Minnesota to take a spot on Governor Rudy Perpich's staff. After one year, he was named the state's Commissioner of Economic Development. In 1982 he decided to make his own run for public office when challenged Republican U.S. Senator David Durenberger in a hard-fought race. Although he fell short, he gave the popular incumbent by far the toughest race of his Senate career. The following year, Mark became Minnesota's Commissioner of Energy and Economic Development, a post he held until 1986. In 1990, the people of Minnesota elected Mark to a four-year term as State Auditor. Throughout his career, he has also played an active role in helping Democratic candidates in Minnesota and across the country win public office and has been just as helpful to state, district and county Democratic organizations. In 1995 and 1996, Ma...

Tuesday, February 18, 2020

Enterprise Architecture and Databases - Case Study Essay

Enterprise Architecture and Databases - Case Study - Essay Example The automatic query response system is enabled in the data base which raises alarm when the desired red marked vehicle is traced any place. The reliance on man power and intuition is eliminated. Data bases are far more effective in this regard and hence removed the dependency on manual record keeping. With so many vehicles on the road, without such an integrated system keeping such a large record would be realistically impossible. Computerization has solved many problems. Hassle of manual tracing and without cameras would make the task half effective as now. There is always margin for improvement in every system, same goes for this one. The car cloning idea is seen as possible challenge that stands as obstacle as yet. In this scheme the original license is being put up on the stolen car. This needs solution in coming days. The accuracy of cameras and their presence in different suburbs of the city is a point that can help improving things. There is margin of improving the data bases, in terms of the processing time, the accuracy, and possible tracing of every nook and corner of the city through the use of more cameras since at present all parts of the city might not be monitored by the cameras. Centralization of the data base is another aspect so that the vehicles that are in other parts of the country and in other cities can be traced accordingly. The cloning idea is still a challenge which can be sorted out through investment of other type to ensure mitigation through effective means. Ease of use of data base is another aspect that can be explored for improvement and affectivity. The factor of being able to notice an individual’s activities, notably being alcoholic, being unfaithful to someone, and other habits are easy to determine and trace through this entire concept. However the affectivity of the system cannot be compromised for this purpose since it helps comprehending large number of offenders. In such case a balanced line

Monday, February 3, 2020

Theories of Internationalisation and Relevance in Explaining Global Essay

Theories of Internationalisation and Relevance in Explaining Global Patterns of Foreign Direct Investment - Essay Example In effect, countries can gain profits if they direct their activities to the generation of products and services which are most profitable. This theory relates the situation where a country creates products and services for its people, and for export in terms of surplus. As a result, it is favourable for countries to import the products and services where they also have an economic disadvantage (Morgan and Katsikeas, 1997). The economic advantage and disadvantage may be based on differences in available resources, labour, and technology. The classical theory argues that the foundation of international trade would come from the differences in the qualities of production and available resources which are also based on differences in natural and acquired advantages (Morgan and Katsikeas, 1997). Another theory of internationalisation contrasts with the classical trade theory. The factor proportion theory discusses that countries usually produce the export products and services which supp ort significant production advantages that they have, and they will import the products and services which would need large scores of production factors that may be limited (Hecksher and Ohlin, 1933). This theory supports the idea of economic advantage by evaluating the endowment and costs related to factors of production (Morgan and Katsikeas, 1997). The above theories do not completely explain the current trends in international trade. For one, the rise of technological development and of multinational corporations during the 1960s called for new theories on international trade. At such time, the product life cycle theory relating to international trade was considered a significant basis in explaining trade patterns and MNC expansions (Morgan and Katsikeas, 1997). Such theory... This essay stresses that financial arbitrage is also another opportunity for securing strategic flexibility for FDIs. MNCs can circumvent the restrictions imposed by the host government, mostly those which relate to finance, remittance, and foreign exchange in order to secure and support their new and innovative products. Another opportunity relates to the transfer of information. Flexibility ensures that MNEs can benefit from the act of singling out available opportunities, assessing the world markets to match the involved buyers and sellers and avoiding the barriers to effective trade relations. This paper makes a conclusion that based on the above discussion, the theories of internationalisation like the classical trade theory acknowledges the fact that trade relations and investments are dictated by the needs of investors and of the consumers. Where the need is great and the profit would best be gained, the FDIs would likely be made. The current global trends in investments indicate how the emerging economies have manifested the greatest need and the most profit for investments, for which reason investors have directed their economic activities to these areas. The internationalisation theory generally indicates how the current trends in the economy are gravitating towards more open forms of trade and economic relations. These FDIs are but another manifestation of internationalisation, and these investments would likely find bigger avenues for investment in the years to come.

Sunday, January 26, 2020

Impact of Technology on Art

Impact of Technology on Art There is no specific definition of art. Art is mostly used to describe something of beauty, or a skill which produces an aesthetic result, there is no clear line in principle between (say) a unique piece of handmade sculpture, and a mass-produced but visually attractive item. For art the artist requires thought some kind of creative impulse but this raises more questions: for example, how much thought is required? If someone flings paint at a canvas, hoping by this action to create a work of art, does the result automatically constitute art? Today the word art usually refers to the visual arts, the concept of what art is has continuously changed over centuries. From a wide perspective, art is simply a generic term for any product of the creative impulse, out of which sprang all other human pursuits such as science via alchemy, and religion via shaman ism. Artists, deliberately or not, work under the influence of other artists of the past and present. Much of the development of individual artists deals with finding structured principles for how to express certain ideas through various kinds of symbolism. For example, Vasily Kandinsky famously developed his use of color in painting through a system of stimulus response, where over time he gained an understanding of the emotions that can be evoked by color and combinations of color. Contemporary artist Andy Golds worthy, on the other hand, chose to use the medium of found natural objects and materials to arrange temporary sculptures; the only record of these sculptures brought back to the world comes in the form of a modest photograph. FORMS OF ART It means the type of artwork such as drawing, painting, sculpture (carving, modeling, assemblage and construction) architecture, printmaking, electronic media such as computer and digital graphics, ceramics, Visual Design, Graphic Design, collage, photography and Post Modern appropriation and reconceptualization. How is Art Classified? Architecture, music, opera, theater, dance, painting, sculpture, illustration, drawing, cartoons, printmaking, ceramics, stained glass, photography, installation, video, film and cinematography, to name but a few. All these activities are commonly referred to as the Arts and are commonly. classified into several overlapping categories, such as: fine, visual, plastic, decorative, applied, and performing. Disagreement persists as to the precise composition of these categories, but here is a generally accepted classification. Fine Arts This category includes those artworks that are created primarily for aesthetic reasons (art for arts sake) rather than for commercial or functional use. Designed for its uplifting, life-enhancing qualities, fine art typically denotes the traditional, Western European high arts, such as Drawing Using charcoal, chalk, crayon, pastel or with pencil or pen and ink. Painting Using oils, watercolor, acrylics, ink and wash, or the more old-fashioned tempera or en caustic paints. For an explanation of colorants, see: Co lour in Painting and Co lour Pigments, Types, History. Printmaking Using simple methods like woodcuts or stencils, the more demanding techniques of engraving, etching and lithography, or the more modern forms like screen-printing, foil imaging prints. Sculpture In bronze, stone, marble, wood, or clay. a) The Evolution of Fine Arts After primitive forms of cave painting, figurine sculptures and other types of ancient art, there occurred the golden era of Greek art and other schools of Classical Antiquity. The sacking of Rome (c.400-450) introduced the dead period of the Dark Ages (c.450-1000), brightened only by Celtic art and Ultimate La Tenn Celtic designs, after which the history of art in the West is studded with a wide variety of artistic styles or movements such as: Gothic (c.1100-1300), Renaissance (c.1300-1600), Baroque (17th century), Noe-Classicism (18th century), Romanticism (18th-19th century), Realism and Impressionism (19th century), Cubism, Expressionism, Surrealism, Abstract Expressionism and Pop-Art (20th century). For a brief review of modernism (c.1860-1965), see Modern art movements; for a guide to post modernism, (c.1965-present) see our list of the main Contemporary art movements. The Tradition Fine art was the traditional type of Academic art taught at the great schools, such as the the Academia delftware Del Disegno in Florence, the Academia DI San Luca in Rome, the Academia Des Beau-Arts in Paris, and the Royal Academy in London. One of the key legacies of the academies was their theory of linear perspective and their ranking of the painting genres, which classified all works into 5 types: history, portrait, genre-scenes, landscape or still life. Visual Arts This category includes all the fine arts as well as new media and contemporary forms of expression such as Assemblage, Collage, Conceptual, Installation and Performance art, as well as Photography, and film-based forms like Video Art and Animation, or any combination thereof. Another type of visual art, sometimes created on a monumental scale is the new environmental land art. Plastic Arts The term plastic art typically denotes three-dimensional works employing materials that can be molded, shaped or manipulated (plasticized) in some way: such as, clay, plaster, stone, metals, wood (sculpture), paper (origami) and so on. For three-dimensional artworks made from everyday materials and found objects, see: Junk art. Decorative Arts This category traditionally denotes functional but ornamental art forms, such as works in glass, clay, wood, metal, or textile fabric. This includes all forms of mosaic art, as well as ceramics, (exemplified by Chinese Pottery and Greek Pottery) furniture, furnishings, stained glass and tapestry art. Noted styles of decorative art include: Rococo, Pre-Raphaela, Second Empire, Japanese, Art Nouveau and Art Deco, Edwardian, and Retro. Performance Arts This type refers to public performance events. Traditional varieties include, theater, opera, music, and ballet. Contemporary performance art also includes any activity in which the artists physical presence acts as the medium. Thus it encompasses, mime, face or body painting, and the like. A hyper-modern type of performance art is known as Happenings. Applied Arts This category encompasses all activities involving the application of aesthetic designs to everyday functional objects. While fine art provides intellectual stimulation to the viewer, applied art creates utilitarian items (a cup, a couch or sofa, a clock, a chair or table) using aesthetic principles in their design. This wide area includes architecture, photography, industrial design, graphic design, fashion design, interior design, as well as all decorative arts. Noted styles include, Bauhaus Design School, as well as Art Nouveau, and Art Deco. History of art There really is no such things as art history;there are only histories of art .No single way of looking at and interpreting art providesall the answer since there are various methods and approaches to interpretation. For example, we might see the role of art history as a means of communicating factual knowledge, perhaps about the way a work of art was made and the historical circumstances of its production. We may The history of art refers to the history of the visual arts of painting, sculpture and architecture. It is the history of one of the fine arts, others of which are the performing arts and literature. It is also one of the humanities. The term sometimes encompasses theory of the visual arts, including aesthetics. Sculptures, cave paintings, rock paintings, and petroglyphs from the Upper Paleolithic dating to roughly 40,000 years ago have been found, but the precise meaning of such art is often disputed because so little is known about the cultures that produced them. The oldest art objects in the world-a series of tiny, drilled snail shells about 75,000 years old-were discovered in a South African cave. Many great traditions in art have a foundation in the art of one of the great ancient civilizations: Ancient Egypt, Mesopotamia, Persia, India, China, Ancient Greece, Rome, as well as Inca, Maya, and Olmec. Each of these centers of early civilization developed a unique and characteristic style in their art. Because of the size and duration these civilizations, more of their art works have survived and more of their influence has been transmitted to other cultures and later times. Some also have provided the first records of how artists worked. For example, this period of Greek art saw a veneration of the human physical form and the development of equivalent skills to show musculature, poise, beauty, and anatomically correct proportions. In Byzantine and Medieval art of the Western Middle Ages, much art focused on the expression of Biblical and not material truths, and used styles that showed the higher unseen glory of a heavenly world, such as the use of gold in the background of paintings, or glass in mosaics or windows, which also presented figures in idealized, patterned (flat) forms. Nevertheless a classical realist tradition persisted in small Byzantine works, and realism steadily grew in the art of Catholic Europe. Renaissance art had a greatly increased emphasis on the realistic depiction of the material world, and the place of humans in it, reflected in the corporeality of the human body, and development of a systematic method of graphical perspective to depict recession in a three dimensional picture space. In the east, Islamic arts rejection of iconography led to emphasis on geometric patterns, calligraphy, and architecture. Further east, religion dominated artistic styles and forms too. India and Tibet saw emphasis on painted sculptures and dance with religious painting borrowing many conventions from sculpture and tending to bright contrasting colors with emphasis on outlines. China saw many art forms flourish, jade carving, bronze work, pottery (including the stunning terracotta army of Emperor Qin), poetry, calligraphy, music, painting, drama, fiction, etc. Chinese styles vary greatly from era to era and are traditionally named after the ruling dynasty. So, for example, Tang Dynasty paintings are monochromatic and sparse, emphasizing idealized landscapes, but Ming Dynasty paintings are busy, colorful, and focus on telling stories via setting and composition. Japan names its styles after imperial dynasties too, and also saw much interplay between the styles of calligraphy and painti ng. Woodblock printing became important in Japan after the 17th century. The western Age of Enlightenment in the 18th century saw artistic depictions of physical and rational certainties of the clockwork universe, as well as politically revolutionary visions of a post-monarchist world, such as Blakes portrayal of Newton as a divine geometer, or Davids propagandistic paintings. This led to Romantic rejections of this in favor of pictures of the emotional side and individuality of humans, exemplified in the novels of Goethe. The late 19th century then saw a host of artistic movements, such as academic art, Symbolism, impressionism and fauvism among others. The history of twentieth century art is a narrative of endless possibilities and the search for new standards, each being torn down in succession by the next. Thus the parameters of Impressionism, Expressionism, Fauvism, Cubism, Dadaism, Surrealism, etc. cannot be maintained very much beyond the time of their invention. Increasing global interaction during this time saw an equivalent influence of other cultures into Western art, such as Pablo Picasso being influenced by African sculpture. Japanese woodblock prints (which had themselves been influenced by Western Renaissance draftsmanship) had an immense influence on Impressionism and subsequent development. Later, African sculptures were taken up by Picasso and to some extent by Matisse. Similarly, the west has had huge impacts on Eastern art in 19th and 20th century, with originally western ideas like Communism and Post-Modernism exerting powerful influence on artistic styles. Modernism, the idealistic search for truth, gave way in the latter half of the 20th century to a realization of its unattainability. Relativism was accepted as an unavoidable truth, which led to the period of contemporary art and postmodern criticism, where cultures of the world and of history are seen as changing forms, which can be appreciated and drawn from only with irony. Furthermore the separation of cultures is increasingly blurred and some argue it is now more appropriate to think in terms of a global culture, rather than regional cultures. a) When did humans start creating works of art? Up until recently most paleoanthropologists and art historians thought that the history of art begins during the Upper Paleolithic period between 35,000 and 10,000 BCE, as evidenced by a series of cave paintings and miniature carvings discovered mainly in Europe. However, recent archaeological discoveries seem to confirm that prehistoric art begins much earlier almost certainly during the middle Lower Paleolithic between about 290,000 and 700,000 BCE. b) What is the earliest type of art produced by Stone Age Man? The oldest known art form is the cu pule, a hemispherical petroglyph, created by percussion, which occurs on vertical as well as horizontal surfaces. Venus Art In archeology, the term Venus Figurines is an umbrella description relating to Stone Age statuettes of women, created during the Auriga or Gravitation cultures of the upper Palaeolithic (c.32,000-20,000 BCE), throughout Europe from France to Siberia. The general similarity of these sculptures in size and shape [obese or pregnant] is extraordinary. They were carved by Stone Age sculptors in all manner of different materials, ranging from soft stone ( calcite or limestone), bone, ivory, wood, or ceramic clays. The latter type are among the oldest ceramic works yet discovered. Hundreds of such figurines are known, nearly all between 2 and 8 inches in height. Considered by late 19th century archaeologists to represent the prehistoric idea of feminine beauty, they were dubbed Venuses in reference to the Roman goddess of beauty. First Archaeological Discoveries of Venuses The first Stone Age 3-D representation of a woman was discovered in the Dordogne in France around 1864 by the Marquis De Vibratye. Other early discoveries included the Venus of Brassempouy, unearthed in south-west France in 1894, and the famous Venus of Willendorf in 1908 in the Danube valley, Austria. Earliest Known Venus Figurines Somewhat anomalous to the main period of Venus sculpture the Aurignacian and Gravettian periods of the Upper Paleolithic era two Venus-type carvings have been found within the Mediterranean area that predate the Upper Paleolithic by hundreds of thousands of years, making them by far the oldest Venus figurines known to archeology. These include: the Venus of Berekhat Ram, found on the Golan Heights between Israel and Syria, and the Venus of Tan-Tan, discovered in Morocco. Both originate from the Acheulean culture of the Lower Paleolithic epoch, and have been dated to between 200,000 and 300,000 BCE. Although some controversy still exists as to whether they are the product of human design, other even earlier discoveries of Lower Paleolithic art in India suggest that human fine art developed from a much earlier period than first supposed. When the earliest sculpture ever made? The first pro to-sculptures are the Acheulian period figurines made by Homo erects, which date from 200,000 BCE. How old are the earliest cave paintings? Painted by modern Homo sapien, the oldest known cave murals occur in the Upper Paleolithic rock shelters of Chauvet, Pech-Merle, Cos quer and Lascaux ( France) and at Al Ta amira(Ca ntabria, Spain). Modern technologies effect on fine arts In olden periods human used their traditional skills and brain to make an art. For example painting ,pencil drawings,sculpting ,designing etc they use their own skills and techniques but today that method is changed .Now a days all human are busy that is the reason they are depending on the modern technologies such as computer graphics or softwares. If we look some olden art techniques we can see how much the technology  has developed. a) Paintings Painting is the practice of applying paint, pigment, color or other medium to a surface (support base). The application of the medium is commonly applied to the base with a brush but other objects may be used. In art the term describes both the act and the result, which is called a painting. Paintings may have for their support such surfaces as walls, paper, canvas, wood, glass, lacquer, clay or concrete. Paintings may be decorated with gold leaf, and some modern paintings incorporate other materials including sand, clay, and scraps of paper. Painting is a mode of expression and the forms are numerous. Drawing, composition or abstraction and other aesthetics may serve to manifest the expressive and conceptual intention of the practitioner. Paintings can be naturalistic and representational (as in a still life or landscape painting), photographic, abstract, be loaded with narrative content, symbolism, emotion or be political in nature. b) Pencil Drawings A sketch is a rapidly executed freehand drawing that is not intended as a finished work. If in oil paint it is called an oil sketch. In general, a sketch is a quick way to record an idea for later use. Artists sketches primarily serve as a way to try out different ideas and establish a composition before undertaking a more finished work, especially when the finished work is expensive and time consuming (as in the case of a large painting or fresco). Sketching sharpens an artists ability to focus on the most important elements of a subject and is a prescribed part of artistic development for students. Dry media such as pencil or pastel are often preferred due to time constraints, but a quickly done watercolor study or even quickly modeled clay or soft wax can also be considered a sketch in the broader sense of the term. Graphite pencils being a relatively new invention, the artists of the Renaissance could make sketches using the expensive method of a silver stylus on specially prepared paper (known as silver point), with results similar to a modern pencil sketch, or, more cheaply, using charcoal, chalk, or pen-and-ink. Digital Art Digital art is an umbrella term for a range of artistic works and practices that utilize digital technology. Since the 1970s various names have been used to describe what is now called digital art including computer art and multimedia art but digital art is itself placed under the larger umbrella term new media art. Digital production techniques in visual media The techniques of digital art are used extensively by the mainstream media in advertisements, and by film-makers to produce special effects. Desktop publishing has had a huge impact on the publishing world, although that is more related to graphic design. It is possible that general acceptance of the value of digital art will progress in much the same way as the increased acceptance of electronically produced music over the last three decades. Digital art can be purely computer-generated (such as fractals and algorithmic art) or taken from other sources, such as a scanned photograph or an image drawn using vector graphics software using a mouse or graphics tablet.Though technically the term may be applied to art done using other media or processes and merely scanned in, it is usually reserved for art that has been non-trivially modified by a computing process (such as a computer program, micro controller or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are not usually considered digital art in themselves, but can be part of the larger project of computer art and information art.Artworks are considered digital painting when created in similar fashion to non-digital paintings but using software on a computer platform and digitally outputting the resulting image as painted on canvas. Computer generated visual media There are two main paradigms in computer generated imagery.The simplest is 2D computer graphics which reflect how you might draw using a pencil and a piece of paper. In this case, however, the image is on the computer screen and the instrument you draw with might be a tablet stylus or a mouse. What is generated on your screen might appear to be drawn with a pencil, pen or paintbrush. The second kind is 3D computer graphics, where the screen becomes a window into a virtual environment, where you arrange objects to be photographed by the computer. Typically a 2D computer graphics use raster graphics as their primary means of source data representations, whereas 3D computer graphics use vector graphics in the creation of immersive virtual reality installations. A possible third paradigm is to generate art in 2D or 3D entirely through the execution of algorithms coded into computer programs and could be considered the native art form of the computer. That is, it cannot be produced withou t the computer. ,Fractal art algorithmic art and Dynamic painting are examples. Computer generated 3D still imagery 3D graphics are created via the process of designing complex imagery from geometric shapes, polygons or NURBS curves to create three-dimensional shapes, objects and scenes for use in various media such as film, television, print, rapid prototyping and the special visual effects. There are many software programs for doing this. The technology can enable collaboration, lending itself to sharing and augmenting by a creative effort similar to the open source movement, and the creative commons in which users can collaborate in a project to create unique pieces of art. Computer generated animated imagery Computer-generated animations are animations created with a computer, from digital models created by the artist[not specific enough to verify]. The term is usually applied to works created entirely with a computer. Movies make heavy use of computer-generated graphics; they are called computer-generated imagery (CGI) in the film industry. In the 1990s, and early 2000s CGI advanced enough so that for the first time it was possible to create realistic 3D computer animation, although films had been using extensive computer images since the mid-70s. A number of modern films have been noted for their heavy use of photo realistic CGI. Graphic art software Graphic art software is a subclass of application software used for graphic design, multimedia development, specialized image development, general image editing, or simply to access graphic files. Art software uses either raster or vector graphic reading and editing methods to create, edit, and view art. Many artists and other creative professionals today use personal computers rather than traditional media. Using graphic art software may be more efficient than rendering using traditional media by requiring less hand-eye coordination, requiring less visualization skill, and utilizing the computers quicker (sometimes more accurate) automated rendering functions to create images. However, advanced level computer styles, effects and editing methods may require a steeper learning curve of computer technical skills than what was required to learn traditional hand rendering and visualization skills. The potential of the software to enhance or hinder creativity may depend on the intuitiveness of the interface. Image development software Image development professionals may use general graphic editors or may prefer more specialized software. Although images can be created from scratch with most art software, specialized software applications or advanced features of generalized applications are used for more accurate visual effects Traditional medium effects Vector editors are ideal for solid crisp lines seen in line art, poster, woodcut ink effects, and mosaic effects. Some generalized image editors, such as Photoshop are used for digital painting (representing real brush and canvas textures such as watercolor or burlap canvas) or handicraft textures such as mosaic or stained glass. However, unlike Photoshop, which was originally designed for photo editing, software such as Corel Painter and Photo-Paint were originally designed for rendering with digital painting effects and continue to evolve with more emphasis on hand-rendering styles that dont appear computer generated. Photorealistic effects Unlike traditional medium effects, photorealistic effects create the illusion of a photographed image. Specialized software may contain 3D modeling and ray tracing features to make images appear photographed. Some 3D software is for general 3D object modeling, whereas other 3D software is more specialized, such as Poser for characters or Bryce for scenery. Software such as Photoshop may be used to create 3D effects from 2D (flat) images instead of 3D models. Add Depth is a discontinued software for extruding 2D shapes into 3D images with the option of beveled effects. Meta Creations Detailer and Painter 3D are discontinued software applications specifically for painting texture maps on 3D Models. Hyper realistic effects Specialized software may be used to combine traditional medium effects and photorealistic effects. 3-D modeling software may be exclusively for, include features for, or include the option of 3rd party plugins for rendering 3-D models with 2-D effects (e.g. cartoons, illustrations) for hyperrealistic effects. Other 2-D image editing software may be used to trace photographs or rotoscope animations from film. This allows artists to rapidly apply unique styles to what would be purely photorealistic images from computer generated imagery from 3-D models or photographs. Some styles of hyperrealism may require motion visual effects (e.g. geometrically accurate rotation, accurate kinetics, simulated organic growth, life-like motion constraints) to notice the realism of the imagery. Software may be used to bridge the gap between the imagination and the laws of physics. Computer graphics Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer. The development of computer graphics, has made computers easier to interact with, and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionized animation, movies and the video game industry. Graphics are visual presentations on some surface, such as a wall, canvas, computer screen, paper, or stone to brand, inform, illustrate, or entertain. Examples are photographs, drawings, line art, graphs, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, illustration, and color. Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element. Clarity or effective communication may be the objective, association with other cultural elements may be sought, or merely, the creation of a distinctive style. Image types 2D computer graphics 2D computer graphics are the computer-based generation of digital images-mostly from two-dimensional models, such as 2D geometric models, text, and digital images, and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc.. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics, whose approach is more akin to photography than to typography. Pixel art Pixel art is a form of digital art, created through the use of raster graphics software, where images are edited on the pixel level. Graphics in most old (or relatively limited) computer and video games, graphing calculator games, and many mobile phone games are mostly pixel art Vector graphics Vector graphics formats are complementary to raster graphics, which is the representation of images as an array of pixels, as it is typically used for the representation of photographic images. There are instances when working with vector tools and formats is best practice, and instances when working with raster tools and formats is best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools. 3D computer graphics 3D computer graphics in contrast to 2D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing. Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques. 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 visually 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. Digital painting Digital painting is an emerging art form in which traditional painting techniques such as watercolor, oils, impasto, etc. are applied using digital tools by means of a computer, a digitizing tablet and stylus, and software. Traditional painting is painting with a physical medium as opposed to a more modern style like digital. Digital painting differs from other forms of digital art, particularly computer-generated art, in that it does not involve the computer rendering from a model. The artist uses painting techniques to create the digital painting directly on the computer. All digital painting programs try to mimic the use of physical media through various brushes and paint effects. Included in many programs are brushes that are digitally styled to represent the traditional style like oils, acrylics, pastels, charcoal, pen and even media such as airbrushing. There are also certain effects unique to each type of digital paint which portraying the realistic effects of say watercolor o n a digital watercolor painting. In most digital painting pro