Sunday, December 15, 2019

Content Management System Free Essays

The Problem: It’s Background A Content Management System (CMS) Is a computer program that allows publishing, editing and modifying content as well as maintenance from a central interface. One of the examples of Content Management System (CMS) is â€Å"blogging†. Blogging Is the act of posting content on d blog or posting comments on someone else’s blog. We will write a custom essay sample on Content Management System or any similar topic only for you Order Now Blogging is very popular today because it allows people to interact with each other. Blogging has also become a popular Search Engine Optimization (SEO) tool because search engines Ilke Google and Yahoo know that a blog Is frequently pdated with content or visitor comments, so their spiders visit blogs frequently looking for new content to include in their index. Additionally, blog content can be delivered automatically via electronic RSS (Really Simple syndication) data feeds. Visitors subscribe to a blog’s feeds in order to stay up to date with content that’s being posted on subjects that interest them. Blog feeds are then read by what’s known as blog teed reader software, widely available for tree, so users can scan tor recent blog posts of interest on the blogs to which they subscribe. The purpose of his project proposal was to develop and Implementa CMS. This CMS will help us to inform easily the daily activities ot one person, the incoming events, news and some related topics. CMS will provide two users: The administrator and the user. Both administrator and user can post an article to that CMS, can also comment to some article that the other user posted, can also upload and download files. Manually posting the events or announcing is some problem encountered by those people who cant relate to those topics. Since the manual posting of event and announcing is always committing ontroversies after the process and some of us wants’ to suggest about on what we want to see or happen on that event . So the researchers came up with an Idea of developing an Content Management System. This is very useful to everyone especially to those busy people. They can browse the announcement anytime, everywhere with the use of Internet. A software application used to upload, edit, and manage content displayed on a website. A content management system can perform a variety of different tasks for a website including regulating when content is isplayed, how many times the content Is shown to a speclflc user, and managing how the content connects or interacts with other elements of the website. The idea behind developing a Content Management System was to Improve the public communication ot people and to give Ideas, sharing knowledge, suggestion and the freedom to express their thoughts. Statement ot Objectives In general, the main objective of the project was to develop a Content Management System. SpeclTlcally, tnls study almea to: 1 . Design a system that will easily provide accurate information of articles to the ser. 2. Decrease the time spent for manually posting information. 3. Decrease the space in managing articles and money consumed for manual posting of articles. 4. Version and control over the documents and the contents – reused or not. Significance of the study The developed Content Management System hopes to make contribute to the following: User – It is beneficial to the user by using the system and through this study it proves that the technology has a great effect to have an easy way of living. Administrator – It is easier for the Admin to post announcements, events nd related information. It gives less effort to communicate. Researcher – Found the findings useful as it served as basis in their future similar studies and this study provided them some insights and encouragement to do better systems that will contribute to their institution. Future Researcher – This study can contribute to them as their basis and reference in constructing similar study. Scope and Delimitation The system focused on the development a Content Management System. It provides accurate information to all users and satisfies the needs of the user. The system rovides a user-friendly environment and greater consistency and accuracy. The system entitled â€Å"Content Management System† can be use to everyone. In this CMS, the user can choose categories, create her/his own article and she/he can post it. By posting the article, the other user can view/read the posted article. They can comments on that article, say what they want, give compliments, ECT. This project proposal includes uploading and downloading files. The limitation of the system is that, the categories are fixed. The user is required to choose categories so that they an create article and it will be post on the categories they choose. And only the Admin can manage to edit or delete the posted topic. Definition of terms To ensure better understanding on the parts of the readers, the standard and operational definition of terms in this study is hereby given: Accuracy – The quality of being near to the true value. Article – A piece or section that is part of a larger written work such as a magazine or a document. Blog – is a website consisting of post appearing with the most recent entry appearing first Blogging – The process of writing a blog, an online Journal in hich you share your thoughts about a particular subject with readers Categories – Provide a helpful way to group related posts together, and to quickly tell readers what a post is about. Comments – A statement of fact or opinion, especially a remark that expresses a personal reaction or attitude CMS (Content Management System) – A web based database that can be accessed by computes Database – A collection of information that is organized so that it can easily be accessed, managed, and updatea a- Inls Is tne process In wnlcn data Is sent to t your computer. Files – Is an entity of data available to system users (including the system itself and its application programs) that is capable of being manipulated as an entity (for example, moved from one file directory to another Robustness – In the context of computer software, robustness is the resilience of the system, especially when under stress or when confronted with invalid input. System – A collection methods, procedures or techniques united by regular interaction to form an organized whole. Uploading – This is the process of sending information to another computer. How to cite Content Management System, Papers

Saturday, December 7, 2019

A Case of Digital Gaming Revolution

Questions: Tasks: The digital gaming revolution has given birth to a multitude of consoles and their various genres of game play from fitness to fighting, from brain training to brain draining. As we approach the peak selling season many new games are being launched at their relevant targets. For the management accountants of the many companies involved the pricing and costing of these products is a perpetual nightmare. You as a management accountant are to prepare a paper to present at a computer games conference. This paper should critically evaluate in detail the following: 1. How would the following techniques be applied in the industry? a) Life cycle costing b) Target costing 2. The market based pricing strategies that should be considered for the launch of any new computer game/ console and recommend the strategy to be chosen for your organisation. (Playstation 3) 3. Each stage in the life cycle of a particular game/ console and the issues that your management team will need to consider a t each stage. (production - limited stock, how much we need to make?, material availability, Sales - how much can we sell? Cost and Sale price need to balance, Managers - manageable, workers to complete the job) 4. Other information that you consider will set your paper apart from the competitors. Answer: 1. Application of financial costing techniques in gaming industry a) Life cycle costing This managerial costing technique determines the cost of the product based on the overall life of the product starting from the procurement cost to the manufacturing costs (Adler, 2011). Since the gaming industry is largely dominated by fast selling innovative products hence the companies can effectively use the life cycle costing to determine the production costs and revenue of the video games at each stage of the product life cycle. The industry life cycle of the gaming industry shows that the three major video game companies namely Microsoft, Sony and Nintendo are all in the mature phase of the Industry life cycle. The developed countries are experiencing maturity in terms of hardware and software developments in the gaming industry (Loughran, 2012). Figure 1: Industry life cycle of Gaming industry (Source:T anner, Davis and Davis, 2011, pp-56) Since gaming industry is in the maturity stage of the product life cycle hence the management of the companies can effectively use the following stages of life cycle costing : Make an account for resources used in the past stages and identify the costs of the resources (Jin, 2010) Take decisions on improvement of product designs to retain the target market Identify costs for effective after sale services Assessment of renewal costs to prevent the products from moving on to declining phase of the PLC. b) Target costing Hall(2010) opined that target costing is the approach that helps the companies to reduce the cost at the introduction stage of the new product development by integrating costs of product design, product price, expected profit and product cost (Hwang, 2010). As per reports of Mintel, Sony computer Entertainment and many other Japanese companies are adopting target costing in order to control gaming costs over the product life cycle. The gaming industry can tactfully adopt the target costing procedure in order to increase sales by reducing costs. Step 1: Product design and price Step 2: Determination of desired profit Step 3: Target cost (Step 1- Step 2) Step 4: Engineer the product to achieve the desired cost (Refer to appendix 1) The Bloomberg report shows that by adopting Target costing in the year 2013 Microsoft has been able to increase its sale of Xbox One more than Sonys Play station 4. As an additional feature, the company introduced additional features like multilayer interface, Blue ray players and subscription game networks. (Refer to appendix 2) 2. Analysis of market based pricing strategies for launch of new computer game The gaming industry initially considers the Life cycle costing for the launch of any new video game in the market. When a new game console is introduced, in the introduction stage the marketer adopts premium-pricing strategy (Corbeil, 2012). The companies in this stage sets high price for the product so that the exclusiveness of the product can be expressed to the customers. For instance, Sony adopted a premium pricing strategy at the launch of Play station 4 in 2013 and priced the new generation video game at around 349. Similarly, Microsoft launched its Xbox One at around 429 premium price. This strategy attracts the customers because the customers want to be the first purchasers of the innovated products. This drives the sales of the video games in the introduction stage of the life cycle (Hilary and Hsu, 2011). With the increase in the demand for the product the video games thus launched reaches the growth stage. Being a technological product, the demand decreases with the passage of time. Hence, in this stage the gaming companies use the price skimming strategy. Sony and Microsoft use this strategy to set premium price in the initial stage and gradually lower the price to make the game versions available to a wider target market. The use of the price skimming strategy by Sony in case of Play station 3 in the Asian markets has helped the company to acquire 65% of the market share of the Asian countries (Dormans, 2011). In this stage to maintain the product demand, the companies also offer captive deals. These deals include purchasing of accessory items along with the game software of the same company in order to play the game. For instance to play Halo the customer needs to purchase Microsofts Xbox 360. In the maturity stage, the price skimming strategy is maintained but since the target, market becomes stagnant hence to initiate sales the gaming companies uses bundle pricing strategies. Here the companies offer a bundle of products like Sony offering additional controllers, remote controls and additional game discs along with Play station 3 (Maksoud, 2011). This deal is profitable for the customer because if these accessories are purchased separately then the customer will incur high expenses compared to the low bundled price offered by Sony. Hence, this initiates sales. High technological changes, changes in customers demands and preferences and introduction of new range of games forces all versions of video games to move to the declining stage of the product life cycle (Miller and Washington, 2012). In this stage, the companys major focus is on reducing the price to the lowest possible amount. Here the companies adopt economy-pricing strategies. This strategy enables the companies to attract the specific target customers who are budget sensitive and were waiting for the price reduction in order to make purchase. In this stage, the company should not invest in improving the existing game version rather should invest on introduction of a new version. For instance, Sony adopted an economy- pricing strategy in case of Play station 3 and launched Play station 4 by adopting premium-pricing strategy. This helped Sony to gain profit from the sale of both the Play stations simultaneously (Wesley and Barczak, 2010). Figure 2: Pricing strategies adopted by Video gaming companies at various stages of product life cycle of video games (Source: Tulloch, 2010, pp-96) 2.1 Recommendation of strategy for Play station 3 Sonys Play station 3 that was introduced in 2006 was launched at a premium price of 599. However, the introduction of the Play Station 4 in 2013 indicates that Play station 3 is in its declining stage of PLC (Merchant and Zambon, 2010). From the launch to the declining stage the company adopted the different pricing strategies and with the adoption of price skimming continued to lower the price if the Play station by 20% every year (Ensslin, 2011). For Sony to increase the sale of Play Station 3 in Asian market the company needs to adopt the economy pricing strategy. Suppose if the launch price of the Play station was = 400 and a 20% reduction is experienced each year with the movement of the PLC then the product will be priced as follows: Year 1 (2007): 400 Year 2 (2008): 320 Year 3 (2009): 256 Year 4 (2010): 205 Year 5 (2011): 123 Year 6 (2012): 98.40 Year 7 (2013): 78.72 Figure 3: Prices of video games in different stages of PLC (Source: created by author) 3. Each stage in life cycle of a game and issues related to the stages As per Forbes, analysis majority of the video games generates 85% of the total sales in the first year of launch. After the first year, the games are replaced by the updates versions (Refer to appendix 3). However, the companies face various issues in the various stages of the life cycle. Although the sales decrease in the growth and maturity stage however the companies do not discard the product hence they are involved in different issues. The issues are as follows: Production issues: At the introduction stage, the companies face difficulty in forecasting of the customer demand and hence are not able to make production capacity details. At the growth and the maturity stage the initial demand has been confirmed and hence the just in time approach is followed by the companies to maintain production capacity (Roehl-Anderson, Bragg and Willson, 2005). Resources issue: The digital technologies, CDs, DVDs, and blue ray discs, the use of extensive technologies makes the production of video games costly. The basic manufacturing processes like creation of game records and game formats also are costly hence the companies face cost reduction issues in terms of video games production in each stage of PLC (Hilton, 2005). Sale forecast: It is difficult for the companies to forecast the actual sales statistics in the maturity and declining stage of the video game (Merchant, 2011). Hence, this in turn makes it difficult for the company to plan the production forecast in these two stages. Pricing strategy: The companies have to keep on reducing the prices and adopt different pricing strategies in the different product life cycle stages. For this constant monitoring of the external market is necessary to track the technological changes in the product. Labor issues: The success and invention of a game depends on the thought and innovation of the human effort. Hence, the labor and the human force are the primary backbone of the companies. In the maturity and growth, stages the companies have to incur high labor charges since they try to innovate and make technological changes in the product features to suit the needs to the market (Zagal and Mateas, 2010). 4. Additional information on Video gaming industry As per the reports of Forbes the video gaming industry target market comprises of three types of customers among which 40% are female and 60% are male. Under 18 years 25% 18 to 39 years 49% 40 and above 26% UK records for around 1902 active game companies alone and the 3 major companies regulating this industry are Sony, Microsoft and Nintendo. However, the introduction of Smartphone apps has contributed to the development of gaming industry. Thousands of games making hubs are found in different parts of UK. (Refer to appendix 4). The video games industry has flourished in the present social status and the customers generally prefer purchasing the games in the initial introductory stages (McCoy, 2010). However, the growth of the industry is still stagnant in the developing countries and hence the companies can market the products in the developing and Asian countries with economy pricing strategy to generate sales from the declining stage of the products. With the growth of the mobile devices like smart phones and tablets, entertainment value of the video games will further increase in the future years (Shan and An, 2010). Reference list Adler, R. (2011).Management accounting. Abingdon, Oxon: Routledge. Corbeil, P. (2012). Book review: Stretching Video Games.Simulation Gaming, 43(2), pp.286-288. Dormans, J. (2011). Beyond Iconic Simulation.Simulation Gaming. Ensslin, A. (2011). Do avatars dream of electric steak? Video games and the gendered semiotics of food.journal of gaming virtual worlds, 3(1), pp.37-50. Hall, M. (2010). Accounting information and managerial work.Accounting, Organizations and Society, 35(3), pp.301-315. Hilary, G. and Hsu, C. (2011). Endogenous overconfidence in managerial forecasts.Journal of Accounting and Economics, 51(3), pp.300-313. Hilton, R. (2005).Managerial accounting. Boston, Mass.: McGraw-Hill/Irwin. Hwang, S. (2010).Advanced management accounting. Singapore: Pearson Custom Pub. Jin, D. (2010).Korea's online gaming empire. Cambridge, Mass.: MIT Press. Loughran, M. (2012).Intermediate accounting for dummies. Hoboken, NJ: Wiley Pub. Maksoud, A. (2011). Management accounting practices and managerial techniques and practices in manufacturing firms: Egyptian evidence.International Journal of Managerial and Financial Accounting, 3(3), p.237. McCoy, L. (2010).Video Games. New York: Infobase Pub. Merchant, K. (2011). Malea Fashion District: A New Way to Learn Managerial Accounting Antonio Davila and Daniel Oyon.European Accounting Review, 20(1), pp.190-192. Merchant, K. and Zambon, S. (2010). Malea Fashion District: A New Way to Learn Managerial Accounting.European Accounting Review, 19(4), pp.860-862. Miller, R. and Washington, K. (2012).Casinos, gaming wagering 2012. Loganville, GA: Richard K. Miller Associates. Roehl-Anderson, J., Bragg, S. and Willson, J. (2005).Controllership, the work of the managerial accountant. Hoboken, N.J.: Wiley. Shan, L. and An, J. (2010). Gaming of Strategy--Strategic Realignment of Chinese Dairy Industry.International Business Research, 3(3). Tanner, D., Davis, C. and Davis, E. (2011).Study guide to accompany Managerial accounting. Hoboken, N.J.: John Wiley Sons Ltd. Tulloch, R. (2010). A man chooses, a slave obeys: agency, interactivity and freedom in video gaming.journal of gaming virtual worlds, 2(1), pp.27-38. Wesley, D. and Barczak, G. (2010).Innovation and marketing in the video game industry. Farnham [Surrey, England]: Gower. Zackariasson, P. and Wilson, T. (2012).The video game industry. New York: Routledge. Zagal, J. and Mateas, M. (2010). Time in Video Games: A Survey and Analysis.Simulation Gaming, 41(6), pp.844-868.

Friday, November 29, 2019

Communications In Observation Essays - Nonverbal Communication

Communications in Observation Women are more noticeably shy then men. Non-verbally, their "body language" seems to communicate feelings of great uncertainty and self-consciousness. For example, I observed a woman in a bus en route to the Cherry Hill Mall. Her and a young man sitting directly across from her were engaged in what was apparently a mutual flirt. But the man seemed much more confident and cocky than did the female. For one thing, he was calm and relaxed. The woman, however, kept her arms folded over a purse that she clung to rather tightly. Moreover, the female had a strong tendency to look down more often than the male and although her admiration for him was obvious,-- she seemed to be trying especially hard to conceal it. Further evidence of greater communicative differences exist between males and females in various other social settings as well. Consider, for example, those individual employed in customer service-related capacities. While in Shoprite, I noticed that female customer service representatives were more apt to offer immediately friendly assistance than were the male attendants whom I observed on another occasion. Males are not as cocky nor as confident in this sort of situation; their eyes tend to dart around the area while the eyes of a woman remain focused upon the eyes of the customer. The man seems to communicate with fewer smiles--apparently they have to get past a certain "ice-breaking" point before they will feel comfortable with a genuine look of happiness. Verbally, the actual process of speech is also quite different between males and females. The former usually tends to have a more base-orientated voice and a faster rate of speech while the latter is more calm and soft-spoken. Men seem to speak more nasally and women seem to have a better control over the English language. Over the course of a few days, I noticed hearing significantly fewer "ums" and "errs" from women than I did from men. This did not necessarily indicate that they presented themselves more confidently, just with greater fluency. Men have a tendency to use their hands more often while speaking than do their female counterparts. In one observed instance, several men and women had gathered in a local pizzeria and the amount of hand motions and gesture that the guys were using seemed to be infinite. One guy practically drew out an entire picture of his car in the air while describing it to the group of friends. Meanwhile, the girls' hands remained on their food or their drink or on the table. Girls nodded much more than boys-- but made no other gesture with as much frequency. Finally, it can be inferred from my observations that certain cultural models causes the witnessed patterns of speaking and communication. Girls are "taught" to be shy an inferior-- and this is evidenced in their non-verbal coyness while speaking in a one-to-one situations with males. But men are taught that over-happiness is "queer" and so smiles are not nearly as common on the male's face as they are on the female's face. Both sexes certainly seem to enjoy talking-- but each is more comfortable in their own different scenario.

Monday, November 25, 2019

Who Is More Powerful Prime Minister Blair Or President Clinton essays

Who Is More Powerful Prime Minister Blair Or President Clinton essays "We know that no one ever seizes power with the intention of relinquishing it" . In co-operation President Clinton and Prime Minister Blair are renowned for being capable and powerful politicians, be it through the media or through the publics own perceptions this has been shown through high profile world politics in which both men have had major roles. An example of this has been with the Kosovan war in which both leaders joined together showing how important their decisions were. Clinton and Blair have both proved their abilities in gaining public support and retaining the approval given to them from the majority in the form of power. Equally they have retained this power in the face of austere media coverage, as with the Monica Lewinsky scandal involving Clinton or being Blair at the present time. The roles of President and Prime Minister have long been considered the highest positions of political power that resides in America and Britain. However both draw on different sources f or their power and stability in these roles. It is for this reason that the stability of these sources and the extent to which Clinton and Blair can make independent changes must be accessed if we are to understand the limitations of their power. Both Clinton and Blair have different power bases from which to be judged. Ostensibly it is President Clinton who appears to have the most significant power base as the political leader of one of the most influential countries in the world. As a significant military power, America is seen as a powerful ally in times of conflict. In addition to, as commander and chief of a military superpower Clinton has reflected power with the ability to represent America's interests abroad with substantial force as with the Gulf War, in this way Clinton can certainly be perceived to be more militarily powerful than any other leader. America's economic force is also an essential factor in establishing the importance of ...

Friday, November 22, 2019

Proposal for Callingyou Inc Essay Example | Topics and Well Written Essays - 1750 words

Proposal for Callingyou Inc - Essay Example The Company provides 24 / 7 support, staff rotates in shifts, centralized administration is recommended to configure multiple accounts on each workstation, and this enables every employee to log in the computer with his / her own credentials. Topology is the framework of any network. Star topology is recommended for the current network design. It is the most widely adopted topology. The star topology supports the centralized provision of network resources and services. The support staff can manage the network administrative and troubleshooting tasks centrally. Star topology helps to implement centralized security architecture for improved and enhanced security of the network. The network implementation cost can be saved by provisioning the core systems located centrally. The security controls and backup systems are also located centrally for better troubleshooting and management. Data communication network requires a carrier for transportation of data. A simple definition is available on ‘www. T1definition.com’ that says â€Å"A T-1 line is a dedicated data line that transmits data at the speed of 1.544 megabits per second (mbps). This translates to a speed that is 27 times faster than a 56k dial-up modem, which means that multiple people can access the Internet simultaneously†. T1 consists of total 24 channels that can be used as 24 different channels for voice or data. However, 24 simultaneously logical connections can be established. A dedicated T1 line can support up to 50 to 100 users on the network. The dedicated T1 carrier is implemented to synchronize traffic within the two remote sites for Calling You Inc. Furthermore, another carrier is requisite for internal communication of the network. Data transmission is conducted on a Category 5 cables for the current network design. CAT-5 is in the form of twisted pairs. However, the cable consists of 4 copper wire pairs, connecting the

Wednesday, November 20, 2019

International Urben Policy Essay Example | Topics and Well Written Essays - 2000 words

International Urben Policy - Essay Example The paper tries to analyse the problems facing the growth of this unplanned city and tries to formulate measures whereby these can be tackled so as to make it more progressive and habitable. Nairobi is a city that faces a major influx of refugees moving into its urban areas. Interestingly, this migration pattern into Nairobi is not only for economic opportunities. Apart from economic migrants, the country also has hordes of people who move out of camps providing assistance to them, as the quality of aid is very low. Regarding this, it would be worth observing that whereas the period 1997 - 2001 was characterised by a 24 percent decline in the global refugee population compared to the pervious five years, the share of refugee from Africa rose from 20 to 45 percent during the same period. Also, as the demographic status of refugees varies across regions, and even within countries, it is dependent on the normative value of the refugees themselves. By end of 2001, Kenya was home to over a quarter of a million refugees. And out of this, almost about 50% of the refugees were aged above 18 years while about 45% of the total population were female. These refugees including thos e in urban areas posed a challenge not only to the government, but also to the indigenous populations. The host country saw them as an imposing and alarming threat to their own sovereignty, security and global stability. The governmental failure to unify the various clans and tribes of the city along with the influx of the refugees is inter-related to the demographics of the inter ethnic relations of the city. Research involving the various tribes such as the Luyia, Kuria, Suba, Luo, Maasai, or the Kalenjin and their inter racial interactions has shown that the relation of these refugees with the people, as well as the relation within the tribes themselves is pretty complicated. What makes it more dangerous is the existence of separate political affiliations of ethnically defined groups to political parties in the multi-party system of Kenya. Even with the coming of self governance, the colonial power is still considered to be an important influence on ethnic identification. Among the Luo, Maasai and their Bantu neighbours, there is a cultural gradient or a culture prestige gradient with the Nilotes at the upper end, and this status differentiation in several cases is stabilised by the appointment of chiefs from high status groups by the colonial power. This intra racial differentiation leads to a process of social exclusion. This, on the other hand, is also propagated by what has been termed as the 'filtering down process' of educational facilities being provided to the people of the different groups: broadly speaking the 'haves and the have nots'. Put in a nut shell, the educational policy in Kenya is such that it is generally the children from educated and well to do parents who can pursue higher education. The process of filtering down ensures that even when the government adopts a policy of educational expansion, it fails to lead to intergenerational job mobility. As Hazlewood puts it, the much greater expansion of secondary education, drawing in many more, and a much higher proportion, of the children of the uneducated in Kenya than in Tanzania, has made access to secondary educatio

Monday, November 18, 2019

Caribean Ensemble Essay Example | Topics and Well Written Essays - 1500 words

Caribean Ensemble - Essay Example Choosing only one student performance within the group, it is possible to show bright interactions between this popular/classical theme and the history of music, cultural backgrounds, instrumental history, where all factors help to get a deeper understanding of --- at first sight --- famous and well-known composition. These interactions will find out the deeper layer of these compositions' reasoning, definitely. Additionally, except the aforesaid ones, there also were such as: 'Take 5: Dave Brubeck;' 'Tomorrow: Annie (The Musical);' 'Oye Como Va: Tito Puente;' 'Footsteps: Machel Montano;' 'Rolling the Deep: Adele and Paul Epworth;' 'I'll be There: Berry Gordy, Bob West, Hal Davis, and Willie Hutch;' 'Under the Sea: The Little Mermaid;' 'Oh, What a Night: The Four Seasons;' 'Hungarian Dance: Johannes Brahms;' 'No One: Alicia Keys;' 'Habanera from 'Carmen:' George Bizet;' 'One Note Samba: Antonio Carlos Jobim.' As we could see, the program of the World Festival, 2013, was so ambitious that every single should be regarded as a 'special event' in it. G1/4. I Shot the Sheriff: Bob Marley 'I Shot the Sheriff: Bob Marley' belonged to the first group of the Carribean Ensemble at York University. ... Having had many subgenres --- early reggae, roots reggae, dub, etcetera, --- this genre exploited drums (for example, snare drum and tom-tom drum), bass, guitars, keyboards, horns, and vocals. (We will evaluate all these items within Marley and The Wailers' song and its student interpretation.) From the perspective of music theory, reggae had 'lower tempo' than ska and rocksteady. (Bradley, 2000, p. 41) Accordingly, it could be characterized by the 'offbeat rhythms', (Barrow, 2004, p. 21) and by a prominent fact that reggae was played in '4/4 time.' (Manuel, 2006, 11) Harmonically, it used 'simple chord progressions;' (Barrow, 2004, p. 23) furthermore, its 'rhythmic pattern accents the second and fourth beats in each bar,' with the drumer's 'emphasis on beat three.' (Manuel, 2006, p. 12) First of all, 'I shot the Sheriff' was a social-oriended song about sheriff's (not deputy's) murder, which was made from the narrator's face. In the composition it could be heard synthesizer, The Wai lers' horus, bass, drums, guitar, and leading vocal. It used offbeat rhythms, 4/4, lower tempo, and simple chord progressions; second and fourth beats have been emphasized in each bar, with the drumer's accent on beat three. These means of musical expression, along with the offset and syncopated rhythm-section, producted relaxive, but ideologically very intensive, reggae hit. Moreover, aforesaid suggestions on reggae music and particularly on current musical form should be applied to the student performance. Therefore, it could be stated that the very motif was maintained successfully, overall tempo was lower, than in ska and rocksteady; there was constant reggae offbeat, 4/4. From the other point, students were not always in the right time-space presence of the current