Blockbuster Entertainment Corp.: Growth Strategies for 1995

Author(s):  
Mohanbir Sawhney

Despite its clear leadership position, Blockbuster was running out of places in which to open new stores. As the growth and profitability of its traditional video rental business slowed, James Hilmer, chief marketing officer, evaluated two growth opportunities: set up virtual reality parlors within existing video stores, the test marketing of which had shown positive results; or leverage its retailing skills by diversifying into specialty retailing of merchandise from entertainment properties of its partners Viacom and Paramount. In this effort to grow by brand extension, Hilmer analyzes which option lets Blockbuster leverage its existing brand the most. How do the two market segments compare in terms of size, existing and future competition, investment requirements and returns, and Blockbuster's ability to grow and defend itself in the segment?

Author(s):  
Marika Lamanuzzi ◽  
Jacopo Andrea Di Antonio ◽  
Federica Foiadelli ◽  
Michela Longo ◽  
Andrea Labombarda ◽  
...  

2017 ◽  
Vol 63 (2) ◽  
pp. 265-283
Author(s):  
Subhendu Ranjan Raj

Development process in Odisha (before 2011 Orissa) may have led to progress but has also resulted in large-scale dispossession of land, homesteads, forests and also denial of livelihood and human rights. In Odisha as the requirements of development increase, the arena of contestation between the state/corporate entities and the people has correspondingly multiplied because the paradigm of contemporary model of growth is not sustainable and leads to irreparable ecological/environmental costs. It has engendered many people’s movements. Struggles in rural Odisha have increasingly focused on proactively stopping of projects, mining, forcible land, forest and water acquisition fallouts from government/corporate sector. Contemporaneously, such people’s movements are happening in Kashipur, Kalinga Nagar, Jagatsinghpur, Lanjigarh, etc. They have not gained much success in achieving their objectives. However, the people’s movement of Baliapal in Odisha is acknowledged as a success. It stopped the central and state governments from bulldozing resistance to set up a National Missile Testing Range in an agriculturally rich area in the mid-1980s by displacing some lakhs of people of their land, homesteads, agricultural production, forests and entitlements. A sustained struggle for 12 years against the state by using Gandhian methods of peaceful civil disobedience movement ultimately won and the government was forced to abandon its project. As uneven growth strategies sharpen, the threats to people’s human rights, natural resources, ecology and subsistence are deepening. Peaceful and non-violent protest movements like Baliapal may be emulated in the years ahead.


Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


Author(s):  
Damiano Perri ◽  
Martina Fortunelli ◽  
Marco Simonetti ◽  
Riccardo Magni ◽  
Jessica Carloni ◽  
...  

In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend has been consolidated overwhelmingly following the Covid-19 pandemic, which has made it precarious, difficult and even dangerous for patients to access hospital facilities. We present a platform devoted to the rapid prototyping of Virtual Reality based, cognitive tele-rehabilitation exercises. Patients who experienced injury or pathology need to practice a continuous training in order to recover functional abilities, and the therapist need to monitor the outcomes of such practices. The Virtual Reality exercises are designed on Unity 3D to empower the therapist to set up personalised exercises in a easy way, enabling the patient to receive personalized stimuli, which are crucial for a positive outcome of the practice. Furthermore, the reaction speed of the system is of fundamental importance, as the temporal evolution of the scene must proceed parallel to the patient’s movements, to ensure an effective and efficient therapeutic response. So, we optimized the Virtual Reality application in order to make the loading phase and the startup phase as fast as possible and we have tested the results obtained with many devices: in particular computers and smartphones with different operating systems and hardware. The implemented platform integrates in Nu!Reha system®, a tele-rehabilitation set of services that helps patients to recover cognitive and functional capabilities.


Author(s):  
Archana Tyagi

Identity has become one of the single most important issues for human development and adjustment in today’s turbulent times. Virtual world is changing the interface of identification and communication. Virtual reality has recently emerged as an effective tool to extend a healing space for an alternative identity. The focus of this chapter is on the challenges faced by the young generation, which is struggling to understand its “identity.” The exploration of identity in such virtual environments may be a search for a ‘unitary’ construct about the self (Erikson, 1968). In this paper, the concept of “identity” and “identity crisis” and the potential challenges identified in the real and virtual world are discussed at length. In today’s world people are pulled in different directions, thanks to the different kinds of societal demands from family, friends and society. It becomes difficult to find a uniqueness of one’s self and yet able to fulfill the norms and parameters set up by the society. Respect for diversity of self would go a long way in allowing people to be “uniquely themselves” while belonging to a community. Healthy “crisis” or exploration can afford people the opportunity to knowledgeably investigate choices in which there is positive meaning with regard to where they have come from, where they presently exist, and where they envision their future to be (International Encyclopaedia of the Social Sciences, 2008). An attempt to explore the identity management and identity statuses has also been made to understand “real” and “virtual reality.” Identity crisis and psychosocial moratorium’s linkage (Erikson, 1963) to virtual reality have also been touched upon. An understanding of organizational identity with the individual identity.


Author(s):  
Lun Li ◽  
Zhili Zhou ◽  
Jishun Li ◽  
Yujun Xue

The virtual reality is a multi-functional, interactive and immersible technology. As an advanced engineering design technology, the virtual reality technology (VRT) has been widely used in large mining machinery design and manufacturing. The system is based on DIVISION Mockup2000i2 software. Virtual prototype of the Tunnel Boring Machine (TBM) is studied in this paper. In addition, the movement simulation of TBM is completed in DIVISION Mockup2000i2. Firstly, CATIA software is adopted to build the parts of TBM. The TBM is assembled in CATIA too. Secondly, the THEOREM software is applied to convert the assembled model of TBM to another format which can be identified in DIVISION MOCKUP2000i2 software. In order to make the TBM image living, life-like and easy to browse, the light of surface, virtual materials and landmark scenes are set up in DIVISION MOCKUP2000i2 software environment. All motion parameters of the parts are defined before the simulation. Then, the virtual movement simulation of TBM components is analyzed with the behaviors property of MOCKUP. The virtual movement of cutting wheel, screw conveyor machinery and the door of mud out are studied. The virtual movement of segments and segment erector machine are completed by setting up virtual parts and virtual event. Five segments are fixed accurately in a cycle. The relations and interference of the parts movement are examined simultaneity. The hotkey is defined before the simulation, which can trigger the continuous implementation of virtual motion. In addition, a virtual voice is used to enhance the performance of movement simulation. The virtual prototype of TBM being set up and simulated will have positive significance for design inspection, structural analysis and product introduction without TBM physical prototype being manufactured.


2019 ◽  
Vol 9 (3) ◽  
pp. 281-285 ◽  
Author(s):  
Mark Taubert ◽  
Lucie Webber ◽  
Timothy Hamilton ◽  
Madeleine Carr ◽  
Mark Harvey

BackgroundVirtual reality (VR) immersive environments have been shown to be effective in medical teaching. Our university hospital received funding from our deanery, Health Education in Wales, to film teaching videos with a 360-degree camera.AimsTo evaluate whether VR is an effective and acceptable teaching environment. VR headsets were set up for medical students who rotated through Velindre Cancer Hospital’s Palliative Care department.MethodsStudents were asked to put on a VR headset and experience a pre-recorded 27 min presentation on nausea and vomiting in palliative care settings. They subsequently viewed a radiotherapy treatment experience from a patient’s point of view.ResultsOf the 72 medical students who participated, 70 found the experience comfortable, with two students stating they felt the experience uncomfortable (1=headset too tight; 1=blurry visuals). Numerical scoring on ability to concentrate in VR from 0 to 10 (0=worst, 10=best) scored an average of 8.44 (range, 7–10). Asked whether this format suited their learning style, average score was 8.31 (range 6–10). 97.2 % (n=70) students stated that they would recommend this form of learning to a colleague, with one student saying he/she would not recommend and another stating he/she was unsure. Students left anonymous free-text feedback comments which helped frame future needs in this emerging area.DiscussionThis study suggests that there is room for exploring new ways of delivering teaching and expanding it more widely in palliative care and oncology, but also provides feedback on areas that need further careful attention. Comments from students included: “Might have been the novelty factor but I learnt more from this 20 min VR thing than I have from many lectures”.SummaryThe project has proved sufficiently popular in medical student feedback, that the VR experience is now available on YouTube and has been permanently introduced into routine teaching. Further 360-degree teaching environments have been filmed. Of note is that our 360-degree videos have been viewed in Africa, so this format of teaching could prove valuable due to its global reach.


2013 ◽  
Vol 347-350 ◽  
pp. 2910-2914
Author(s):  
Hui Li ◽  
Jun Hui Pan

Virtual reality technology is applied to production engineering, it provides a revolutionary change to the oil industry. This paper we first analyze the function of simulation platform, then set up basic framework of the system, use 3dsmax and simulation software to simulate wellbore, oil-gas-water mining equipment. Virtual environment in well site is constructed, it simulates the underground work process, and it can dynamically assemble the wellbore by the 2d drawing tools. This platform lets users realize functions that is from design to production engineering simulation process, users can fully master the oil production equipment and control the latest information of the oil wells.


2012 ◽  
Vol 263-266 ◽  
pp. 1849-1852 ◽  
Author(s):  
Pei Long Xu ◽  
Yi Min Su

In this project, the utility of virtual environment modeling techniques based on geometric model on modeling street virtual reality systems was studied. The aim is to design a set of modeling streetscape system based on virtual reality systems. In designation phase, this system was based on computer graphics, and virtual environment entities were set up modeled by real entities in life. In the study, the East and West Huashi Street in Chongwen district was taken as a study area, the model of the scene was set up by virtual reality geo-information system, special virtual reality modeling software Multigen Creator was used to set up the 3D environment of the space, and the virtual reality scene was set up with advanced C language and called Vega function library, so that interactive manipulation of boosting, reducing, turning, searching and roaming of the virtual scene could be realized.


2022 ◽  
Author(s):  
Emil Juvan ◽  
Bettina Grün ◽  
Sara Dolnicar

Tourists bite off more than they can chew at hotel breakfast buffets. Food waste from hotel buffets means unnecessary food cost for hotels as well as an unnecessary burden on the environment. The present study measured food waste at a hotel breakfast buffet and identified the following guest and breakfast characteristics as being significantly associated with higher plate waste: more children in the guest mix, more Russians and less Austrians or Germans, fewer hotel guests in the breakfast buffet area as well as more buffet stations being set up. These insights contribute to knowledge on environmental sustainability in tourism, pointing to interesting market segments for targeting in high demand periods as well as promising target segments for interventions (e.g., families) and indicate that simple measures such as rearrangements of the breakfast room may reduce food waste.


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