Archive for November, 2011

Is Management an Art or a Science?

Is management an art or a science?

In general sense, management is the art of handling the different aspects of the organization. And it is also a type of science like the mathematics is a formal science then management is also came in the category of the formal science. But if take a look keenly then, management is totally an art. This is an art that how we communicate with the general people, which came in the management. It is the ability and art of a manager that handles the organization in well manner and keeps growing the organization level because of using his abilities.

Let us suppose that a person came to a manager in very angry mode, and after taking to the manager, he is convinced according to the manager point of view, then it was the art of a manager that he has handled the customer in a friendly way. Management is not totally depend upon the manager’s ability, it also the team work of the other organization members, who contribute there effort for the organization. Again it is an art that a group of people work together for so long time and reach to some high level, because of there managerial skills and abilities.

It is believed that management is both an art as well as science. The reason is that different sources justify it with different reasons. According to Webster’s College Dictionary, management is an art because it provides the skills for conducting human activities and it is a science because the skills and techniques which are used in management are precise applications. Scientific principles which are used in management, give the managers specific body of information to guide their behavior. It is also considered an art by the people who think that it is a skill borne of personality and ability.

Also depends on what you’re managing. Business management is a science. Nuclear dynamics is a science. Managing the calories you put in your body is a science (you are using data to make a decision). Managing (or deciding) the next color to apply to a painting is an art. Or an art form.
The previous answer was pretty good, but lacked in practical application. And each application will determine which result it is. Management is art as well as science because it involves the element of arts like the capability of the person and their approach towards the given task. Management is science because it involves the logic and principle behind the things done. Science and art both plays an important role in management.

The word Manage id taken from Italian word “Maneggiare” means to handle, especially to handle or train horses. Here management refers to an Art because managing or training horses is not a science or profession. Managing originally used to indicate other process for managing, training or directing. Management has been called other art of geeting things done through people.

The art of management is a personal creative power plus skill in performance. The contemplation of problems, events and possibilities develops personal creative power, while experience, observation, and study of results contribute to skilled performance. In other words management art involves envisioning orderly whole from chaotic parts, communicating other vision, and acheiving other goal. It is other “art of arts” because it organizes and uses human talent.

The scientific method has played an important role in building managment knowledge and improving managerial skills. The field of management has taken long forward steps since other begining of this century. There is now adequate knoledge for a solid foundation, but it should not be assumed that other scientific method will soon provide all other answers. Managers have to contend with uncertainties that cannot be removed by scientiific endeavour.

An important argument for other accumulation of scientific knowledge about management is other need to develop large number of executives. Even though such knowledge is limited, other student can be some significant insights in to other nature of other management problem.

Science and technology are today coming to their full fruition. Hardly a business can continue its affairs without some reference to other scientific and technological systems. The harnessing of science and technical knowledge is for ‘management’.

Among other many persons who are occupationally engaged in management, most have qualified earlier in their industrial or commercial cases in specialized technical or professional fields as engineers, chemists, accountants etc. They have risen to higher executive positions through years spent in other specialized pratice of their profession of technology.

Ultimately management is both, science and art… Management is incomplete without anyone…

The concept of management is universal and very old. That is why different views have been expressed about its nature by different writers from time to time. The continuous and rapid development of management principles and practices in organization has changed the nature of management. The main points of view about the nature of management are given below:

Management as an Inborn or Acquired Ability

In the pre-scientific management period, i.e., prior to 1880 there has been a leading concept that management is an inborn ability. It is a traditional approach. The supporters of this concept believe that the hereditary characteristics, inborn talents and natural aptitudes of a man make him an efficient manager. Some people are so efficient and talented since their birth that they lead and get success in the field of business. To our mind, this concept was used when the ownership and management were not separated. But later on the researches and development in the field of science, technology and training etc. changed this old concept. Today management is considered not only as an inborn ability but also as an acquired ability. In the words of Ordway Tead, “Managers are both born and made.” Today, in large-sized business organizations, ownership and management are separate identities. The management lies in the hands of professional managers who are educated and trained. Thus, now the management can be considered as an acquired ability.

Management as an Art, Science or Both

A lot of controversy arises whether management is an art or science or both. It is said that the management is the oldest of arts and youngest of science. This explains the changing nature of management. But to have an exact answer to this question, it is necessary to understand both these aspects separately and combined, as given below:

Management as an Art: Art refers to the way of doing specific things; it indicates how an object can be achieved. In the words of George R. Terry, “Art is bringing about of a desired result through the application of skill.” Art is, thus, skilful application of knowledge which entirely depends on the inherent capacity of a person which comes from within a person and is learned from practice and experience. In this sense, management is certainly an art as a manager uses his skill, knowledge and experience in solving various problems, both complicated and non-complicated that arise in the working of his enterprise successful. In the words of Ernest Dale, “Management is considered as an art rather than science mainly because managerial skill is a personnel possession and is intuitive.”
Management as a Science: Science may be described as a systematized body of knowledge based on proper findings and exact principles and is capable of verification. It is a reservoir of fundamental truths and its findings apply safely in all the situations. In this sense, management is a science as it has also developed some systematized knowledge. Like other sciences, management has also developed certain principles, laws, generalization, which are universal in nature and are applicable wherever the efforts of the people are to be coordinated. But management is not as exact science as other physical sciences like physic, chemistry, biology, astronomy etc. The main reason for the inexactness of science of management is that it deals with the people and it is very difficult to predict their behavior accurately. In this way, management falls in the area of ‘social sciences’. Thus, it is a social science.

Conclusion- Management is an Art and Science Both

From the above study, we conclude that management is an art and science both. According to American Society of Mechanical Engineers. “Management is the art and science of preparing, organizing and directing human efforts to control the forces and utilize the material of nature for the benefit of men. “Thus, it has now been accepted that management is an art as well as science. It has the elements of both arts and science. In the words of Dean Stanley, “Management is a mixture of an art an science – the present ratio is about 80% art and 20% science.”

Prostate Cancer Robotic Surgery Side Effects And Cost

Robot assisted surgical procedures are being used for many types of cancer surgeries including prostate and gynecological cancers. Being diagnosed with prostate cancer raises many questions. Prostate cancer is the second leading cause of cancer death among American men. As the first step in taking control of your health, it’s important to learn about all available treatment options and the benefits and risks of each.

Robotic surgery uses the latest advances in technology to combine the skill and judgment of an experienced surgeon with the incredible flexibility and precision of a robot. Robotic system for surgery is a kind of computer-integrated surgery (CIS) system. Almost all operations in hepatobiliary pancreatic surgery could be performed successfully with Da Vinci S system. Robotic surgery will improve the development of minimally invasive surgery. At Roswell Park, surgeons use the da Vinci® Surgical System to perform operations that used to require open surgery. In 2000, the world’s first robot for surgery, “Da Vinci” has been released on.

Cancer robotic surgery cost are also high, The maximum cost of a cancer robotic surgery equipment up to $ 1,300,000. Prostate cancer robotic surgery than conventional surgery costs Increase in 1000 U.S. dollars. Mitral valve robotic surgery cost increase of $ 4,000. In 2004, 8,000 cases of prostate cancer robotic surgery, accounting for 10% of prostatectomy.

Prostate cancer is most common in northwestern Europe and North America. Some clinical survey shows that some patients may experience prostate cancer robotic surgery side effects, Because patients with different physical. There has been recent evidence revealing that complications associated with this form of surgery are actually higher than with traditional open prostatectomy (non laparoscopic). These complications include incontinence and sexual dysfunction. The impact of Robotic Surgery will be clearer in the next few years. More and more top surgeons are choosing to perform surgery with the help of robotic tools. At St. Luke’s alone, more than 300 robotic surgeries have been performed. Surgeries and procedures that once required large incisions and weeks of recovery are now minimally-invasive, more effective and return patients to normal activities in a matter of days.

There are several types of robots in use at St. Luke’s. For cardiac care, St. Luke’s is home to the state’s only Hansen Sensei Robotic Catheter. For urological and gynecological procedures such as removal of the prostate, uterus or uterine fibroids, the da Vinci Surgical Robot allows doctors to operate with greater precision and minimal discomfort for the patient.

Can Cell or Smart Phones Cause A Plane To Crash?

There is a myth that a cell phone can cause a jetliner to crash, and that myth has it’s basis in pure fact.  The reason why cell phone use is prohibited on airplanes is that they can not only interfere with avionics systems, but they are popularly used by terrorists as detonation devices for bombs.  Therefore, excluding cell phone use within the confines of an airplane while in flight could counter an attack much like 9/11, Lockerbie, Vancouver or other related plane crashes caused by maliciousness and nefarious people.  When the cell phone attached to the bomb rings, the bomb explodes, and the plane comes crashing back down to earth.

With airport screening still in a relative logjam as far as properly searching all stowed baggage is concerned, sneaking high-tech bombs made with specialized explosives that could get by the sniffer dogs and other screening methods for finding bombs and otherincendiary devices on planes.  Of course, the most susceptible areas to structural damage on a plane are in the belly, the fuel tanks and cockpit.  Keeping cell phones, smart phones and PDAs off of planes is a great start in eliminating the threat of cell phone detonated bombs on airplanes.  However, as soon as technology can beat the latest threat, there is a new latest threat, and that taxes the government agencies tasked with eliminating such threats.

Can cell phones cause airplanes to crash wihout setting off a bomb?  Yes, it is possible, as possible as your cell phone turning off, or changing the settings of a patient’s life-saving machinery in a hospital’s intensive care unit.  Even though the chances of it happening are so infintesimal that you would win the lottery two weeks in a row before it happened, cell phones do pose an infinestinal threat to airline safety, and are therefore disallowed during the flight.

Cell phones causing enough radiation to interfere with aeronautical equipment is merely a myth, and unfounded by scientific and aeronautical engineers.  However, crucial flight navigational and flight systems can be interfered with through the interference that cell and smart phones emit, and one of the more susceptible flight systems for this anomaly is the fire suppression system, which could be activated by the wrong signal being emitted by the cell or smart phone, or could even be suppressed when needed.

Of course, cell phones can also be used to arrange an attack on a flight by other comrades on the ground, using SAMs (surface to air missiles) and other reactionary weaponry.  Arrangements can be made with cohorts on the same plane, or as we learned on that fateful day in the Fall of 2001, contact passengers on other flights to coordinate attacks.

Now, you may be wondering about in-flight phones;  the kind that you swipe your credit card through before making a call.  These calls are on a completely different bandwidth than cell and smart phones, and do not interfere with any of the plane’s systems.

Until the FCA comes up with a specialized and encrypted  bandwidth for inter-plane, plane-to-plane, plane to ground (and vice versa), and tower to plane communications (other than the plane’s telecommunications systems), cell phones will most likely be banned fromairplanes during flight.

Isolated Operators in C++

C++ Operators – Part 8

Introduction
This is part 8 of my series, C++ Operators. All the operators we have seen so far exist in groups of at least two operators per group. The assignment operators have the simple assignment operator, the += operator, the -= operator, etc. in one group. By isolated operators, I am referring to operators that do not belong to any group and just exists on their own.  In this part of the series, we look at isolated operators in C++.

Note: If you cannot see the code or if you think anything is missing (broken link, image absent), just contact me at forchatrans@yahoo.com. That is, contact me for the slightest problem you have about what you are reading.

The Conditional Operator
An operator known as the conditional operator is ?:. It is the ? and : signs separated. The syntax of this operator is:

        condition ? return this value if true : return this other value if false

So you have an if-condition. If it is evaluated to true, the value after the ? sign is returned. If the condition is evaluated to false the value after the : sign is returned. The following code illustrates this:

#include <iostream>
using namespace std;

int main()
{
int a = 7;
int b = 8;

        int c = b>a ? 50 : 40;

cout << c;

        return 0;
}

a and b are integers. The condition is if b is greater than a. If it is, 50 is returned, else 40 is return. The return value is assigned to the integer, c, which can be declared at that position. In this case either of the return values must be integers. Both return values should be of the same type, which does not only have to be an int. The type can be a float for example, or something else. The object the return value is assigned to must be of the same type as both of the returned values.

The ?: operator is a right-to-left operator.

The Comma Operator
Two expressions can be separated by a comma (,). In this case the left expression is evaluated and then the right expression is evaluated next. The result of the left expression is discarded even though it has been evaluated. The return value of the comma operator is the result and type of the right expression. The operation of the comma operator is from left to right. The following code segment illustrates the use of the comma operator,

#include <iostream>
using namespace std;

int main()
{
int a;
int b;

        b = (a=3, a+2);

cout << b;

        return 0;
}

a and b are integers declared without any value assigned to any of them. Then you have the statement where the operands for the comma operator are in brackets. The left operand of the comma operator is “a=3″, which is evaluated but the result is not returned. When it is evaluated, the value of a becomes 3; no result is returned but in memory, the value of a is 3. The right operand of the comma operator is “a+2″, which is evaluated next. In memory, the value of a is already 3, so 2 is added by the right operand to the value, making the value of a in memory, 5. This value is return. The statement assigns it to b. So the value of b becomes 5.

The Function Call Operator
The function call operator is (). You must have used this operator. It is used when you are calling a function. If the called function needs arguments, the arguments go inside this operator. () is a left-to-right operator.

The [] Operator
The [] operator is used when creating arrays. You must have seen this before. [] is a left-to-right operator.

The Scope Operator
While writing a program, it is possible to have more than one identifier with the same name for different reasons. Such a situation should be avoided. The way to avoid this is to put your identifiers in what is called namespace. If in two different namespaces you have one identifier in each of the namespaces with the same name, there will be no problem, because to use any of the identifiers you have to precede each with the namespace name. Between the namespace name and the identifier, you type the scope operator (::). The following code illustrates this:

#include <iostream>
using namespace std;

namespace ns
{
int identA;
int identB;
}

int main()
{
ns::identA = 6;

        cout << ns::identA;

        return 0;
}

A namespace begins with the reserved word, namespace. This is followed by the name you want for the namespace. Then you have curly braces. Inside the curly braces you can have declarations of the identifiers. To use any of these identifiers as in the main function above, you begin with name of the namespace, followed by the scope operator and then the identifier name.

The scope operator is a left-to-right operator.

Well, we have seen most of the C++ operators in this series. Let us stop here and continue in the next part of the series, where we shall look at what is called operator precedence and a few other things.

Chrys

To arrive at any of the parts of this series, just type the corresponding title below and my name, Chrys, in the Search Box of this page and click Search (use menu if available):

Assignment Operators in C++
Arithmetic Operators in C++
Equality and Relational Operators in C++
Logical Operators in C++
Unary Operators in C++
Type Casting Operators in C++
Pointer to Member Operators in C++
Isolated Operators in C++
Operator Precedence in C++

The Best Dragon Ball Z Games

10. Super Dragon Ball Z

Super Dragon Ball Z is a cel-shaded 3D fighting video game, based on the manga Dragon Ball written by Akira Toriyama. It was originally released in Japanese (December 22, 2005) and European (2006) arcades running on System 246 hardware, and later for the PlayStation 2 (Japan: June 29, 2006; US, July 18, 2006; AU, July 28, 2006). The game was developed by Crafts & Meister, headed by Noritaka Funamizu (a former Capcom fighting game producer who worked on the Street Fighter series and Darkstalkers).

The game features 18 playable characters, destructible environments, and a game engine geared towards fans of more traditional fighting games. The game sold 95,082 units in the first week of its release in Japan (placing its rank at #2 in the software sales in Japan for that week, second only to Nintendo’s New Super Mario Bros.). The game received a rating of 4.5/5 from GamePro, as well as Editor’s Choice, a 7.3/10 from GameSpot, and another 7.4/10 from IGN, along with Runner Up for “Best Fighting Game on the PS2 at E3″. -Wikipedia.org

9. Dragon Ball Z: Infinite World

Dragon Ball Z: Infinite World is a video game for the PlayStation 2 based on the anime and manga series Dragon Ball. The game was developed by Dimps and published in North America by Atari and in Europe and Japan by Namco Bandai under the Bandai label. It was released in North America on November 4, 2008, in Japan on December 4, 2008, in Europe on December 5, 2008. It is the last Dragon Ball Z game to be released on the PlayStation 2 console.

The game is a fighting game, the player pits their character against other characters controlled by the in game AI or by another player, which depends on the mode that the player or players are in. The Dragon Mission game mode features other gameplay elements, making the gameplay less linear. Within a week of the game’s initial release in Japan, it sold 76,452 units. The game received mixed reviews, with some of video games publications commenting on the similarities between other games from Dragon Ball Z. -Wikipedia.org

8. Dragon Ball Z Sagas

Dragon Ball Z: Sagas is a 3D action-adventure video game developed by Avalanche Software and published by Atari, based on the anime Dragon Ball Z. It is the only Dragon Ball Z game to be released across all sixth generation consoles, the first Dragon Ball Z console game to be developed by a non-Japanese developer, and the first Dragon Ball Z game to be released on a non-Japanese console, the Xbox. It also ended up being the only Dragon Ball Z to be released on the Xbox, while the Japanese machines continued to get a steady stream of Dragon Ball related games, all of which are still made by Japanese developers. -Wikipedia.org

7. Dragon Ball Z: Budokai

Dragon Ball Z: Budokai, released as Dragon Ball Z in Japan, is a fighting game released for the PlayStation 2 on December 3, 2002 in North America and for the Nintendo GameCube in North America on October 28, 2003. The game was released in Japan by Bandai on the PlayStation 2 on February 13, 2003, and on the Nintendo GameCube on November 28, 2003. It was developed by Dimps and published by Atari. A cel-shading effect was added to the graphics in the GameCube version.

The game follows the Dragon Ball Z timeline starting with Goku and Piccolo’s fight with Raditz up to Gohan’s final battle with Cell with a total of 23 playable characters. Features included in the game were a story mode, a versus mode, a tournament stage, and an items shop which allowed the player to purchase various customization abilities using money that was gained through the various challenges in the story mode and tournament victories. The story mode also included a few “what if” episode’s to play, retelling iconic events in the Dragon Ball history with a few twists. -Wikipedia.org

6. Dragon Ball Z: Burst Limit

Dragon Ball Z: Burst Limit is a video game for the PlayStation 3 and Xbox 360 consoles based on the anime and manga series Dragon Ball. The game was developed by Dimps and published in North America and Australia by Atari, and in Japan and Europe by Namco Bandai under the Bandai label. It was released in Japan on June 5, 2008, in Europe on June 6, 2008, North America on June 10, 2008, and in Australia on July 3, 2008.

The game is a fighting game that allows the player the opportunity to let their character battle other characters controlled by the in game AI, or another player both on or offline depending on the mode of play the player or players choose. The game’s Z Chronicles story mode allows players the chance to relive key points of the three sagas within the Dragon Ball story with the aid of items called Drama Pieces that give what has been called an immense Dragon Ball experience. The game became a top rated title for the PlayStation 3 and was nominated for a Spike Video Game Award for best fighting game. -Wikipedia.org

5. Dragon Ball Z: Budokai Tenkaichi

Dragon Ball Z: Budokai Tenkaichi, originally published as Dragon Ball Z: Sparking! in Japan, is the first installment in the Budokai Tenkaichi series. The game is available only on Sony’s PlayStation 2. It was released in Japan on October 6, 2005, North America on October 18, 2005, and Europe on October 21, 2005. It is now a Greatest Hits title.

The game features 56 playable characters in 90 forms and 16 stages for battle. Despite not featuring the original Japanese music, the American release of the game allows for selectable English (Funimation Productions cast) and Japanese voices, while retaining the English-language written dialogue (as adapted from Steven J. Simmons’ translation from the original Japanese version’s script). However, there are known bugs in the American version of Budokai Tenkaichi that cause pieces of English and Japanese spoken dialogue to cross over into whichever selection the player is using at times. -Wikipedia.org

4. Dragon Ball Z Budokai 2

Dragon Ball Z: Budokai 2, released as Dragon Ball Z 2 in Japan, is a fighting game based upon the popular anime series, Dragon Ball Z. Budokai 2 is a sequel to Dragon Ball Z: Budokai and was developed by Dimps and published by Atari for the PlayStation 2 and Nintendo GameCube. It was released for the PlayStation 2 in North America on December 4, 2003, and on the Nintendo GameCube on December 15, 2004. The game was published in Japan by Bandai, and released for the PlayStation 2 on February 5, 2004.

The game’s features include a tournament stage, versus mode, and an item shop. The story mode in the game is known as Dragon Adventure, and plays like a board game as the player assembles a team of Z-fighters to challenge the various enemies in the series starting from the Saiyan Saga up to the final Kid Buu Saga. The game has a total of 31 playable characters including fusions of different fighters, and Majin Buu’s various forms. The Japanese version of the game added several new costumes, as well as a new stage in the game’s story mode. Some of the added costumes were added to the North American release of the GameCube version. -Wikipedia.org

3. Dragon Ball Z Budokai Tenkaichi 2

Dragon Ball Z: Budokai Tenkaichi 2, originally published as Dragon Ball Z: Sparking! Neo in Japan, is the second installment in the Budokai Tenkaichi series. The game is available on both Sony’s PlayStation 2 and Nintendo’s Wii. The PlayStation 2 and Wii versions have different dates of release. It was released on the PlayStation 2 in Japan on October 5, 2006, Europe on November 3, 2006, North America on November 7, 2006, and Australia on November 9, 2006.

The Wii version had slightly later releases; it was released in North America on November 19, 2006, Japan on January 1, 2007, Europe on March 30, 2007, and Australia on April 5, 2007. It is now a Greatest Hits title, like its predecessor. Though originally confirmed as being a launch title in North America for the Wii, some stores started selling the Wii version on November 15, 2006.

An issue of V-Jump listed January 2007 as the release date for the Japanese version of the Wii release. The game originally featured 129 characters and 16 stages, though the Japanese and PAL Wii versions came with five additional characters(Demon King Piccolo, Cyborg Tao, Appule, Frieza Soldier, and Pilaf Robot/combined form) and an extra stage as compensation of their late releases (all of the added characters reappear in Tenkaichi 3′s English Version. -Wikipedia.org

2. Dragon Ball Z: Budokai 3

Dragon Ball Z: Budokai 3, released as Dragon Ball Z 3 in Japan, is a video game based on the popular anime series Dragon Ball Z and was developed by Dimps and published by Atari for the PlayStation 2. It was released on November 16, 2004 in North America in both a standard and Limited Edition release, the latter of which included a DVD featuring a behind the scenes looks at the game’s development. The game’s story mode yet again plays through the events of the Dragon Ball Z timeline, and the game includes several characters and events from Dragon Ball Z movies (like Cooler, Broly and Bardock), Dragon Ball GT (like Super Saiyan 4 and Omega Shenron), and the original Dragon Ball series itself (Kid Goku).

Other features the game includes are a versus mode, an items shop, a tournament, and a battle ranking stage where the player has to challenge the AI in a hundred fighter challenge. Moving a spot above after beating who ever is next in the ranking. The fighting mechanics have also been enhanced from the preceding 2 games making the game closer to its anime counterpart in terms of combat (which was well received by fans of the series and gamers alike). Budokai 3 has a roster of 42 playable characters. The game released in Japan by Bandai on February 10, 2005. Like Budokai 2 before it, the Japanese version of Budokai 3 added several costumes not present in the North American version. The North American Greatest Hits version of Budokai 3 adds these costumes, as well as the option to switch the audio to Japanese. -Wikipedia.org

1. Dragon Ball Z: Budokai Tenkaichi 3

Dragon Ball Z: Budokai Tenkaichi 3, originally published as Dragon Ball Z: Sparking! Meteor in Japan, is the third installment in the Budokai Tenkaichi series. The game is available on both Sony’s PlayStation 2 and Nintendo’s Wii.

The game was released in Japan on October 4, 2007, in North America on November 13, 2007 and in Europe on November 9, 2007 for the PlayStation 2 (the Wii version was released in Japan on October 4, 2007, in North America on December 3, 2007, and in Europe on February 15, 2008). Tenkaichi 3 features 161 characters, the largest character roster in any Dragon Ball Z game, as well as one of the largest rosters in any fighting game. Ryo Mito once stated that the game would feature never-before-seen characters made exclusively for the game, although the only exclusive characters were the saiyans turning into Great Apes.

Several new notable features include: Battle Replay, night and day stages, the Wii’s online capability, and Disc Fusion. Battle Replay allows players to capture their favorite fights and save them to an SD card to view later on. Night and day stages allow for more accurate battles in Dragon Ball History, as well as the ability to transform into a Great Ape by using the moon(although Saiyans such as Scouter Vegeta can still transform in daytime via artificial moons). There are also several other time differences, such as dawn and afternoon.

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