Test II Chapters 5 Through Data Concerning Odum Corporations
Test Ii Chapters 5 Thru . Data Concerning Odum Corporations Single
Test II - Chapters 5 thru . Data concerning Odum Corporation's single product appear below: The break-even in monthly unit sales is closest to: A) 1,413 units B) 1,110 units C) 622 units D) 1,048 units 2. A cement manufacturer has supplied the following data: What is the company's unit contribution margin? A) $2.00 B) $0.32 C) $4.30 D) $2.. Tanigawa Inc. has an operating leverage of 8.7.
If the company's sales increase by 8%, its net operating income should increase by about: A) 69.6% B) 8.7% C) 108.8% D) 8.0% 4. A company that makes organic fertilizer has supplied the following data: The company's unit contribution margin is closest to: A) $5.25 B) $4.05 C) $3.50 D) $2.. Weinreich Corporation produces and sells a single product. Data concerning that product appear below: The company is currently selling 2,000 units per month. Fixed expenses are $131,000 per month.
The marketing manager believes that an $18,000 increase in the monthly advertising budget would result in a 170 unit increase in monthly sales. What should be the overall effect on the company's monthly net operating income of this change? A) Increase of $2,700 B) Increase of $15,300 C) Decrease of $18,000 D) Decrease of $2,. Guillet Inc. produces and sells a single product. The selling price of the product is $180.00 per unit and its variable cost is $46.80 per unit.
The fixed expense is $618,048 per month. The break-even in monthly unit sales is closest to: A) 3,434 units B) 4,640 units C) 7,093 units D) 13,206 units 7. Danneman Corporation's fixed monthly expenses are $13,000 and its contribution margin ratio is 56%. Assuming that the fixed monthly expenses do not change, what is the best estimate of the company's net operating income in a month when sales are $41,000? A) $9,960 B) $5,040 C) $22,960 D) $28,.
Green Enterprises produces a single product. The following data were provided by the company for the most recent period: For the period above, one would expect the net operating income under absorption costing to be: A) higher than the net operating income under variable costing. B) lower than the net operating income under variable costing. C) the same as the net operating income under variable costing. D) The relation between absorption costing net operating income and variable costing net operating income cannot be determined.
9. Vanstee Corporation manufactures a variety of products. Variable costing net operating income last year was $60,000 and this year was $67,000. Last year, $37,000 in fixed manufacturing overhead costs were deferred in inventory under absorption costing. This year, $8,000 in fixed manufacturing overhead costs were released from inventory under absorption costing.
What was the absorption costing net operating income this year? A) $38,000 B) $96,000 C) $75,000 D) $59,. Green Enterprises produces a single product. The following data were provided by the company for the most recent period: Under absorption costing, the unit product cost is: A) $20 B) $18 C) $15 D) $. Olds Inc., which produces a single product, has provided the following data for its most recent month of operations: There were no beginning or ending inventories.
The absorption costing unit product cost was: A) $97 B) $130 C) $99 D) $. Tsuchiya Corporation manufactures a variety of products. Last year, the company's variable costing net operating income was $57,500. Fixed manufacturing overhead costs deferred in inventory under absorption costing amounted to $35,400. What was the absorption costing net operating income last year?
A) $22,100 B) $35,400 C) $57,500 D) $92,. Segment margin is sales minus: A) variable expenses. B) traceable fixed expenses. C) variable expenses and common fixed expenses. D) variable expenses and traceable fixed expenses.
14. Favini Company, which has only one product, has provided the following data concerning its most recent month of operations: What is the unit product cost for the month under absorption costing? A) $91 B) $125 C) $118 D) $. Dykema Corporation uses activity-based costing to compute product margins. Overhead costs have already been allocated to the company's three activity cost pools-Processing, Supervising, and Other.
The costs in those activity cost pools appear below: Processing costs are assigned to products using machine-hours (MHs) and Supervising costs are assigned to products using the number of batches. The costs in the Other activity cost pool are not assigned to products. Activity data appear below: Finally, sales and direct cost data are combined with Processing and Supervising costs to determine product margins. The activity rate for the Processing activity cost pool under activity-based costing is closest to: A) $15.00 per MH B) $3.60 per MH C) $0.46 per MH 16. Drewniak Corporation has provided the following data from its activity-based costing system: The company makes 430 units of product O37W a year, requiring a total of 690 machine-hours, 40 orders, and 10 inspection-hours per year.
The product's direct materials cost is $35.72 per unit and its direct labor cost is $29.46 per unit. According to the activity-based costing system, the average cost of product O37W is closest to: A) $94.11 per unit B) $89.72 per unit C) $65.18 per unit D) $92.49 per unit 17. Roshannon Corporation uses activity-based costing to compute product margins. In the first stage, the activity-based costing system allocates two overhead accounts-equipment expense and indirect labor-to three activity cost pools-Processing, Supervising, and Other-based on resource consumption. Data to perform these allocations appear below: In the second stage, Processing costs are assigned to products using machine-hours (MHs) and Supervising costs are assigned to products using the number of batches.
The costs in the Other activity cost pool are not assigned to products. Activity data for the company's two products follow: Finally, sales and direct cost data are combined with Processing and Supervising costs to determine product margins. The activity rate for the Processing activity cost pool under activity-based costing is closest to: A) $5.33 per MH B) $0.68 per MH C) $0.52 per MH D) $3.00 per MH 18. Ballweg Corporation has an activity-based costing system with three activity cost pools-Machining, Order Filling, and Other. In the first stage allocations, costs in the two overhead accounts, equipment depreciation and supervisory expense, are allocated to the three activity cost pools based on resource consumption.
Data used in the first stage allocations follow: Machining costs are assigned to products using machine-hours (MHs) and Order Filling costs are assigned to products using the number of orders. The costs in the Other activity cost pool are not assigned to products. Activity data for the company's two products follow: Finally, the costs of Machining and Order Filling are combined with the following sales and direct cost data to determine product margins. What is the product margin for Product T2 under activity-based costing? A) $1,821 B) $871 C) $8,700 D) $16,.
Roshannon Corporation uses activity-based costing to compute product margins. In the first stage, the activity-based costing system allocates two overhead accounts-equipment expense and indirect labor-to three activity cost pools-Processing, Supervising, and Other-based on resource consumption. Data to perform these allocations appear below: In the second stage, Processing costs are assigned to products using machine-hours (MHs) and Supervising costs are assigned to products using the number of batches. The costs in the Other activity cost pool are not assigned to products. Activity data for the company's two products follow: Finally, sales and direct cost data are combined with Processing and Supervising costs to determine product margins.
What is the overhead cost assigned to Product P3 under activity-based costing? A) $30,000 B) $5,916 C) $5,640 D) $11,. Matt Company uses activity-based costing. The company has two products: A and B. The annual production and sales of Product A is 8,000 units and of Product B is 6,000 units.
There are three activity cost pools, with total cost and total activity as follows: The activity-based costing cost per unit of Product A is closest to: A) $2.40 B) $3.90 C) $10.59 D) $6.60 ACTIVITY 6.4 Many games have been ported from the PC platform to the cell phone. Because of the screen size, however, they tend to be simpler and sometimes more abstract. To what extent does this adaptation of the interface affect the experience of playing the same game? Figure 6.17 Two screenshots from the game Snake – the one on the left is played on a PC and the one on the right on a cell phone. In both games, the goal is to move the snake (the blue thing and the black squares, respectively) towards targets that pop up on the screen (e.g. the bridge, the star) and to avoid obstacles (e.g. a flower, the end of the snake’s tail).
When a player successfully moves his snake head over or under a target, the snake increases its length by one blob or block. The longer the snake gets the harder it is to avoid obstacles. If the snake hits an obstacle the game is over. On the PC version there are lots of extra features that make the game more complicated, including more obstacles and ways of moving. The cell phone version has a simple 2D bird’s eye representation, whereas the PC version adopts a 3D third-person avatar perspective.
Assignment In Activity 6.4 we asked you to compare the experience of playing the game of Snake on a PC with playing on a cell phone. For this assignment, we want you to consider the pros and cons of playing the same game using different interfaces. Select three interfaces, other than the GUI and mobile ones (e.g. tangible, wearable, and shareable) and describe how the game could be redesigned for each of these, taking into account the user group being targeted. For example, the tangible game could be designed for young children, the wearable interface for young adults, and the shareable interface for elderly people. (a) Go through the research and design issues for each interface and consider whether they are relevant for the game setting and what issues they raise.
For the wearable interface, issues to do with comfort and hygiene are important when designing the game. (b) Describe a hypothetical scenario of how the game would be played for each of the three interfaces. (c) Consider speciï¬c design issues that will need to be addressed. For example, for the shareable surface would it be best to have a tabletop or a wall-based surface? How will the users interact with the snake for each of the different interfaces; by using a pen, fingertips, or other input device? Is it best to have a representation of a snake for each player or one they take turns to play with? If multiple snakes are used, what will happen if one person tries to move another person’s snake?
Would you add any other rules? And so on. (d) Compare the pros and cons of designing the Snake game using the three different inter faces with respect to how it is played on the cell phone and the PC.
Paper For Above instruction
The adaptation of the Snake game across various interfaces exemplifies how game design must cater to diverse user groups and contextual settings to enhance user experience and engagement. Moving beyond traditional GUI and mobile platforms, exploring tangible, wearable, and shareable interfaces offers insights into innovative game redesigns that address specific research, ergonomic, and social considerations.
Introduction
Designing games for different interfaces requires understanding the unique affordances, limitations, and user needs associated with each modality. The core challenge involves translating game mechanics—such as movement, obstacle avoidance, and scoring—into new interaction paradigms while maintaining engagement. This paper explores how Snake can be redesigned for tangible, wearable, and shareable interfaces, considering target user groups, research issues, and design considerations.
Research and Design Issues for Each Interface
For tangible interfaces aimed at children, research emphasizes simplicity, safety, and physical interaction. Toys incorporating physical objects, such as handheld controllers or shape-changing blocks, can stimulate tactile learning and motor skills. Wearable interfaces targeting young adults prioritize comfort, hygiene, and intuitive interaction; devices like smart rings or AR glasses allow continuous and immersive gameplay but require ergonomic design and hygiene considerations (Huang et al., 2017). Shareable surfaces for elderly users must address accessibility, ease of interaction, and social engagement, often on large displays like tables or walls (Li & Guo, 2019).
Hypothetical Gameplay Scenarios
For tangible interfaces, envision children manipulating physical tokens representing the snake's segments. As they connect or move tokens on a gaming mat, the game tracks their positions and updates the digital snake accordingly. For wearable interfaces, young adults could control the snake through gestures or head movements using AR glasses, with real-time feedback projected onto their environment. For shareable interfaces accessible to the elderly, multiple players might use touch-sensitive tabletop surfaces, taking turns or collaborating to direct their respective snakes, promoting social interaction.
Design Considerations
In tangible setups, designing durable and safe objects that convey clear control signals is essential. For wearable devices, ensuring comfort during extended play sessions, maintaining hygiene through antimicrobial materials, and preventing motion sickness are critical issues. Regarding shareable surfaces, a wall-based interface seems more inclusive and accessible for elderly users, reducing the need for bending or reaching. Interaction can be via fingertip input with styluses or fingers directly on the surface. Choosing to represent individual snakes or a single shared snake depends on the target social dynamic: individual control fosters personal skill development, while a shared snake encourages teamwork. Additional rules such as turn-based play or collaborative obstacle navigation could enhance engagement.
Pros and Cons Compared to PC and Mobile Play
Tangible interfaces foster physical engagement, making gameplay more intuitive for children but may be limited by hardware costs and durability concerns (Wang et al., 2018). Wearable interfaces offer immersive experiences suited for young adults but pose ergonomic challenges, especially regarding hygiene and comfort (Chen et al., 2019). Shareable surfaces facilitate social interaction, beneficial for elderly users, but can introduce complexity in managing multiple inputs and ensuring accessibility (Zhou & Li, 2020). Compared to PC and mobile platforms, these interfaces emphasize physical and social engagement, yet they require specialized design considerations and technology infrastructure.
Conclusion
The redesign of Snake for tangible, wearable, and shareable interfaces demonstrates the importance of aligning game mechanics with interface capabilities and user needs. Each interface opens opportunities for tailored experiences that foster physical activity, social interaction, and accessibility. Future research should focus on optimizing interface design to balance engagement, usability, and technological feasibility, ultimately enriching the gaming experience across diverse user groups and contexts.
References
- Chen, L., Zhang, H., & Wang, Y. (2019). Ergonomic considerations of wearable devices for gaming: A review. Journal of Human-Computer Interaction, 35(4), 352-368.
- Huang, M. H., Johnson, T., & Wu, Z. (2017). Haptic interaction design for mobile gaming. International Journal of Human-Computer Studies, 106, 29-41.
- Li, X., & Guo, H. (2019). Enhancing elderly engagement through multi-touch tabletop interfaces. Computers in Human Behavior, 92, 286-295.
- Wang, S., Li, Y., & Zhang, X. (2018). Physical interaction design for children’s educational toys. Design Studies, 57, 55-73.
- Zhou, Y., & Li, S. (2020). Accessibility and social usability of touchscreen tables for elderly users. Disability and Rehabilitation: Assistive Technology, 15(1), 11-19.