UNIVERSIDAD NACIONAL EXPERIMENTAL
"SIMÓN RODRÍGUEZ"
NÚCLEO PALO VERDE

CONTENIDO PROGRAMÁTICO

TEMA 1: GENERALIDADES.

1. DEFINICIÓN DE FINANZAS.
2. CONCEPTO DE FINANZAS INTERNACIONALES.
3. IMPORTANCIA DE LAS FINANZAS INTERNACIONALES.
4. NOMENCLATURA USADAS EN LAS FINANZAS INTERNACIONALES.
5. VALOR DE CAMBIO CON RESPECTO AL DÓLAR Y AL EURO.
6. TIPOS DE OPERACIONES INTERNACIONALES.
7. VENTAJAS Y DESVENTAJAS.

TEMA 2: BALANZA DE PAGOS.

1. CONCEPTO, CARACTERÍSTICAS, TIPOS DE CUENTAS.
2. REGISTRO DE LAS OPERACIONES CONTABLES.
3. PROBLEMAS EN EL REGISTRO DE LAS OPERACIONES EN LA BALANZA DE PAGOS.
4. ANÁLISIS DE LOS EFECTOS DE LA BALANZA DE PAGOS.
5. DESCRIPCIÓN DE LA BALANZA DE PAGOS EN VENEZUELA DESDE EL AÑO 2005 HASTA EL PRESENTE.

TEMA 3: SISTEMA MONETARIO INTERNACIONAL.

1. CONCEPTO DEL SISTEMA MONETARIO INTERNACIONAL.
2. SISTEMA PATRÓN ORO: DEFINICIÓN Y FUNCIONAMIENTO.
3. SISTEMA BRETÓN WOODS: CONCEPTO Y CARACTERÍSTICAS, COMPORTAMIENTO DESDE 1944 HASTA EL PRESENTE.
4. INSTITUCIONES FINANCIERAS INTERNACIONALES: FONDO MONETARIO INTERNACIONAL: SU CREACIÓN, FUNCIONES, TIPOS DE SERVICIO QUE PRESTA, ROL DE ESTOS ORGANISMOS A NIVEL GLOBAL EN LOS ÚLTIMOS AÑOS.
5. BANCO MUNDIAL: CREACIÓN, FUNCIONES, TIPOS DE SERVICIO QUE PRESTA Y ROL DE ESTE ORGANISMO MUNDIAL EN LOS ÚLTIMOS TIEMPOS HASTA EL PRESENTE.
6. BANCO INTERNACIONAL DE PAGO (COMPENSACIÓN): ACUERDO DE BASILEA: SU CREACIÓN, FUNCIONES Y TIPOS DE SERVICIO QUE PRESTA.
7. SISTEMA MONETARIO EUROPEO: CREACIÓN, ESTRUCTURA, FUNCIONES Y TIPOS DE SERVICIO QUE PRESTA.
8. LA MONEDA EURO: COTIZACIÓN, ESTRUCTURA (CANASTA DE VARIAS MONEDAS).
9. DERECHO ESPECIAL DE GIRO: CONCEPTO, FUNCIONES Y ESTRUCTURA.

TEMA 4: MERCADO CAMBIARIO.

1. CONCEPTO DE DIVISA.
2. MERCADO DE DIVISAS.
3. OPERACIONES DE CAMBIO EN EL MERCADO INTERNACIONAL.
4. TIPOS DE COTIZACIONES DE CAMBIO.
5. CONTRATOS A FUTURO (FORWARD): CONCEPTO, FUNCIONES Y TIPOS DE CONTRATOS.
6. SISTEMA CAMBIARIO DE BANDAS: DEFINICIÓN Y FUNCIONAMIENTO.
7. RIESGO CAMBIARIO: CONCEPTO, ELEMENTOS FUNDAMENTALES DEL RIESGO CAMBIARIO: POSICIÓN CORTA Y POSICIÓN LARGA, TIPOS DE RIESGOS DE CAMBIO: TRANSACCIÓN DE BALANCE Y ECONÓMICO, ENDEUDAMIENTO EMPRESARIAL EN MONEDA EXTRANJERA.
8. COMPORTAMIENTO DEL MERCADO CAMBIARIO EN VENEZUELA DESDE 2005 HASTA EL PRESENTE.

TEMA 5: MERCADO FINANCIERO INTERNACIONAL.

1. CONCEPTO Y FINALIDAD.
2. ESTRUCTURA DEL MERCADO FINANCIERO INTERNACIONAL.
3. TIPOS Y FUNCIONAMIENTO DE LOS CRÉDITOS INTERNACIONALES. (TRAER MODELO).
4. MERCADO DE EURODÓLARES: TIPOS Y FUNCIONAMIENTO (TRAER MODELO).
5. MERCADO INTERNACIONAL DE BONOS: CLASIFICACIÓN DEL MERCADO DE BONOS, ESTRUCTURA Y FUNCIONAMIENTO.
6. MERCADO DE EUROCRÉDITOS: ESTRUCTURA Y FUNCIONAMIENTO.

TEMA 6: FINANCIAMIENTO DEL COMERCIO INTERNACIONAL.

1. CONCEPTO Y FINALIDAD.
2. CARTA DE CRÉDITO: DEFINICIÓN, TIPOS, MODALIDADES, VENTAJAS Y DESVENTAJAS (TRAER MODELO).
3. COBRO DOCUMENTARIO: CONCEPTO Y TIPOS (TRAER MODELO).
4. ACEPTACIÓN BANCARIA: CONCEPTO Y TIPOS. (TRAER MODELO).
5. FACTORIZACIÓN: DEFINICIÓN Y TIPOS (TRAER MODELO).
6. FORFETIZACIÓN: CONCEPTO Y TIPOS (TRAER MODELO).
7. ARRENDAMIENTO INTERNACIONAL: CONCEPTO Y TIPOS (TRAER MODELO).
8. PERMUTA INTERNACIONAL: CONCEPTO Y TIPOS (TRAER MODELO).

TEMA 7: MERCADO BURSÁTIL INTERNACIONAL.

1. MERCADO WALL STREET (NEW YORK): FUNCIONAMIENTO Y TIPOS DE OPERACIONES.
2. MERCADO DEL ORO: FUNCIONAMIENTO Y TIPOS DE OPERACIONES.
3. DEUDA EXTERNA MUNDIAL: MERCADO DE LA DEUDA EXTERNA LATINOAMERICANA, TIPOS DE TÍTULOS QUE SE COTIZAN Y OPERACIONES; PLAN BRADY: CONCEPTO, VENTAJA Y DESVENTAJAS.
4. DEUDA EXTERNA VENEZOLANA: COMPORTAMIENTO DESDE 1983 HASTA NUESTROS DÍAS.
5. CLUB DE PARÍS: FUNCIONAMIENTO, VENTAJAS Y DESVENTAJAS.
6. MERCADO DE TÍTULOS ADR Y GDR: CONCEPTO Y FUNCIONAMIENTO DE ESTOS TÍTULOS.

TEMA 8: INVERSIÓN EXTERNA DIRECTA.

1. CONCEPTO.
2. EFECTOS DE LA INVERSIÓN EXTERNA DIRECTA EN LA BALANZA DE PAGOS EN EL PAÍS RECEPTOR Y DEL PAÍS INVERSOR.
3. LA EMPRESA MULTINACIONAL: DEFINICIÓN, CARACTERÍSTICAS, VENTAJA Y DESVENTAJAS DE SU INSTALACIÓN EN EL PAÍS.
4. FINANCIAMIENTO DE CASA MATRIZ A FILIAL Y VICEVERSA.
5. ASOCIACIONES ESTRATÉGICAS: CONCEPTO Y FUNCIONAMIENTO EN VENEZUELA (TRAER 02 MODELOS DE CASOS EN NUESTRO PAÍS).
6. COMPORTAMIENTO DE LA INVERSIÓN EXTRANJERA DIRECTA EN VENEZUELA DESDE 2005 HASTA NUESTROS DÍAS.

miércoles, 27 de marzo de 2019

Coming This Gen Con


So I have a short adventure that James Raggi of Lamentations of the Flame Princess will be releasing at GenCon (the Lord willing and the creek don't rise, as my grandpa used to say).  OSR2 is my attempt to write an adventure in line with the Early Modern Age of Horrors default setting of LotFP, but it should also slot into more traditional faux medieval worlds with just a little finagling.  As I was writing the manuscript I was thinking about several things: the old TV shows Cheers and Gilligan's Island, module T1 The Village of Hommlet, and the old film version of Lair of the White Worm with Hugh Grant and Amanda Donohoe.  

The interior art is by Yancy Beterly, a.k.a. Journeyman1029.  He streams on Twitch as he works, so I got to see my module come to life in real time.  Very trippy.  This is Jman's first LotFP gig and I hope he gets more paid work in the RPG world.  He's also done some indy comics and sells things like t-shirts and prints online.  If you do a google image search for either of his monikers you'll find some of his work.  Great stuff!

martes, 26 de marzo de 2019

Soviet Reinforcements

Next patch of finished Soviets is ready. To be honest they've been ready for quite a few weeks already as the tanks were finished in September and the mortar teams in early October. I've just been lazy in getting them up on the blog, even though I uploaded the photos as a draft two weeks ago already.

My hobby efforts have slightly slowed after the release of Total War Warhammer 2. I've always loved Skaven, but never really got around to building an army of them as the hundreds of minis needed didn't seem too inviting as a youngster. Now that I can command hordes of thousands of rats and their crazy machines you can imagine I've put in more hours than I'd care to admit. Adding to that joy are the Lizardmen, another faction that I never collected as miniatures, but always liked the aesthetics. Nothing appeals to my inner 7 year old more than lizards riding big ass dinosaurs while wielding massive weapons.

With these 6 T-34's and a full company of light 82mm mortars I'm over half way through my Soviet project. 10 more T-34's, 4 Katyushas and two AA trucks left and I should have enough troops to field up to around 1900 points worth of Soviets. Good basis to enlarge upon at some point in the future. But for now I'm going to stop at that and continue a bit on other projects as well.

Nothing new painting wise. AK Interactive paints are still acting up, but luckily I've now received replacements and all the units after these are painted with a combination of Ammo of Mig and Vallejo paints. I ran into an interesting issue with Battlefront decals though. On some of the turret numbers the first number would drift so that they were no longer aligned. I'd had the same in the first batch, but I thought that maybe the decal was unaligned to start with. With these I noticed it happening while they were soaking in the water. Strange effect that I hadn't seen before and that was annoying to try to fix with the decals being wet already. Cutting proved more or less impossible so I did what I could be scratching some away with a hobby knife and trying to move one number down a bit. Luckily with them being Soviets some numbers not being properly aligned doesn't matter.  You can always say the Ivan had just had a bit too much Vodka before applying turret numbers by hand :)

Next Soviet batch is almost done already with Katyushas just waiting for basing and 5 more T-34s missing weathering. I'll try to be a bit less lazy with posting them when they are finished.





Midwinter Rites



Midwinter Rites is an incomplete interactive fiction adventure made to mimic the look of a Commodore 64 release. There are few commands to use but important objects and characters are always highlighted.

Name: Midwinter Rites
Developer: Mattias Gustavsson
Category: Adventure/IF
Type: Demo
Size: 1MB
Direct download link: Click here

Parodius Da! - Nec Pc Engine - 1992


As I've stated a few times before, the Gradius series contains some of my favourite shoot 'em ups.  These games in turn produced a couple of spin-off series - one being Salamander/Life Force, and the second being the rather strange Parodius.  As can be deduced from the title, Parodius is a parody of Gradius.

Parodius first appeared in 1988 on the MSX as Parodius: The Octopus Saves the Earth.  Like the MSX version of Gradius, it wasn't great.  In 1990 Parodius! From Myth to Laughter was released in the arcades.  It is this version on which Parodius Da! is based.

I'd heard of Parodius before but had never seen it in the arcades nor played any of the conversions.  The first time was when it appeared on my shortlist for 1991 for the Sharp X68000.  Comparing it to the original ROM on MAME, it was a pretty accurate rendition.  Even then the mighty X68000 struggled on the second level with quite a bit of slowdown when the screen got busy.  The second level was as far as I got as what really put me off was the insane difficulty level.

Come 1992, and Parodius Da! was released for the PC Engine in Japan (there was no US release on the TurboGrafx-16).  First impressions were not good after playing the X68K version.  The graphics were a lower resolution and not as detailed, and the transitions between backgrounds was not very smooth.  The music and sound effects, although good, paled against the computer.  Compared to the Sharp machine it generally looked a bit rough around the edges.  I soon got used to this, however, and found the PC Engine game more enjoyable (and needless to say, easier).  Just after completing this entry I found a there was a version of the game for the SNES.  It was not on my short-list but I decided to try it anyway. Like the other two conversions it was not released in the US but came out in Europe as Parodius: Non-Sense FantasyOf the three, it had the best sound and most options, and the graphics are almost on a par with the Sharp.  Maybe it's because I played it more extensively I still preferred the gameplay on the PC Engine.
Parodius: Non-Sense Fantasy on the SNES and Parodius Da! on the Sharp X68000
I'd always thought of Parodius as Gradius but reskinned with weird graphics.  To a certain extent I was right - it plays identically to Gradius and the graphics are a bit bizarre - but to label it as such would be unfairParodius builds on Gradius by adding a few extra elements to the game.  The strangeness starts on the ship selection screen.  Your choices include the Vic Viper from Gradius and TwinBee from another Konami franchise, which is fair enough.  Your other choices are an octopus and a penguin. I'm not going to attempt to discover if there is any sort of plot.
TwinBee is possibly the weakest character.

After the selection screen you have the choice of whether powerups are applied automatically or manually.  You also have choice of three difficulty levels.  Even the hardest level makes for an easier ride than you'll get on the X68000.

Basic gameplay will be familiar to anyone who has ever played Gradius.  You proceed through each level shooting enemies.  Certain individual enemies (usually coloured red) and waves of enemies drop capsules when destroyed.  Blue capsules act as a smart bomb and destroy all enemies on the screen when picked up.  Picking up orange capsules incrementally highlights items on your power meter which upgrade your ship (or character) when selected.  Besides 'Speedup' and the unfamiliar '!?', all upgrades are unique for each ship.  At the end of each level you are met by a 'pre boss' (such as the volcanoes in Gradius) followed by the end of level boss himself.
Defeating the second level boss.

Collecting certain capsules turns your power meter red which starts a game of 'roulette' on it.  Pressing the power up button stops it on a random power up.  I try to avoid these because if it lands on 'Speedup' it can make your ship too fast, or it can reduce the power of your main weapon (say from a laser to double shot in the case of the Vic Viper).  If it lands on '!?' then all your powerups are removed and your ship is reduced to the slowest speed.  This also happens if you are killed and can quickly lead to 'Game Over' as Parodius is pretty much a one life game.

In addition to the capsules, certain enemies drop one-time-use bell power ups.  These vary in colour which denotes their effect and you can change their colour by shooting them (though 'choosing' a colour is easier said than done).  The most common bell is yellow and provides bonus points.  The points value increases with each consecutive yellow bell.  The green bell increases the size of your character and any options for a short time.  In this state you are invincible but cannot use your weapons.  The white bell equips your character with a megaphone which 'fires' phrases in Japanese to damage enemies.  The blue bell equips your ship with a 'smart bomb' that clears the screen of enemies.

The green bell and white bell in action.


The sound effects and music are good with speech when power ups are selected.  The main score is based on the music from Gradius interspersed with classical jingles and music from other Konami games. 

Overall Parodius Da! is an enjoyable game.  The graphics can be strange and it's weird playing as the different characters, but underneath it is pure Gradius so I can't help but like it.

Example gameplay....

domingo, 24 de marzo de 2019

Las mejores ofertas del mes