BCC Slashes Lecturer, Part-Time Positions Part 1: Over 60 Lecturers Gone
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Super Smash Bros. Melee) X25 - Battlefield Ver
BATTLEFIELD X04 - Battlefield T02 - Menu (Super Smash Bros. Melee) X25 - Battlefield Ver. 2 W21 - Battlefield (Melee) W23 - Multi-Man Melee 1 (Melee) FINAL DESTINATION X05 - Final Destination T01 - Credits (Super Smash Bros.) T03 - Multi Man Melee 2 (Melee) W25 - Final Destination (Melee) W31 - Giga Bowser (Melee) DELFINO'S SECRET A13 - Delfino's Secret A07 - Title / Ending (Super Mario World) A08 - Main Theme (New Super Mario Bros.) A14 - Ricco Harbor A15 - Main Theme (Super Mario 64) Luigi's Mansion A09 - Luigi's Mansion Theme A06 - Castle / Boss Fortress (Super Mario World / SMB3) A05 - Airship Theme (Super Mario Bros. 3) Q10 - Tetris: Type A Q11 - Tetris: Type B Metal Cavern 1-1 A01 - Metal Mario (Super Smash Bros.) A16 - Ground Theme 2 (Super Mario Bros.) A10 - Metal Cavern by MG3 1-2 A02 - Underground Theme (Super Mario Bros.) A03 - Underwater Theme (Super Mario Bros.) A04 - Underground Theme (Super Mario Land) Bowser's Castle A20 - Bowser's Castle Ver. M A21 - Luigi Circuit A22 - Waluigi Pinball A23 - Rainbow Road R05 - Mario Tennis/Mario Golf R14 - Excite Truck Q09 - Title (3D Hot Rally) RUMBLE FALLS B01 - Jungle Level Ver.2 B08 - Jungle Level B05 - King K. Rool / Ship Deck 2 B06 - Bramble Blast B07 - Battle for Storm Hill B10 - DK Jungle 1 Theme (Barrel Blast) B02 - The Map Page / Bonus Level Hyrule Castle (N64) C02 - Main Theme (The Legend of Zelda) C09 - Ocarina of Time Medley C01 - Title (The Legend of Zelda) C04 - The Dark World C05 - Hidden Mountain & Forest C08 - Hyrule Field Theme C17 - Main Theme (Twilight Princess) C18 - Hyrule Castle (Super Smash Bros.) C19 - Midna's Lament PIRATE SHIP C15 - Dragon Roost Island C16 - The Great Sea C07 - Tal Tal Heights C10 - Song of Storms C13 - Gerudo Valley C11 - Molgera Battle C12 - Village of the Blue Maiden C14 - Termina Field NORFAIR D01 - Main Theme (Metroid) D03 - Ending (Metroid) D02 - Norfair D05 - Theme of Samus Aran, Space Warrior R12 - Battle Scene / Final Boss (Golden Sun) R07 - Marionation Gear FRIGATE ORPHEON D04 - Vs. -
Dusty Rooms: Il Fenomeno Di Mother
Dusty Rooms: il fenomeno di Mother Proprio qualche giorno fa, esattamente il 27 Luglio, è stato il 29esimo anniversario del rilascio del primo gioco della saga di Mother su Famicom. Negli ultimi anni la saga è diventata un fenomeno di culto, specialmente grazie all’inclusione di Ness in Super Smash Bros. Melee e, grazie a esso, un’orda di fan non fa che chiedere a gran voce il rilascio di tutti i giochi della saga in media più recenti, specialmente sapendo che il creatore della saga, Shigesato Itoi, ha dichiarato che con il rilascio di Mother 3 la saga è ufficialmente terminata e non ha alcuna intenzione di rilasciare un eventuale Mother 4. Oggi, su Dusty Rooms, daremo uno sguardo a una delle serieRPG più sottovalutate di tutti i tempi, che ha riscoperto una nuova vita grazie a internet ma che, ai tempi, non riuscì a imporsi in confronto ai più popolari Final Fantasy, Dragon Quest o Phantasy Star. Un inizio un po’ sottotono La storia di Mother, come già accennato, comincia su Famicom nel Luglio del 1989. Il prologo della storia ci presenta George e Maria, una tipica coppia americana che intorno agli anni ’50 scomparve dalla circolazione; più tardi George riapparve improvvisamente ma non rivelò mai a nessuno dove si trovasse e cosa successe a lui e a sua moglie, che rimase dispersa. George dunque, si chiuse in se stesso e cominciò a fare strani esperimenti isolandosi dal mondo. Nei tardi anni ’80 un giovane di nome Ninten (è il suo nome standard ma – come poi diventerà tipico della serie – è possibile cambiarlo prima di cominciare la nostra avventura) è testimone distrani eventi paranomali che avvengono in casa sua, come appunto l’attacco della sua bajour. -
Transcreation: Intersections of Culture and Commerce in Japanese Translation and Localization
TRANSCREATION: INTERSECTIONS OF CULTURE AND COMMERCE IN JAPANESE TRANSLATION AND LOCALIZATION by Dylan Reilly B.A. in Asian and Middle Eastern Studies, College of William and Mary, 2014 Submitted to the Graduate Faculty of The Dietrich School of Arts & Sciences in partial fulfillment of the requirements for the degree of Master of Arts University of Pittsburgh 2016 UNIVERSITY OF PITTSBURGH DIETRICH SCHOOL OF ARTS & SCIENCES This thesis was presented by Dylan Reilly It was defended on April 8, 2016 and approved by Carol M. Bové, PhD, Senior Lecturer Hiroshi Nara, PhD, Department Chair Thesis Director: Charles Exley, PhD, Assistant Professor ii Copyright © by Dylan Reilly 2016 iii TRANSCREATION: INTERSECTIONS OF CULTURE AND COMMERCE IN JAPANESE TRANSLATION AND LOCALIZATION Dylan Reilly, M.A. University of Pittsburgh, 2016 This study looks at text-heavy examples of translated Japanese popular media, such as recent video games and manga (Japanese comics) to explore the recent evolution of Japanese-English translation and localization methods. While acknowledging localization’s existence as a facet of the larger concept of translation itself, the work examines “translation” and “localization” as if they were two ends of a spectrum; through this contrast, the unique techniques and goals of each method as seen in translated media can be more effectively highlighted. After establishing these working definitions, they can then be applied as a rubric to media examples to determine which “translative” or “localizing” techniques were employed in the -
240 CASE STUDY of NINTENDO AS TRADITIONAL COMPANY in JAPAN KHAIRI MOHAMED OMAR Applied Science University, Bahrain ABSTRACT
Qualitative and Quantitative Research Review, Vol 3, Issue 1, 2018 ISSN No: 2462-1978 eISSNNo: 2462-2117 CASE STUDY OF NINTENDO AS TRADITIONAL COMPANY IN JAPAN KHAIRI MOHAMED OMAR Applied science University, Bahrain ABSTRACT Each nation has own corporate issues that relates to nation’s corporate style. According to research by OECD, Mexico is the highest rate of average working hours annually in the world (“Hour worked,” 2017). It is 2,255 hours per worker in annual. Since hour in a year is 8,760, people in Mexico are working about a fourth part of a year. Assuming that workers do not need to work on weekend, then hours in a year that workers need work should be around 6,240 hours that it flexibly changes by the year. People in Mexico are working at least 8 hours daily. Claire (2015) stated that long working hours will lead to inadequate sleeping hours, and it causes insufficient working performance in research. For Japan, Japanese corporate management is sometimes argued as an issue. For example, workers in Japan increase their salary based on their seniority. It is not sometimes considered their actual ability, instead of that; company more considers their career and experience. This kind of Japanese traditional working system more tends to be applied by old company in Japan. Since Nintendo has an old history, these management implications are more applicable. Therefore, this case will be about Japanese-traditional-style management strategy of Nintendo. NINTENDO BACKGROUND Nintendo is one of the market leaders in a gaming industry. In particular, it is known as gaming hardware manufacturing corporation. -
Platinum Japan Fund
1 Platinum Japan Fund Portfolio Position Sector Breakdown SECTOR DEC 2016 JAPANESE INTERNATIONAL FOCUS 50% Electronics 26% Industrials 10% Autos 7% Energy 7% JAPANESE DOMESTIC FOCUS 45% Scott Gilchrist Portfolio Manager Internet 21% Financials 13% Health Care 4% Disposition of Assets Property 4% REGION DEC 2016 SEP 2016 DEC 2015 Consumer 3% Japan 95% 92% 71% GROSS LONG 95% Korea 0% 0% 3% Source: Platinum Cash 5% 8% 26% Shorts 0% 0% -5% Currency Position Source: Platinum. Refer to note 3, page 5. Japanese yen 71% US dollar 20% Australian dollar 9% Top 10 Holdings Source: Platinum STOCK COUNTRY INDUSTRY WEIGHT Mitsubishi UFJ Financial Japan Financials 4.2% Ushio Japan Industrials 4.0% Sumitomo Mitsui Financial Japan Financials 3.9% NTT Japan Telecom 3.5% Value of $20,000 Invested Over Five Years Inpex Corporation Japan Energy 3.5% Nintendo Japan IT 3.5% 31 December 2011 to 31 December 2016 JSR Corporation Japan Materials 3.5% $65,000 Platinum Japan Fund Ibiden Japan IT 3.1% $55,000 JAPEX Japan Energy 3.1% $45,000 Kyocera Corp Japan IT 3.1% $35,000 Source: Platinum. Refer to note 4, page 5. MSCI Japan Index $25,000 $15,000 2011 2013 2015 Source: Platinum and MSCI. Refer to note 2, page 5. For further details of the Fund’s invested positions, including country and industry breakdowns as well as currency exposures, updated monthly, please visit https://www.platinum.com.au/fund-updates/#MonthlyUpdates ForThePlatinumTrustFunds. 2 PLATINUM ASSET MANAGEMENT THE PLATINUM TRUST QUARTERLY REPORT Performance the key event was the release of their first video game in 1975. -
University of Alberta Emerging Adults and the Domestication of Console
University of Alberta Emerging adults and the domestication of console-based video games in the home by Joshua Noble A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts in Communication and Technology Faculty of Extension © Joshua Noble Spring 2014 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author’s prior written permission. DEDICATION Dedicated to my wonderful wife Vicki; thanks for sticking around while I wrote my Master’s thesis. Oh the streets of Grand Theft Auto San Andreas fill with smoke Doorbell rings I put my controller down and pick it up Shoot some things Later, the darkness hits reboot and the loneliness increases She said she'd come back home when I write my Master's thesis -When I write my Master’s Thesis, John K. Samson ABSTRACT Ten emerging adults were interviewed about their experiences of console-based video games in their domestic context. Emerging adults were chosen because they constitute the first generation of video game natives, the first generation to grow up with video games as a ubiquitous piece of Everyday Life. -
Super Mario 64 Was Proclaimed by Many As "The Greatest Video Game
The People Behind Mario: When Hiroshi Yamauchi, president of Nintendo Co., Ltd. (NCL), hired a young art student as an apprentice in 1980, he had no idea that he was changing video games forever. That young apprentice was none other than the highly revered Shigeru Miyamoto, the man behind Mario. Miyamoto provided the inspiration for each Mario game Nintendo produces, as he still does today, with the trite exception of the unrelated “Mario-based” games produced by other companies. Just between the years 1985 and 1991, Miyamoto produced eight Mario games that went on to collectively sell 70 million copies. By record industry standards, Miyamoto had gone 70 times platinum in a brief six years. When the Nintendo chairman Gunpei Yokoi was assigned to oversee Miyamoto when he was first hired, Yokoi complained that “he knows nothing about video games” (Game Over 106). It turned out that the young apprentice knew more about video games than Yokoi, or anyone else in the world, ever could. Miyamoto’s Nintendo group, “R&D4,” had the assignment to come up with “the most imaginative video games ever” (Game Over 49), and they did just that. No one disagrees when they hear that "Shigeru is to video gaming what John Lennon is to Music!" (www.nintendoland.com) As soon as Miyamoto and Mario entered the scene, America, Japan, and the rest of the world had become totally engrossed in “Mario Mania.” Before delving deeply into the character that made Nintendo a success, we must first take a look at Nintendo, and its leader, Hiroshi Yamauchi. -
In 1979, an Engineer Who Worked at Nintendo Was Taking a Long Train Ride
What Is Nintendo? In 1979, an engineer who worked at Nintendo was taking a long train ride. His name was Gunpei Yokoi (say: GUN—pay YO—koh—ee). On the trip, he noticed a passenger playing with a calculator, pressing all the buttons on it. Gunpei was fascinated. At that time, Nintendo made large—size arcade games with big joysticks. But it suddenly struck him that a handheld gaming device might also be fun. So, he brought his idea to the president of Nintendo. Did he like the idea? Yes, a lot! Right away, Gunpei and his team started to develop the Game & Watch. It was the perfect time for this—-liquid crystal display (LCD) technology had become inexpensive, and video games were now big business. The finished product could fit in a child’s hand. It had only one game that was played on a screen. The Game & Watch was cheap, and had a long battery life. Most important of all, the game was fun to play. The first Game & Watch game was Ball, and it was sold around the world. Gunpei had done it! The Game & Watch was a major success. Between 1980 and 1991, Gunpei’s team created sixty different Game & Watch devices. Gunpei Yokoi worked from a single, simple idea. Because of his creative ability, he helped Nintendo make history in the video game industry. Chapter 1: All in the Family Nintendo was founded in Kyoto, Japan, all the way back in 1889 by Fusajiro Yamauchi (say: foo—SAH—ji—ro YAH—ma—oo—chi). Fusajiro was a wood—block printer and artist. -
Nintendo from About.Com
Nintendo from about.com - 10/20/11 2:07 PM / 1 http://classicgames.about.com/od/history/a/NintendoHist1.htm http://classicgames.about.com/od/history/a/NintendoHist2.htm http://classicgames.about.com/od/history/a/NintendoHist3.htm http://classicgames.about.com/od/classicvideogames101/p/FusajiroYamauch.htm The History of Nintendo The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. The History of Nintendo Part 1 - From Playing Cards to Electronic Toys By D.S. Cohen, About.com Guide The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. When Japan cut off its relations with the Western World in 1633 there was a ban put on all foreign playing cards as they encouraged illegal gambling. Playing cards were extremely popular at the time (mainly because of the gambling) so it wasn't long before the Japanese started creating their own home grown card games. -
Nintendo: the Illusive Competitive Advantage Luke Nguyen Raymond
Nintendo: The Illusive Competitive Advantage Luke Nguyen Raymond Estrella Toan Bui James Crosby Don Hatley Jeremy Westerman The University of Texas at Dallas Nintendo: The Illusive Competitive Advantage 1 History The video game industry owes much of its popularity generated today to one company: Nintendo. From its beginnings in the late nineteenth century, Nintendo has proven the ability to survive throughout dire circumstances, but the challenging dynamics of the video game industry proved companies could not survive without adapting a variety of business strategies. In 1889, Nintendo was established by Fusajiro Yamauchi and began as a card company (Jones, 2013), producing playing cards similar to those found in casinos and game parlors. The company maintained this simple product line for over 50 years until the grandson of Fusajiro, Hiroshi Yamauchi, took over the company and began to explore ways to expand the business. Solidifying the first game card licensing deal in 1959, Yamauchi agreed to produce playing cards for Disney’s iconic characters, bringing in significant revenue and a change of pace from the arena of gambling. Success driven, Yamauchi expanded the company into “non-game related markets which included taxi services, hotels, and even the food industry, all which failed” (Cohen, 2014). Taking to a host of different ventures while continuing to produce the majority of products for the playing card market, the company fell into debt and was at risk of facing bankruptcy. Nintendo needed to reinvent itself and did so by deciding to manufacture toys for children and hired engineers to develop and run the production lines. -
Fire Emblem Warriors Treasure Box Pre Order
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Case History: Historical Perspective on the Legend of Zelda
Case History: Historical Perspective on The Legend of Zelda By Sean Sylvis Professor Lowood STS 145: History of Computer Game Design Introduction The Legend of Zelda, arguably the most popular series of adventure games for any gaming system, includes eight games on four consoles (three on the Game Boy (Color)) and spans a period of 15 years, with another installment going to be released for Nintendo’s next console, the Gamecube. My focus in this paper, a historical perspective on the development of the Legend of Zelda series, will focus on three of those games, The Legend of Zelda for the Nintendo Entertainment System (NES), A Link to the Past for the Super NES (SNES), and Ocarina of Time for the Nintendo 64 (N64). Nearly every game in the Legend of Zelda series has some elements that qualifies it as a Legend of Zelda game: the hero is a young elf-boy named Link who is trying to save his princess Zelda from the clutches of the evil villain, Ganon, who Link must vanquish to finish the game. In order to defeat Ganon, Link has to collect several pieces of the Triforce, which are scattered throughout Hyrule, the virtual world of the Zelda games. There are a few exceptions to these rules, such as Majora’s Mask for the Nintendo 64, but the game play always follows a couple of rules. You can expect the environment to be expansive and immersive, taking many days to explore for the latest Zelda game. There will also be many sub-adventures, or mini-quests, in addition to the primary task of rescuing Zelda, which must be completed before confronting Ganon.