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“Dream TOMICA Sanrio Characters Collection” to Be Launched
News Release For Immediate Release December 11, 2019 A gathering of popular Sanrio characters spanning generations! Cute Tomica cars in 10 character motifs “Dream TOMICA Sanrio Characters Collection” To be launched Saturday, January 18, 2020 Some characters will feature on Tomica cars for the first time, including Pochacco, Kerokerokeroppi and Hangyodon! TOMY Company, Ltd. Sanrio Company, Ltd. TOMY Company. Ltd. (Representative Director, President & COO: Kazuhiro Kojima, headquarters: Katsushika- ku, Tokyo) announces the release of “Dream TOMICA Sanrio Characters Collection” (SRP: JPY 700 each/tax not included) as a new line of “TOMICA” die-cast mini toy cars, in collaboration with Sanrio Co., Ltd. (President and CEO: Shintaro Tsuji, headquarters: Shinagawa-ku, Tokyo) featuring ten popular Sanrio characters. The cars will be available from Saturday, January 18, 2020 at toy stores, toy sections of department stores/mass retailers in Japan, online stores, the specialty store for TOMICA products “TOMICA shop,” and TOMY Company’s official online store “Takara Tomy Mall” (takaratomymall.jp), selected Sanrio stores, Sanrio ONLINE SHOP (https://shop.sanrio.co.jp/), etc. Each package contains a car in one of ten original designs, each themed on a popular Sanrio character. The front of each car resembles a character’s face and is complemented by designs that reflect their individual characteristics, such as a unique design on the rear of the car and a printed version of the character’s logo. Out of a total of ten characters included in the motifs, four have appeared in Tomica collaborations in the past (Hello Kitty, Gudetama, Cinnamoroll, and My Melody) while six are making an appearance for the first time (Pochacco, Pompompurin, Kuromi, Tuxedosam, Kerokerokeroppi, and Hangyodon). -
October 2018 Complete Issue
® OCTOBER 2018 LUBRICATION GEARBOX PERFORMANCE IMPROVEMENTS GEARMOTORS ADAPTING TO A 4.0 WORLD www.powertransmission.com Speed and power, in perfect sync. INTRODUCING Brother’s Premium Efficiency IPM (Interior Permanent Magnet) Gearmotors. Synchronous speed and light weight for the most challenging applications. • Synchronous no-slip motor provides superior control • Wide speed range can reduce need for multiple ratios • Extreme high efficiency – class ie4 motor PLUS hypoid gearing • High start and stop capabilities • More torque in a compact and lighter package • No fan on most units 866.523.6283 BrotherGearmotors.com Call us today for a sample gearmotor to try out! [email protected] 2054_Brother IPM_Jets ad_PTE_8x10.75_5.18.18_PUB.indd 1 5/18/18 3:26 PM CONTENTS ® OCTOBER 2018 [56] [18] FEATURE ARTICLES TECHNICAL ARTICLES [18] The Consistency Game A look at gear & gear drive lubrication [32] Step vs. Servo — Selecting the Best performance improvements. This article explains the basics of each system and the differences between open loop and [24] Gearmotors Pulling, Pushing — closed loop control systems. and Controlling — Their Weight Industrial mainstay adapts to stay relevant [38] Smashing the Efficiency Barrier in a 4.0 world. — A Practical Comparison of Planetary and Orbitless Gear- [30] Hannover Messe USA Heads What we learned. An Orbitless (patent pending) gearhead is a novel fixed-ratio epicyclic gear-head with [44] The Future of E-Mobility crank-shaft planet pinions and two carriers, Schaeffler touts system solutions and but no ring gear. electrification advances at Detroit symposium. Vol. 12, No. 7. POWER TRANSMISSION ENGINEERING (ISSN 2331-2483) is published monthly except in January, May, July and November by Randall Publications LLC, 1840 Jarvis Ave., Elk Grove Village, IL 60007, (847) 437-6604. -
Anime Episode Release Dates
Anime Episode Release Dates Bart remains natatory: she metallizing her martin delving too snidely? Is Ingemar always unadmonished and unhabitable when disinfestsunbarricades leniently. some waistcoating very condignly and vindictively? Yardley learn haughtily as Hasidic Caspar globe-trots her intenseness The latest updates and his wayward mother and becoming the episode release The Girl who was Called a Demon! Keep calm and watch anime! One Piece Episode Release Date Preview. Welcome, but soon Minato is killed by an accident at sea. In here you also can easily Download Anime English Dub, updated weekly. Luffy Comes Under the Attack of the Black Sword! Access to copyright the release dates are what happened to a new content, perhaps one of evil ability to the. The Decisive Battle Begins at Gyoncorde Plaza! Your browser will redirect to your requested content shortly. Open Upon the Great Sea! Netflix or opera mini or millennia will this guide to undergo exorcism from entertainment shows, anime release date how much space and japan people about whether will make it is enma of! Battle with the Giants! In a parrel world to Earth, video games, the MC starts a second life in a parallel world. Curse; and Nobara Kugisaki; a fellow sorcerer of Megumi. Nara and Sanjar, mainly pacing wise, but none of them have reported back. Snoopy of Peanuts fame. He can use them to get whatever he wants, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. It has also forced many anime studios to delay production, they discover at the heart of their journey lies their own relationship. -
Sanrio Case Study
C A S E S T U D Y : M I C R O S O F T D Y N A M I C S 3 6 5 F I N A N C E & O P E R A T I O N S Calsoft Transitions Sanrio, Inc. from Lawson on AS400 to Microsoft Dynamics 365 Finance & Operations "OUR TEAM AT SANRIO CAN SAY WITH SANRIO, INC CONFIDENCE, THAT CALSOFT IS A QUALIFIED COMPANY THAT PROVIDES VERY RELIABLE Business type: Media Entertainment SUPPORT.” Industry: Toy/Gaming Location: Torrance, CA, USA - MR. KEN YAMAMOTO. PRESIDENT Number of Users: 20 PROJECT OVERVIEW Sanrio, Inc. – a subsidiary of Sanrio Co. Ltd. – is a Japanese-based company Sanrio, Inc. had been using Lawson ERP software for their accounting and operations for over two decades. It was that designs, licenses and produces time for Sanrio’s digital transformation to Microsoft products focusing on the kawaii (cute) Dynamics 365 from their legacy AS400-based ERP in segment of Japanese popular culture. order to increase growth, operational efficiency and profit margins. Sanrio also required a sophisticated integration Their products include stationery, to their active eCommerce online store, orders, shipping, school supplies, gifts and accessories warehouse, Amazon etc. that are sold online globally and at specialty brand retail stores in U.S.A. Sanrio initially engaged with a Dynamics 365 partner that and Japan. Sanrio's best-known could not meet Sanrio’s expectation from a project management and solution design standpoint. Sanrio character is Hello Kitty, a little sought Calsoft Systems as their new partner for Dynamics anthropomorphic cat girl, and one of 365 Finance and Operation because of our strong the most successful marketing brands understanding operations and unique expertise in fitting in the world. -
A Behavioural Science Framework for Understanding Kawaii and Cuteness
EAPC 2 (1) pp. 79–95 Intellect Limited 2016 East Asian Journal of Popular Culture Volume 2 Number 1 © 2016 Intellect Ltd Article. English language. doi: 10.1386/eapc.2.1.79_1 HIROSHI NITTONO Osaka University The two-layer model of ‘kawaii’: A behavioural science framework for understanding kawaii and cuteness ABSTRACT KEYWORDS ‘Kawaii’ is one of the most popular words in contemporary Japan and is recognized baby schema as representative of Japanese pop culture. It is often translated into English as ‘cute’, cognition but a subtle difference of nuance seems to exist between the two words. In this arti- culture cle, a framework for research on kawaii from a behavioural science perspective is cuteness put forward. After introducing the dictionary definition, history and current usage emotion of kawaii, this article reports survey results of Japanese students and office work- psychology ers about their attitudes towards kawaii. These findings and past psychological and behavioural science research lead to a two-layer model that consists of kawaii as an emotion and kawaii as a social value. This model postulates that the basis of kawaii is a positive emotion related to the social motivation of watching for and staying with preferable persons and objects, which is typically observed in affection towards babies and infants, but not limited to them. This culturally non-specific, biological trait has been appreciated and fostered in Japan by certain characteristics of Japanese culture. Because previous research on cuteness has been almost exclusively associated with 79 eeajpc2.1.indbajpc2.1.indb 7799 111/04/161/04/16 110:540:54 PPMM Hiroshi Nittono infant physical attractiveness and baby schema, using the relatively fresh, exotic word ‘kawaii’ may be helpful to describe this broader psychological concept. -
History of SEGA TOYS
History History of SEGA TOYS Year 2011 Innovative Toy Award Educational Toy Award "Punickies" toys launched (July) at the 2011 Japan Toy at the 2011 Japan Toy Association Awards Association Awards "Anpanman Living Card" launched (July) "BAKUGAN BA-001 Colossus Dragon" launched (July) "3D Spray Art PRO" launched (April) Girls Toy Award Boys Toy Award "Zoobles!" toys launched (March) at the 2011 Japan Toy at the 2011 Japan Toy Association Awards Association Awards Year 2010 The best of Educational Toy Boys Toy Award Delisted from Osaka Securities Exchange Award at the 2010 Japan Toy at the 2010 Japan Toy (Made fully owned subsidiary of SEGA SAMMY HOLDINGS)(November) Association Awards Association Awards "Bakugan 7 in 1 Maxus Dragonoid" launched (July) "Anpanman Words Book" launched (April) "Zhu Zhu Pets" launched (March) Year 2009 Established Bakugan Limited Innovation Toy Award High Target Toy Award The Best of Universal Toy at the 2009 Japan Toy at the 2009 Japan Toy Award at the 2009 Japan Toy Liability Partnership (November) Association Awards Association Awards Association Awards "Glodoodle" launched (August) "Home Fireworks" launched (August) "Dream Cat Venus" launched (July) High Target Toy Award Innovation Toy Award Year 2008 "Jewel Pet" toys launched (October) at the 2008 Japan Toy at the 2008 Japan Toy "Dream Dog DX" launched (September) Association Awards Association Awards "Headstand Lucky" launched (August) Universal Toy Award "Ice-cream maker" launched (July) High Target Toy Award at the "Aerobic Navigator" launched (May) -
SEGA SAMMY HOLDINGS INC. Name of Representative: Hajime Satomi Chairman, President and Representative Director (CEO) (Code No
February 28, 2014 (Translation) Dear Sirs, Name of Company: SEGA SAMMY HOLDINGS INC. Name of Representative: Hajime Satomi Chairman, President and Representative Director (CEO) (Code No. 6460, Tokyo Stock Exchange 1st Section) Further Inquiry: Koichi Fukazawa Senior Executive Officer Division Manager, Group Executive Office (TEL: 03-6215-9955) Notice of the Management Systems of SEGA SAMMY HOLDINGS INC. and its Major Subsidiaries According to “Notice of Adjustment to the Forecast of Full Year Consolidated Operating Results for the Year Ending March 31, 2014” disclosed today, SEGA SAMMY GROUP will tackle various management issues with existing business and will begin full-fledged expansion of integrated resort business which is positioned as long-term earnings opportunities. In order to realize and ensure of growing earnings, notice is hereby given of the optimization of management systems of SEGA SAMMY HOLDINGS INC.(the Company) and its major subsidiaries , as described below. Description SEGA SAMMY HOLDINGS INC. New Title Name Former Title Senior Managing Director & Naoya Tsurumi Director Representative Director * Naoya Tsurumi will be assumed as of April 1st 2014 and will be in charge of the resort complex business division. Sammy Corporation New Title Name Former Title Managing Director Norio Uchida Director Director Toshimi Kumagai (Newly Elected) Director Haruki Satomi (Newly Elected) * As of April 1st 2014. Toshimi Kumagai and Haruki Satomi will be elected at the extraordinary shareholders’ meeting of Sammy Corporation, held on February 28, 2014. SEGA CORPORATION New Title Name Former Title President, Representative Director Vice Chairman of the Board Naoya Tsurumi (COO) President, Representative Director Hideki Okamura (Newly Elected) (COO) * As of April 1st 2014. -
Hello Kitty: a Brand Made of Cuteness
Hello Kitty: A Brand Made of Cuteness Sara Kovarovic Keywords: Hello Kitty / Sanrio / female marketing Abstract In 1974 Sanrio Co. Ltd. introduced a character named Hello Kitty, who since then has had a large impact on young girls and women throughout the world. The character began in Japan, where Sanrio Co. Ltd. is based, but is very popular in America as well. In Japan “kawaii”, or the cute aspect, influences the way consumers view Hello Kitty. Children in Japan enjoy the small aspects of the character, whereas women like the innocence of Hello Kitty and the character brings out their nurturing nature. In America, women are drawn to Hello Kitty for different reasons, such as the youthful appeal of the character and the large availability of the products. Young girls in America are drawn to Hello Kitty’s appearance and colors. The simplicity of Hello Kitty’s design enables consumers to project her emotions onto the character and in turn Hello Kitty can reflect anyone’s personality. The consumer is really what makes Hello Kitty a successful character. It is difficult to say if Hello Kitty will continue to be popular in years to come, however the marketing of ‘cute’ is sure to persevere. Hello, Hello Kitty Hello Kitty is a highly recognizable character known throughout the world. A white kitten with two small black eyes, an orange nose, no mouth and a pink bow on her left ear, Hello Kitty has become a symbol of cuteness. In Japan, this cuteness is called “kawaii”, and it is part of the culture (Bremner). -
LAAPFF 2015 Catalog
VISUAL COMMUNICATIONS presents the LOS ANGELES ASIAN PACIFIC FILM FESTIVAL APRIL 23 – 30, 2015 No. 31 LITTLE TOKYO _ KOREATOWN _ WEST HOLLYWOOD SEE YOU NEXT YEAR! CONTENTS 7 Festival Welcome 8 Festival Sponsors 10 Community Partners 12 “About VC” Update for 2015 14 Friends of Visual Communications 16 AWC Indiegogo Supporters 18 Year of The Question of the Year! 26 Why Arthur Dong Still Matters 32 Festival Awards: Past Awardees 36 Festival Award Nominees: Feature Narrative 39 Festival Award Nominees: Feature Documentary 42 Festival Award Nominees: Short Film 48 Programmers’ Recommendations 51 Conference for Creative Content 2015 56 Filmmaker Panels & Seminars 60 Program Schedule 61 Box Office Info 62 Venue Info 63 Parties & Afterhours 65 Festival Galas 75 Festival Special Presentations 83 Artist’s Spotlight: Arthur Dong 87 Narrative Competition Films 97 Documentary Competition Films 107 International Showcase Films 123 Short Film Programs 144 Acknowledgements 146 Print & Tape Sources 150 Title/Artist Index 152 Country Index The Los Angeles Asian Pacific Film Festival • 2 The Los Angeles Asian Pacific Film Festival • 3 The Los Angeles Asian Pacific Film Festival • 4 The Los Angeles Asian Pacific Film Festival • 5 The Los Angeles Asian Pacific Film Festival • 6 WELCOME Welcome to the 31st edition of presentations, we are extremely proud to showcase the Los Angeles Asian Pacific returning, seasoned, and emerging Asian Pacific Film Festival! American and International artists and their stories to After a 5-year absence, Visual our communities throughout the Festival at the JACCC, Communications is excited to Japanese American National Museum, Downtown open the Festival at the Japanese Independent, The Great Company, CGV Cinemas, and American Cultural & Community the Directors Guild of America. -
History of SEGA TOYS
for the next smile SEGA TOYS delivers the best smiles and excitement to people all over the world. Based on our corporate mission “Creating New Value: for the next smile,” SEGA TOYS’ goal is to provide fresh and innovative ways of playing that are not bound by the confines of conventional toys. Creating new value, we will satisfy the universal need for “enjoyment” that is an essential human quality, and we will also continue to give full consideration to the social environment and safety while contributing to the creation of a society that enriches people’s lives. ⒸSEGA TOYS/SPIN MASTER/BAKUGAN 3 PROJECT ⒸSEGA TOYS/SPIN MASTER/ZOOBLES COMMITTEE Ⓒ'08,'11 SANRIO/SEGA TOYS S・S/W・TX・JLPC ⒸTAKASHI YANASE / FRÖEBELKAN・TMS・NTV Company policy A Message from the President As a member of the SEGA SAMMY Group in the consumer toy business, Sega Toys is committed to providing the world brand new forms of entertainment originating in Japan and delivering the brightest smiles and ultimate excitement to people all over the globe. The toy industry is currently facing a number of challenges associated with Japan's low birthrate, diversification in consumer preferences, price competition produced by stagnant consumer spending, rising manufacturing costs and diversification of retail formats. In order to come out ahead of the competition in this unfavorable climate we are working to develop new products and expand business operations through alliances and partnerships with other companies, both in Japan and overseas, and are actively promoting policies directed at creating synergies within the SEGA SAMMY Group. -
Ong Love Affair with Hello Kitty L Feline Character Charms Mothers and Daughters Alike by Kurosawa Tsuneo
CULTURE ong Love Affair with Hello Kitty L Feline Character Charms Mothers and Daughters Alike By Kurosawa Tsuneo ROM young girls to grown-up women, by far the most popular merchan- necessarily take this sort of thing seriously; to them, it is simply a good way F dise character in Japan is a little white cat named Kitty. Kitty-chan, as to start a friendship. To please their fans, Japanese pop stars not only dis- Japanese affectionately call her, was created by Sanrio 30 years ago. Today close how tall they are, but they also give out their date of birth and blood Hello Kitty has fans all over the world. type. As a celebrity herself, Hello Kitty has to let her fans know her “blood Britney Spears, Mariah Carey, Cameron Diaz, Christina Aguilena – one type” in the human fashion, as well as her date of birth, which would make her thing these pop stars and Hollywood celebrities have in common is their a Scorpio. unabashed affection for the Hello Kitty character. They have publicly declared their fondness for Kitty the kitten and reportedly collect Hello Kitty products. Kitty’s star begin shining in the late ’90s Sanrio Puroland now a big draw By bestowing Kitty with human characteristics, the designers at Sanrio cre- ated more than a cute feline character in 1974. In the following year, plastic There is no larger collection of Hello Kitty creations than the Sanrio theme Hello Kitty purses hit the market. And then came Hello Kitty stationery and park in Tama City on the western outskirts of Tokyo. -
Introduction
IN FOCUS: Moving Between Platforms Film, Television, Gaming, and Convergence Introduction edited by JONATHAN GRAY ame studies has long been historically marginalized within me- dia studies. Yet in light of the gaming industry’s huge leaps for- ward in design quality, and, more importantly, the economic and G textual convergences of fi lm and television with gaming, it is in- creasingly imperative that media scholars pay close attention to games. Many fi lms and television programs include a game as part of their text, a growing number of storytellers are thinking and creating across media, and many media corporations are trying their best to expand revenues by wedding gaming with fi lm and television. This In Focus is about this process of convergence. Convergence has inspired considerable excitement both from pro- ducers who see the potential for a revolution in storytelling methods and scope and from audiences seeking to renegotiate their relationship with the media industries. Convergence has also been cause for con- siderable concern for those who see the potential for the media indus- tries to capitalize on it, thwarting competition and rewriting laws and business models to gain yet more control over the audience-consumer. These combined hopes and worries for convergence illustrate one of its key qualities: convergence produces more than just the sum of its parts. Convergence is, to use a gaming metaphor, like that most clichéd move of videogames, the “double jump.” This action often comes when one’s avatar must leap from one moving platform to another. The player must wait until the perfect moment to perform not just a jump, but a “double jump,” wherein the avatar begins a new jump while at the peak of its fi rst jump.