2008 Annual Report
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Ashley Agrusa
Ashley Agrusa (248)-930-8350 [email protected] Height: 5’7’’ Vocal range: Soprano with a strong belt Theatre *premiere **dance captain Regional: Saturday Night Fever Female Latin Dancer/ Ensemble Surflight Theatre (Karen Babcock) The Wedding Singer Ensemble Surflight Theatre (Paula Sloan) Jesus Christ Superstar Ensemble Surflight Theatre (James Bond) Nice Work If You Can Get It! Ensemble Surflight Theatre (Paula Sloan) Educational: Insta-Worthy!: A New Musical Featured Singer/Dancer*** Cap 21 (Eric Price/Will Reynolds) On The Town Ensemble** Cap 21 (Andrew W. Woodward) Some Nights Featured Dancer/Singer Cap 21 (Randy Redd) Song and Dance Project Featured Singer/Dancer Cap 21 (Tera Lee Pollin) A Night with Harold Arlen Featured Singer/Dancer Cap 21 (David Hibbard) Music Man Marian Summer Theatre Conservatory Grease Marty** Summer Theatre Conservatory Peter Pan Peter Pan Summer Theatre Conservatory Legally Blonde Vivianne** Summer Theatre Conservatory Television/Film The Wannabes Featured Dancer Syndicated America’s Thanksgiving Parade Featured Dancer CBS Showstoppers’ National Dance Championship Soloist/Featured Dancer CBS Dance Concerts Detroit Tigers’ Baseball Game Featured Dancer Comerica Park Detroit Symphony Orchestra Featured Dancer Orchestra Hall Jonas Brothers Concert Featured Dancer Disney Cheetah Girls Concert Featured Dancer Disney Corbin Bleu Concert Featured Dancer Disney Bernadette Peters Featured Dancer Variety Education/Training Cap21/Molloy College BFA Musical Theatre: Acting Larry Arancio, David -
Artistmax 2015 Mentors*
ArtistMax 2015 Mentors* COLBIE CAILLAT GRAMMY® Award-winning, multiplatinum songstress. Has sold over 6 million albums worldwide and over 10 million singles to date. She has also written songs with Jason Mraz, OneRepublic’s Ryan Tedder, as well as written songs on Taylor Swift’s album “Fearless." KEN CAILLAT GRAMMY® Award Winning Producer. Ken is best known for engineering the Fleetwood Mac albums Rumours, Tusk, Mirage, Live, and The Chain Box Set, as well as working with artists such as Colbie Caillat, Michael Jackson, and Paul McCartney. ANTHONY FRANCO Anthony Franco is a self-taught designer whose professional experience ranges from commercials, music videos, live stage shows, personal styling, movie design, and also showing collections of his own. In 2007 he earned the Mercedes-Benz presents Designer of the Year award, for his Fall 2007 collection. AISHA FRANCIS Aisha Francis toured the world as Beyonce’s right hand dancer and dance captain, formerly serving as assistant choreographer and co-creator of the “Crazy in Love” Booty Dance. Other movement clients include Christina Aguilera, Rita Ora, Nelly Furtado, EnVogue, Rihanna, and Kelly Rowland, just to name a few. More recently, Aisha has been featured on such prominent television shows as American Idol, Dancing With the Stars, The Oprah Winfrey Show, The View, Good Morning America, Ellen, The Tonight Show with Jay Leno, The Late Show with David Letterman, This past season of So You Think You Can Dance? JODI VANESSA WATLEY American singer, songwriter and record producer, whose music crosses genres including pop, R&B, jazz, dance and electronic soul.[ In 1987, she won the GRAMMY® Award for "Best New Artist."Along with Janet Jackson and Madonna, she ranks as one of MTV Video Music Awards most nominated female artists ever, with six nominations for her ‘Real Love’ video. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
Disney's Contemporary Resort
WALT DISNEY WORLD DELUXE RESORT DISNEY’S CONTEMPORARY RESORT Disney’s Contemporary Resort Some images do not represent current operational guidelines or health and safety measures, such as face coverings. Some locations, experiences, and services may be modified or unavailable, may have limited capacity and may be subject to limited availability or even closure. Visit disneytraveltradeinfo.com/wdwresorthotels for important details. Retreat to this ultra-modern Disney Resort hotel and discover award-winning dining, spectacular views and dazzling pools. Whether you’re staying in the iconic A-frame ROOMS AT A GLANCE Contemporary tower or the nearby Garden Wing, you can walk to Magic Kingdom® Park 1000+ Guest Rooms main gate or catch the monorail as it breezes through the tower. Inside a 90-foot-tall 428 Villas 633 Deluxe Rooms mural by Disney Legend Mary Blair—responsible for the distinct look and feel of the “it’s a 23 Suites small world” attraction—celebrates the Grand Canyon and the American Southwest. ® sleeps up to four Guests, 4+1 plus one child under age 3 in a crib Standard Rooms 2 queen-size beds & 1 single day bed or 1 king-size bed & 1 single day bed Club Level Guests choosing Club Level accommodations Standard Room at the Tower Club or Atrium Club receive personalized concierge service and lounge with continental breakfast, midday snacks and evening wine, hors d’oeuvres, cordials and desserts. TRANSPORTATION Bus Service to Walt Disney World® Resort Theme Parks, Water Parks Typical Standard Room Parking & Landscaping View, with 1 king-size bed and 1 single day bed or 2 California Grill and Disney Springs® queens and 1 single day bed, 437 sq. -
From Moments to Minutes Advertising with Social Play.Pdf
5 From Moments to Minutes Advertising with Social Play Virtual worlds are a rapidly growing social-media platform, and this is particularly true for kids. Thought of by many as 3D renditions of 2D social networks, virtual worlds supply many desirable features for the youth market still unavailable in the realm of social networks. Among these are a sense of immediacy, unparalleled media richness, and the heightened interactivity possible in the virtual space. Young consumers respond to the immediacy of communications, meaning that communica- tions occur in real time (while social networks still primarily provide asynchronous response). Real-time response adds to the sense of contact comfort participants feel. Media richness is embellished with the enhanced visual representations of virtual worlds as well as the ability to chat using instant messenger, electronic mail, and sometimes voice chat features. Lastly, social networks like MySpace are limited in what can be offered for participants in terms of entertaining and interactive pursuits within the space. It is no wonder then that young consumers are enam- ored with virtual worlds. eMarketer estimates that 24% of the 34.3 million child and teen Internet users in the United States used virtual worlds on at least a monthly basis in 2007 and this figure is expected to rise rapidly over the short term.1 76 Advertising 2.0 For marketers, social virtual worlds represent an enormous opportu- nity for branding by extending the time consumers spend with a brand’s message from moments to minutes. Indeed, the average amount of time spent per session in social virtual worlds ranges from as little as twenty minutes to more than two hours—substantially more than the typical thirty seconds of attention garnered by a television commercial. -
Erica Ossola 8-701 5-17 Funabashi, 156-0055 Tokyo Phone: +81-80-2020-7443 E-Mail: [email protected]
Erica Ossola 8-701 5-17 Funabashi, 156-0055 Tokyo Phone: +81-80-2020-7443 E-Mail: [email protected] PERSONAL INFO Birth: Varese, November 19, 1974 Nationality: Italian Mobile: +81-(0)80-2020-7443 E-Mail: [email protected] Web: www.ericaossola.com Networks: www.linkedin.com/in/ericaossola OBJECTIVES Growing as videogames localization specialist, able to deliver high quality content for the Italian market. Open to new work challenges in the entertainment industry. EXPERIENCE Grasshopper Manufacture, Inc. - Tokyo (Japan) 2009-2010 Localization, QA Management and linguistic testing of the following project: November 2009 — January 2010 No More Heroes 2 (Wii) Square Enix Co., Ltd. - Tokyo (Japan) 2008-2011 Localization and QA Management of the following projects: December 2007 — September 2008 The Last Remnant (Xbox 360) December 2008 — July 2009 Dissidia: Final fantasy (PSP) August 2010 — January 2011 Dissidia 012: Final fantasy (PSP) Babel Media - Hove (UK) 2006-2011 Localization and QA Management of the following projects: GodHand - Ace Combat Six - Guilty Gear - Made Man - Medieval 2 Total War - Dave Mirra Wii - Monster Madness - RailRoad - Rainy Woods - Tamagotchi Angel - Thrillville - Toon Doku - Looney Tunes: ACME Arsenal - XMen - Cake Mania Ubisoft Entertainment - Montreal (Canada) 2005 Localization and QA Management of: Principe of Persia (PSP and DS versions). Nintendo of Europe GmbH - Frankfurt (Germany) 2004 Localization of Animal Crossing, (GameCube) in the internal localization studios of Nintendo. Blue Label, Milan (Italy) -
Magic Kingdom Park ESPN Wide World of Sports Complex
Magic Kingdom Park Orlando International Airport (20 miles) 7 1 3 6 4 5 2 Disney’s Animal Kingdom Theme Park 11 12 16 15 13 17 24 To Orlando and 26 8 Epcot 20 19 International 14 18 Drive 9 25 4 Disney’s Blizzard Beach Water Park 10 Downtown Disney Area Disney's Hollywood Studios 21 28 Disney’s Typhoon Lagoon Water Park ESPN Wide World of Sports Complex 22 27 Directions to the Walt Disney World Resort 23 Osceola Parkway Driving from Orlando International Airport, take the South Exit (417 South) to Osceola Parkway West (Exit 3). Follow the signs to the Walt Disney World Resort. Driving West on I-4, take Exit 68, 67, or 64B. Or, driving East on I-4 take Exit 64B, 67, or 68. U.S. 192 Follow the signs to the Walt Disney World Resort. To Tampa Magic Kingdom Resort Area Epcot Resort Area Downtown Disney Resort Area Disney’s Animal Kingdom Resort Area Disney’s Hollywood Studios Resort Area 1. Disney’s Contemporary Resort 8. Disney’s BoardWalk Inn 16. Disney’s Port Orleans Resort - Riverside 21. Disney’s All-Star Sports Resort 27. Disney’s Pop Century Resort 2. Disney’s Fort Wilderness Resort & Campground 9. Disney’s BoardWalk Villas 17. Disney’s Port Orleans Resort - French Quarter 22. Disney’s All-Star Music Resort 28. Disney’s Art of Animation Resort 3. Disney’s Grand Floridian Resort & Spa 10. Disney’s Caribbean Beach Resort 18. Disney’s Old Key West Resort 23. Disney’s All-Star Movies Resort (Phase 1 Opening Summer 2012) 4. -
Andrew Sugerman Executive Vice President, Publishing and Digital Media Andrew Sugerman Serves As EVP of Disney Consumer Products
Andrew Sugerman Executive Vice President, Publishing and Digital Media Andrew Sugerman serves as EVP of Disney Consumer Products and Interactive Media’s (DCPI) Publishing and Digital Media business unit, which is the physical and digital media publishing business for The Walt Disney Company. Sugerman leads a global team of storytellers charged with creating stories across multiple formats and platforms. He oversees creative, operations, and strategic direction for the business and manages its $3 billion retail publishing, social media, digital products, digital influencers, and digital short form video efforts, along with commercialization channels that span retail, advertising, distribution, subscription, and more. Sugerman’s purview includes all global licensed and vertical publishing across books, e-books, mobile apps, magazines, and comics under Disney Publishing Worldwide and Disney Book Group; Disney’s digital publishing platforms across owned & operated channels (Disney.com, Oh My Disney, Babble, Polaris, StarWars.com and more); mobile apps; 3rd party social and digital media platforms that reach 1.5 billion fans; and one of the leading digital influencer networks. His group works in partnership with all segments of The Walt Disney Company to extend content for Disney, Pixar, Marvel, Lucasfilm, Disney Channel, and ABC while creating new original properties across all formats. Sugerman joined The Walt Disney Company in 2007 as senior vice president and general manager, Disney English, which he quickly built into a thriving multi-location brick-and-mortar business in China with 30 learning centers in 6 cities. Under his leadership, Disney English set the benchmark for the way children learn English, combining storytelling and cutting-edge technology. -
A Case Study of the Walt Disney Company Jingwen Yang School of Economics, Hefei University of Technology, Hefei 230601, China [email protected] Abstract
Advances in Economics, Business and Management Research, volume 91 1st International Symposium on Economic Development and Management Innovation (EDMI 2019) Analysis of Business Operation Management under the Harvard Analytical Framework: A Case Study of the Walt Disney Company Jingwen Yang School of Economics, Hefei University of Technology, Hefei 230601, China [email protected] Abstract. A comprehensive analysis of financial statements can help its users to understand the production and operation situations and development prospects of enterprises thoroughly and accurately in order to make scientific and rational resolutions. This research employs the Harvard Analytical Framework to analyze the finance and operation management situations of the Walt Disney Company. Development prospects of TWDC are discussed and some suggestions are proposed in this paper. This research is aimed to deepen the understanding and application of financial statement analysis methods. Keywords: Financial analysis; operation management; Harvard Analytical Framework; the Walt Disney Company. 1. Research Background With the constant development of capital market, the diversification of investment entities, and the complexity of investment and financing methods, investment and financing activities become increasingly important for enterprises, but at the same time, they are also led to the increasing uncertainties and risks of business operations. An accurate assessment of business operation and management situations can hardly be conducted without the financial analysis (Yin, 2012). However, Li (2015) finds that the current traditional financial analysis mode solely based on financial statements have its inherent flaws, for today’s market economy is developing rapidly, the market operation is getting mature, the world economic exchanges are becoming more frequent, and the subject and object of financial analysis are increasingly diversified. -
Trócaire and Development Education
G356 Trocaire and Dev Education:Layout 1 02/02/2009 13:32 Page 1 TRÓCAIRE AND DEVELOPMENT EDUCATION: Remembering the Past, Signposting the Future SHEILA DILLON G356 Trocaire and Dev Education:Layout 1 02/02/2009 13:32 Page 2 Trócaire and Development Education: Remembering the Past, Signposting the Future © Trócaire 2009 Editor: Fergus Mulligan Trócaire The Irish Catholic Agency for World Development Maynooth, Co. Kildare, Ireland Tel. +353 1 629 3333; fax +353 1 629 0661 e-mail: [email protected] Trócaire website: www.trocaire.org Dublin City Resource Centre 12 Cathedral Street, Dublin 1 Tel/Fax: + 353 1 874 3875 Northern Ireland Resource Centre 50 King Street, Belfast BT1 6AD Tel. + 44 28 9080 8030 Fax. +44 28 9080 8031 Trócaire Resource Centre 9 Cook Street, Cork Tel. + 353 21 427 5622 Fax. +353 21 427 1874 Trócaire’s Resource Centres, in Belfast, Cork and Dublin, contain a range of development education materials for students, teachers and those interested in global development issues. Advice on the best use of these resources is also available through Trócaire’s education team. Designed and printed by Genprint (Ireland) Ltd. G356 Trocaire and Dev Education:Layout 1 02/02/2009 13:32 Page 3 Contents Foreword LLLLLLLLLLLJustin Kilcullen 5 Chapter 1 Introduction 7 Chapter 2 The Beginnings of Trócaire’s Development Education Programme 9 Chapter 3 Primary Education 15 Chapter 4 Early Years Education 21 Chapter 5 Post-primary Education 25 Chapter 6: Youth 31 Chapter 7 Adult Education 35 Chapter 8: Trade Unionists 39 Chapter 9: The Wider Development -
Representing Ourselves Online
LESSON PLAN Level: Grades K to 3 About the Author: Matthew Johnson, Director of Education, MediaSmarts Duration: 60-90 minutes Representing Ourselves Online This lesson is part of USE, UNDERSTAND & CREATE: A Digital Literacy Framework for Canadian Schools: http:// mediasmarts.ca/teacher-resources/digital-literacy-framework. Overview In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online. Learning Outcomes Students will: consider that media products are constructions and do not necessarily reflect reality learn about the use of avatars to represent people in virtual environments reflect on the relationship of virtual identities to personal identities become aware of the ways in which technological and commercial factors influence avatar creation and reflect on their effect on identity Preparation and Materials Prepare to project the overhead Introduction to Avatars Photocopy the handouts Avatar Outline and Avatar Options Procedure Dressing Up Begin by asking students to raise their hands if they wore costumes on the most recent Hallowe’en. If any students don’t raise their hand, ask if they’ve played dress-up at other times – at school or preschool, at a museum or community centre, etc. Ask students: What is fun about dressing up? Affirm all the answers the students give, but make sure the following points are raised: www.mediasmarts.ca 1 © 2015 MediaSmarts Representing Ourselves Online ● Lesson Plan ● Grades K-3 It’s fun to pretend to be someone that I want to be like (e.g. -
Phineas and Ferb Spongebob Reference
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