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2020-2021 Profile for Colleges
2020-2021 Profile for Colleges Brebeuf Jesuit Brebeuf Jesuit Preparatory School, located in Indianapolis, Indiana, 2801 W. 86th Street is one of 17 secondary school apostolates sponsored by the Indianapolis, IN 46268 Midwest Province of the Society of Jesus. Founded in 1962, Brebeuf 317.524.7050 Jesuit currently serves a co-educational student population of brebeuf.org 816 students with a faculty and staff of 131. School Code: 151653 • Student-Faculty ratio: 12:1 Carroll Easterday • Class of 2020 Mid-50% GPA: 3.41-4.17 Dir. of College Counseling • Class of 2020 Mid-50% SAT: 1150-1388 [email protected] • Class of 2020 Mid-50% ACT: 24-31 Lindsay Davis • Class of 2021 enrollment: 195 College Counselor [email protected] Mission Statement Myra Mariani Brebeuf Jesuit, a Catholic and Jesuit school, provides an excellent college College Counselor preparatory education for a lifetime of service by forming leaders who are [email protected] intellectually competent, open to growth, loving, religious, and committed Beth Newman to promoting justice. Fostering a culture of understanding and dialogue, College Counselor Brebeuf Jesuit seeks and welcomes students from diverse religious, ethnic [email protected] and socio-economic backgrounds. Students at Brebeuf Jesuit are called to Liz Otteson discover and cultivate the fullness of their God-given talents as a College Counselor responsibility and as an act of worship. [email protected] Kelly Shank Grading Scale College Counselor Brebeuf Jesuit uses a 4.0 grading scale, which is outlined on the [email protected] transcript. Advanced Placement and Dual Enrollment courses are weighted an extra 1.0 point and Honors courses are weighted an extra 0.5 point. -
PCHS School Profile 2020-2021
2020-2021 Profile Principal: Roger Arbabi Mission: Park City High School Assistant Principals: Amie values integrity and academic Campbell, Tracy Fike, excellence in an inclusive Jamie Weekes Athletic Director: community. Jamie Sheetz Accreditation: AdvancED CTE Director: Lyndsay Huntsman COUNSELING STAFF: JenniFer Frink: Registrar Counseling CEEB Code 450290 Dara Smith: A-E Counselor OfFice: Heather Briley: F-La Counselor 435-645-5657 Community Liz Moskal: Le-Ri Counselor Founded May 17, 1915, Park City School District is nestled in the Kristen Hall: Ro-Z Counselor Fax: mountains oF the year-round resort town oF Park City, Utah. The Samantha Walsh: MSW, Intervention Counselor 435-645-5658 district’s mission is to inspire and support all students equitably to Mr. Shannon Hase: PCLC Counselor achieve their academic and social potential. Pepper Elliot: Scholarship Advisor Ashlee Jensen: Counseling Secretary There are four elementary schools (PreK-5), one middle school (grades 6-7), one junior high (grades 8-9), one alternative school COVID-19 Impact: School was closed quarter 4, school year 2019-2020. (grades 9-12), and one high school (grades 10-12) in the Park City Students completed the year with virtual classes. Grading included letter School District. Nearly 5,000 students attend Park City schools, grades and/or “P” For pass. No “F” grades given, only NG For “no grade”. including 20% Latinos, 8% English Language Learners, 7% with The options For this school year include in person learning or remote disabilities, and 22% Free or reduced lunch. learning, or a combination oF the two. No special grading For this school year. -
The Battle Is On! Enabling the Digital Media Home Network INDUSTRY
INDUSTRY NOTE May 16, 2007 Robert C. Adams, CFA Digital Media Technology 415.962.4553, [email protected] Wireless Technology Jason Tsai 415.318.7069, [email protected] Erik Rasmussen 415.318-7074, [email protected] The Battle Is On! Enabling the Digital Media Home Network FOR DISCLOSURE INFORMATION, REFER TO MONTGOMERY & CO.’S FACTS & DISCLOSURES ON PAGES 18 & 19 Digital Media Technology & Wireless Technology May 16, 2007 INVESTMENT SUMMARY The battle for the digital media The battle for superiority in the next great digital media market opportunity—the digital multimedia home network is on. home network—is on. And, like all great digital media markets, this one just makes good intuitive sense. Digital media consumers worldwide have a great appetite for digital content and they have a desire to move that content around the home. We believe that, necessitated by the continuing adoption of the digital video recorder (DVR) and other content storage technologies, accelerated by the rapid ramp of digital and high-definition television technologies, and enabled by the deep pockets of the telcos and cable operators, this market is poised for significant growth over the next several years and represents one of the largest-volume semiconductor opportunities in the digital media component space to date. The digital media networked The digital multimedia home network opportunity has been necessitated by the increasing ability of home—a function of recording... the consumer to record (or download) and display video content. Over the last several years consumers, especially in North America, have grown fond of recording content and storing it to hard drive solutions. -
6363 Sunset Blvd. Hollywood, CA 90028 877 9LA FILM Lafilm.Edu Articulation Agreement Page 1
(Disclaimer: This institution is not regionally accredited. For more information see a counselor) Guaranteed Admission for Degree Completion This articulation agreement provides transfer admission opportunities for academically qualified students and graduates of Glendale Community College interested in completing their associate and/or bachelor’s degree through The Los Angeles Film School. Terms of Agreement: I. The Los Angeles Film School will guarantee admission to a candidate who has earned a grade point of average of 2.0 or better (based on a 4.0 scale) into the Bachelor of Science in Entertainment Business. The student must meet all specific admission and enrollment standards and requirements for the program. Student must complete an Associates degree in any subject and/or complete the IGETC/CSUGE requirement with 60 transferable units that include art, music, business, performance and/or courses related to entertainment.* II. Students accepted to The Los Angeles Film School will receive academic credit for all College level courses successfully completed with a letter grade of C or better. Non-credit or remedial courses will not be accepted for transfer credit and/or graduation requirements. III. Students interested in transferring need to submit an application and official transcripts from Glendale Community College and any other educational institutions previously attended. IV. Prerequisite and/or general education courses required for the Bachelor of Science in Entertainment Business may be taken at The Los Angeles Film School. V. This agreement will be reviewed annually and may be revised by mutual consent. In addition, The Los Angeles Film School and Glendale Community College agree to notify one another in writing of program changes that might affect the transfer of students under this agreement. -
Digital Media: Rise of On-Demand Content 2 Contents
Digital Media: Rise of On-demand Content www.deloitte.com/in 2 Contents Foreword 04 Global Trends: Transition to On-Demand Content 05 Digital Media Landscape in India 08 On-demand Ecosystem in India 13 Prevalent On-Demand Content Monetization Models 15 On-Demand Content: Music Streaming 20 On-Demand Content: Video Streaming 28 Conclusion 34 Acknowledgements 35 References 36 3 Foreword Welcome to the Deloitte’s point of view about the rise key industry trends and developments in key sub-sectors. of On-demand Content consumption through digital In some cases, we seek to identify the drivers behind platforms in India. major inflection points and milestones while in others Deloitte’s aim with this point of view is to catalyze our intent is to explain fundamental challenges and discussions around significant developments that may roadblocks that might need due consideration. We also require companies or governments to respond. Deloitte aim to cover the different monetization methods that provides a view on what may happen, what could likely the players are experimenting with in the evolving Indian occur as a consequence, and the likely implications for digital content market in order to come up with the various types of ecosystem players. most optimal operating model. This publication is inspired by the huge opportunity Arguably, the bigger challenge in identification of the Hemant Joshi presented by on-demand content, especially digital future milestones about this evolving industry and audio and video in India. Our objective with this report ecosystem is not about forecasting what technologies is to analyze the key market trends in past, and expected or services will emerge or be enhanced, but in how they developments in the near to long-term future which will be adopted. -
Academic Catalog
Academic Catalog 6363 Sunset Blvd Hollywood, CA 90028 323.860.0789 www.lafilm.edu August 31, 2016 TABLE OF CONTENTS OUR HISTORY ..................................................................................................................................................................................... 4 OUR MISSION ..................................................................................................................................................................................... 4 OUR CAMPUS ..................................................................................................................................................................................... 4 ACCREDITATION, LICENSING AND APPROVALS .......................................................................................................................... 4 CATALOG POLICIES .......................................................................................................................................................................... 4 CAMPUS DEGREE PROGRAMS ........................................................................................................................................................ 6 COMPUTER ANIMATION, ASSOCIATE OF SCIENCE ................................................................................................................... 6 ANIMATION, GAME ART CONCENTRATION, BACHELOR OF SCIENCE .................................................................................... 7 ANIMATION, VISUAL EFFECTS -
Digital Rights Management and Consumer Acceptability
Digital Rights Management and Consumer Acceptability A Multi-Disciplinary Discussion of Consumer Concerns and Expectations State of the Art Report - First Supplement May 2005 by Natali Helberger (ed.), IViR Nicole Dufft, Berlecon Margreet Groenenboom, IViR Kristóf Kerényi, SEARCH Carsten Orwat, FZK-ITAS Ulrich Riehm, FZK-ITAS INDICARE The Informed Dialogue about Consumer Acceptability of DRM Solutions in Europe http://www.indicare.org i Disclaimer This publication is a deliverable of the INDICARE project. INDICARE is financially sup- ported by the European Commission, DG Information Society, as an Accompanying Measure under the eContent Programme (Ref. EDC - 53042 INDICARE/28609). This publication does not express the European Commission’s official views. In its views and opinions the INDICARE project is independent from the European Commission and the views expressed and all recommendations made are those of the authors. Neither the European Commission nor the authors accept liability for the consequences of actions taken on the basis of the information contained in this publication. Copyright This publication is copyright protected and licensed under a Creative Commons License allowing others to copy, distribute, and display the report in its entirety only if a) the au- thor/authors is/are credited; b) it is used for non-commercial purposes only; c) not with respect to derivative works based upon the original report. Comments You are invited to send any comments, critics or ideas you may have on this publication to Natali Helberger ([email protected]) INDICARE Project INDICARE – The Informed Dialogue about Consumer Acceptability of Digital Rights Management Solutions – addresses problems pointed out in the eContent work pro- gramme 2003-2004: “There has been little attention to the consumer side of managing rights. -
A 2014 Study by the Entertainment Software Association (ESA)
SALE2014S, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ] “Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ ii ] WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Online and Mobile Games are Played Most Often? 5 How Many Gamers Play on a Phone or Wireless Device? 6 How Many Gamers Play Games With Others? 7 Parents and Games 7 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2013? 11 What Were the Top-Selling Games of 2013? 12 Sales Information: 2003–2013 13 Total Consumer Spend on Video Game Industry in 2013 WHO WE ARE 14 About ESA 14 ESA Members OTHER RESOURCES 16 ESA Partners The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes. -
BRANDED ENTERTAINMENT Distributed Storytelling in a Digital World
BRANDED ENTERTAINMENT Distributed Storytelling in a Digital World By Troy Hitch and Doug Worple Overview Digital and interactive media have created a new breed of media consumers. They have an incredibly short attention span, high standards and strong opinions. They are immune to traditional advertising tactics and they don’t want their content to be interrupted. They no longer think in terms of TV or movies or channels or formats. They want to be entertained on their terms – where, when and how it suits them best. They want to engage in something that they can talk about. They want to share something that, in the very act of sharing, defines who they are. They want to discuss it, change it, mark it, make it their own. They are no longer viewers; they are participants. Entertainment is no longer a broadcast; it’s an experience. Since the early days of sponsored radio and TV programs, the Brand has successfully exploited entertainment to deliver its consumer message. But leveraging entertainment to connect with today’s media consumer has required the Brand to assume a new role. Seeking a deeper connection with its audience, the Brand has become the storyteller, the studio, the producer, and, as referenced in our previous paper “Marketer v Media,” even the distributor or publisher. The result is an entertainment experience that can engage the Brand’s consumers in ways more relevant and meaningful than ever before. This whitepaper will examine the new face of branded entertainment, the importance of great storytelling, the roles the Brand can play in the entertainment experience and best practices for using new media to distribute the story. -
2019 Essential Facts About the Computer and Video Game Industry
2019 ESSENTIAL FACTS About the Computer and Video Game Industry Foreword Table of Contents 2018 was a record-breaking year for our industry, with total video game sales exceeding $43.4 billion. Over 164 million adults in the United States play video games, and three-quarters of all Americans have at least one gamer in their Foreword 3 household. It’s now more important than ever to understand who America’s video At-A-Glance 5 game players really are and what’s driving them. Average Gamer 6 That’s why I’m thrilled to share the 2019 Essential Facts About the Computer and Video Game Industry. For the first time, we at the Entertainment Software Social & Lifestyle 9 Association have taken a comprehensive look at the individual Americans who enjoy video games and their lifestyles in order to better understand their profiles Parents of Gamers 10 and interests. Households with Children 13 The resulting data speaks for itself. Video game players represent a diverse cross- Who Plays 15 section of the American population spanning every age, gender, and ethnicity. They live healthy lives, are civically engaged, and are socially active. More than Purchasing 20 three-quarters report that video games provide them with mental stimulation (79%) as well as relaxation and stress relief (78%). The role of video games in the ESA Partners 22 American family is also changing: nearly three-quarters (74%) of parents believe video games can be educational for their children, and more than half (57%) enjoy ESA Members 23 playing games with their child at least weekly. -
Kids Digital Media Report 2019
Kids digital media report 2019 May 2019 Commissioned by Summary findings • We estimate that the global kids digital advertising market will continue to grow in excess of 20% p.a. (2018-21). We estimate the market will be worth c.$1.7bn by 2021 • As kids’ media and content is increasingly consumed via desktop, mobile and tablet devices, we expect brands to move more advertising spend onto these digital platforms, and shift spend away from traditional (non-digital) channels • Additionally, increasing regulatory requirements and awareness of the benefits of compliance support a shift in spend towards dedicated ‘kidtech’ players • The rollout of GDPR in Europe (with its ‘GDPR-K’ kids component) has accelerated the understanding of compliance globally beyond major brands and is supporting growth in the emerging kidtech sector • Additionally, current activity in the US indicates that COPPA (Children’s Online Privacy Protection Act) regulation may be extended to 16 year olds (up from 13 today) and that other countries, such as China and India, are planning to legislate similar laws; these actions would expand the market size and growth trajectory, to govern the digital privacy of c.800m kids by 2021 (vs. c.130m today). We have not accounted for these extensions in our estimated market forecasts • Kids digital advertising spend is distributed across a range of platforms, including: kids broadcasters, VOD platforms, search engines, social media, YouTube, and a broad range of publishers/ networks • Over the course of the forecast period, 2018-21, -
This Publication Contains Valuable Information for Parents and Students Regarding Intermediate and High School As Well As College
This publication contains valuable information for parents and students regarding intermediate and high school as well as college and career preparation information. Published by: Saddleback Valley Unified School District Educational Services Department 25631 Peter A. Hartman Way, Mission Viejo, CA 92691 INTERMEDIATE SCHOOL GUIDANCE PERSONNEL SCHOOL/ADDRESS GUIDANCE PERSONNEL LA PAZ Lisa McCormick, Guidance Specialist/Counselor 25151 Pradera Drive Rebecca Husson, Student Services Technician Mission Viejo, CA 92691 (949) 830-1720 LOS ALISOS Lena Park, Guidance Specialist/Counselor 25171 Moor Avenue Ann Peacock, Student Services Technician Mission Viejo, CA 92691 (949) 830-9700 RANCHO SANTA MARGARITA Lynnette Bills, Guidance Specialist/Counselor 21931 Alma Aldea Karley Blake, Guidance Specialist/Counselor Rancho Santa Margarita, CA 92688 Robin Friedman, Student Services Technician (949) 459-8253 Robin Burney, Student Services Technician SERRANO Tami Bean, Guidance Specialist/Counselor 24642 Jeronimo Karley Blake, Guidance Specialist/Counselor Lake Forest, CA 92630 Susan Trehy, Student Services Technician (949) 586-3221 DISTRICT ADMINISTRATION Crystal Turner Ed.D., Superintendent Connie Cavanaugh, Assistant Superintendent Liza Zielasko, Assistant Superintendent Ron Pirayoff, Ed.D, Director Secondary Education Francis Dizon, Ph.D, Director Student Services 2 SCHOOL COUNSELING MISSION Saddleback Valley Unified School District’s school counseling mission is to provide a comprehensive guidance program addressing the academic, career, and personal/social development of all students. Professional school counselors facilitate the support system to ensure that all students have access to the knowledge and skills necessary to become lifelong learners, creative thinkers, and responsible individuals. INTRODUCTION The Saddleback Valley Unified School District strongly believes that today's parents are an essential component in their child's educational planning.