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2019 Annual Report
2019 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforget- table experiences, thereby allowing them to discover a happiness all their own. Management Guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a company that delivers unparalleled entertainment. Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unpar- alleled entertainment to our customers. 2. We will value innovation and creativity. By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Final Fantasy
Final Fantasy Yoshitaka Amano A Square Enix Research Document By Vincent van Haarlem Who is Square Enix? Square Enix is the company behind one of the most well known JRPG franchine in the world called ‘Final Fantasy’. But their name hasn’t always been Square Enix. The company started of as Square and was founded by Masafumi Miyamoto in 1983.(Daiji 2006) In 1989 Squaresoft was was established as a subsidiary of Square in North America. Enix is a software publisher that was founded in 1975 by Yasuhiro Fukushimaas Eidansha Boshu Service Center. (Square Enix History Timeline, 2007) While Square had their eyes on Nintendo development, Enix decided to develop for both Nintendo and Playstation.(ENIX TO DEVELOP TITLES FOR THE PLAYSTATION, 1997) In 2003 the 2 companies finally merged to form the now known Square Enix. But a merger had been talked about since 2000. (Long, 2008)“Yasuhiro Fukushima, former chairman of Enix, told Mainichi that a merger with Square had been under consideration as long as three years ago” after the financial loss of Square’s first movie ‘Final Fantasy: A spirit within’. Enix went on to proceed the merger while Square was losing money. While Square/Squaresoft has developed some all time classics, under the name SquareEnix the company has known the most succes. Partly due to the MMORPG Final Fantasy XIV. (Final Fantasy, 2017) Square Enix 23plusone Model 23plusone Method explained My 23plusone choices To identify and analyze Square Enix as a brand, I’ve chosen the After careful reasearch into the Square Enix brand. The main brand research tool from BR-ND called 23plusone. -
The Birth of “Final Fantasy”: Square Corporation
岡山大学経済学会雑誌37(1),2005,63~88 The Birth of “Final Fantasy”: Square Corporation Daiji Fujii 1. Introduction “Final Fantasy” was one of the million selling series of role playing games (RPGs). Square Corporation, which might be known as Square Soft outside Japan, had been known as the Japanese software developer to release this series approximately every year. Square enjoyed large annual turnovers from the series and diversified their businesses including a CG movie production. Journalism shed a spotlight on this software factory as a member of the “Winners Club” in Japan’s economy under the futureless recession in the 1990s. This heroic entrepreneurial company and its biggest rival, Enix Corporation Limited, known to be the publisher of “Dragon Quest” series (“Dragon Warrior” in North America), the other one of the twin peaks of Japanese RPG titles, announced to become one in November, 2002. The news became a national controversy, because the home video game was expected to be the last remedy to Japan’s trade imbalance of software industry. According to the report published by Japan’s industry consortium, Computer Entertainment Supplier’s Association (CESA), the top 30 titles in terms of the total shipment between 1983−2002 included 13 RPG titles released by both Square and Enix, second to Nintendo’s 14 titles of various genres (See table 1). Independent software firms had had powerful impacts upon Nintendo, which had the combination of Nintendo Entertainment System (NES) as a dominant platform and “Mario” as a killer content. In 1996, Nintendo’s hegemony in the platform market was rooted out by the re−alliances amongst software suppliers and almost dying PlayStation of Sony Computer Entertainment (SCE). -
Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015
Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Directorio de la Universidad NUESTRA PORTADA Diseño: Luis Joaquin Aguirre Figueroa Dr. Heriberto Grijalva Monteverde RECTOR Directorio de la Revista Dra. Arminda Guadalupe García de León Peñúñuri VICERRECTORA DE LA UNIDAD REGIONAL CENTRO Dr. Enrique Fernando Velázquez Contreras RESPONSABLE DE PROYECTO SECRETARIO GENERAL ACADÉMICO D.C.G Andrés Abraham Elizalde García, M.E. CREATIVIDAD M.C. María Magdalena González Agramón América Enríquez Galaz SECRETARIA GENERAL ADMINISTRATIVA Yadira Mendoza Salazar Dr. Rosario Fortino Corral Rodríguez LOS 10 + Arlette Rocio Murrieta Lamadrid DIRECTOR DE LA DIVISIÓN DE BELLAS ARTES Y HUMANIDADES Rosa Alba Bustamante Tánori Alejandra Gonzalez Montijo Ing. Heriberto Encinas Velarde Luiana Elizabeth Rodriguez Marquez JEFE DE DEPARTAMENTO DE ARQUITECTURA Y DISEÑO IN_TEC Ramón Arturo Flores Rodríguez M.C. Mónica Aguilar Tobín Fatima Michelle Samaniego Arvizu COORDINADORA DE LA LICENCIATURA DE DISEÑO GRÁFICO CONOCE A Adilene Aguilar Galvez Cynthia Edith Gárate Sánchez Irasema Valenzuela Sánchez Punto y Línea GRÁFICOS SOCIALES Clara Fernanda Landeros Escobedo ILUSTRACIÓN Brianda Maldonado Esquer Susana Ivonne Amaya Yocupicio Volumen 4, No. 1, Enero-Marzo 2015 Publicación trimestral editada por la Universidad de TENDENCIAS Sonora, a través del Departamento de Arquitectura y Fernanda Coronel Torres Danitza Angelica Palacios Careaga Diseño Gráfico. Blvd. Luis Encinas y Rosales s/n. Col. Ana Luz Rábago Torres Centro. C.P. 83000, Hermosillo, Sonora. Tel. 259-21-78 y 80. FOTOGRAFÍA Victor Manuel Navarro Morales Impreso en los talleres del Departamento de Arquitectura Luz Ivette Cruz Arreola y Diseño de la Universidad de Sonora. -
2013 Annual Report
2013 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make contin- ued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforemen- tioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them. -
2016 Annual Report
2016 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them. -
2018 Annual Report
2018 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a company that delivers unparalleled entertainment. Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unparalleled entertainment to our customers. 2. We will value innovation and creativity. By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. -
Modelado De Un Personaje Para Un Remake De Videojuego 3D Análisis Y Producción
TFG MODELADO DE UN PERSONAJE PARA UN REMAKE DE VIDEOJUEGO 3D ANÁLISIS Y PRODUCCIÓN Presentado por Belén Amat Pérez Tutor: Francisco Martí Ferrer Facultat de Belles Arts de Sant Carles Grado en Bellas Artes Curso 2019-2020 Modelado de un personaje para un remake de videojuego 3D. Belén Amat Pérez 2 RESUMEN En esta memoria se expone la elaboración del rediseño y el modelado digital 3D de un personaje del videojuego Final Fantasy XIV adaptado a las posibilidades técnicas de las plataformas de juego actuales, una práctica común en la industria como manifiesta la profusión de remakes lanzados en los últimos años. Para llevarlos a cabo, se ha realizado, a partir de documentación previa - teniendo en cuenta su personalidad y rol en la historia- un análisis de las características formales y técnicas de su diseño, para realizar una representación fiel del mismo. Por otra parte, con objeto de crear un personaje adecuado a los estándares actuales, se han estudiado las características de modelos 3D de títulos recientes, acotando las especificaciones técnicas sobre los que se realizará el trabajo. El personaje se ha modelado, en primer lugar, con una alta cuenta de polígonos (high poly), obteniendo un modelo detallado, adecuado para derivar de él versiones tanto para fabricación como para videojuegos y animación. A partir del modelo high poly, se ha realizado una versión optimizada para un motor de juegos y una plataforma actual, reduciendo la cuenta de polígonos, y ordenando la distribución de ellos en el espacio UV para la correcta aplicación de mapas de texturas. En esta versión, la información de la geometría extraída del modelo high poly se transfiere al modelo del juego mediante mapas de normales obtenidos por proyección, práctica habitual en la industria para representar modelos detallados sin exceder las capacidades del hardware y el software. -
2015 Annual Report
2015 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them. -
Revista Manual
PORTADA + 1 SOULCALIBUR.COM CD PROJEKT®, The Witcher®, Geralt® are registered trademarks of CD PROJEKT Capital Group. The Witcher game © CD PROJEKT S.A. Developed by CD PROJEKT S.A. All rights reserved. SOULCALIBURTMVI&©BANDAI NAMCO Entertainment Inc. “PlayStation and the “2” Family logo are registered trademarks and “Ø” is a trademark of Sony Interactive Entertainment Inc. © 2017 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. All rights reserved. EDITORIAL Agotado. Sin existencias. No hay stock. Hay múltiples maneras de expresarlo, pero todas llevan al mismo destino: la felicidad. Cuando el equipo de Manual arrancó este proyecto teníamos un sueño: que la revista funcionara entre el público y se vendiera lo suficiente como para cubrir los costes de producción. Era eso, un sueño, una quimera que no veíamos posible hasta pasado un año o más. Pero la visión se hizo realidad en tres meses. Noventa días para vender miles de revistas en todo el país y que tú, querido lector, nos dieras la confianza y el apoyo para seguir adelante. Porque nosotros escribimos, redactamos, corregimos, tiramos fotografías y maquetamos, pero nosotros, Manual, somos papel mojado sin tu apo- yo. Si esto es posible es gracias a ti, y no se trata de ponernos sentimen- taloides y bucólicos, sino de ser realistas. Un escritor o periodista no es nada –ni nadie– sin alguien que lo lea y lo respalde. Por esta razón, en Manual te escuchamos. Ilusos seríamos de no hacerlo. Para este número dos hemos recogido todo el feedback que nos has deja- do a través de redes sociales, correos electrónicos y de manera personal en las diferentes presentaciones. -
Magazine Mensuel De L'institut Milad AVRIL -2021 No12
AVRIL -2021 No12 Magazine mensuel de l’institut Milad ماهنامه فرهنگ یاران فردا - شماره 12- فروردین 1400 miladinstitut milad.institut 1 Bonjour Français Magazine virtuel de l’institut Milad Première année / Avril 2021/ No 12 ماهنامه فرهنگ یاران فردا - شماره 12- فروردین 1400 Président et directeur de la publication : Milad Asemipour Rédaction :Hanieh Khosravan Design et réalisation : Mahdiar Pirzadeh Adresse : Unité 4, No 42, Rue de Vâlinejad, Ave. Vâli-e-Asr Site Internet : www.miladlh.com E-mail : [email protected] Tél : +98)0(21 88877742 / +98)0(9013239008 Ce numéro est gratuit et n’est pas vendable. این شماره رایگان و غیر قابل فروش است 2 À Bonjour Français, il est essayé de fournir A1 du contenu utilisable pour tous les niveaux de la langue française. Les rubriques sont présentées alors en différentes couleurs qui signifient leur niveau. A2 La signification des couleurs : Rouge: A1 Bleu: A2 Iranologie................... 4 Tourisme.................... 13 Blanc: B1 Littérature.................. 22 B1 Rose: B2 Histoire courte........... 28 Personnage du jour.... 32 Lifestyle...................... 36 Cuisine ...................... 40 Articles reçus............. 42 B2 L’actu ......................... 46 JeuX .......................... 49 Astrologie.................. 50 Iranologie Mazandéran Province Le Mazandéran appelé autrefois Tabaristan est une province du B1 nord de l’Iran, délimitée par la mer Caspienne au nord. Le Mazandéran était une partie de la province d’Hyrcanie au temps de l’Empire perse. Son nom antique était le Tabaristan. La capitale de la province est Sari. Jusqu’en 1977, le Golestan était une partie du Mazandéran. Les départements de la province sont Amol, Babol, Babolsar, Behchahr, Tonekabon, Tchalous, Ramsar, Savad Kouh, Qaem-Chahr, Mahmoud Abad, Neka, Nour et Nochahr.