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STEWARDSHIP SUCCESS STORIES and CHALLENGES the Sticky Geranium (Geranium Viscosissimum Var
“The voice for grasslands in British Columbia” MAGAZINE OF THE GRASSLANDS CONSERVATION COUNCIL OF BRITISH COLUMBIA Fall 2007 STEWARDSHIP SUCCESS STORIES AND CHALLENGES The Sticky Geranium (Geranium viscosissimum var. viscosissimum) is an attractive hardy perennial wildflower that can be found in the grasslands of the interior. The plant gets its name from the sticky glandular hairs that grow on its stems and leaves. PHOTO BRUNO DELESALLE 2 BCGRASSLANDS MAGAZINE OF THE GRASSLANDS CONSERVATION COUNCIL OF BRITISH COLUMBIA Fall 2007 The Grasslands Conservation Council of British Columbia (GCC) was established as a society in August 1999 and as a registered charity on December 21, IN THIS ISSUE 2001. Since our beginning, we have been dedicated to promoting education, FEATURES conservation and stewardship of British Columbia’s grasslands in collaboration with 13 The Beauty of Pine Butte Trish Barnes our partners, a diverse group of organizations and individuals that includes Ashcroft Ranch Amber Cowie government, range management specialists, 16 ranchers, agrologists, ecologists, First Nations, land trusts, conservation groups, recreationists and grassland enthusiasts. The GCC’s mission is to: • foster greater understanding and appreciation for the ecological, social, economic and cultural impor tance of grasslands throughout BC; • promote stewardship and sustainable management practices that will ensure the long-term health of BC’s grasslands; and • promote the conservation of representative grassland ecosystems, species at risk and GCC IN -
Heroes of the Storm™ Open Beta Now Live!
The Nexus Beckons: Heroes of the Storm™ Open Beta Now Live! Heroes everywhere are invited to answer the call and tune into the launch celebration event for China on May 31 SHANGHAI, China, May 19, 2015 — It’s time to rally your fellow heroes and let the battles begin! Blizzard Entertainment Inc. and NetEase Inc. today jointly announced that the Nexus portal is wide open to heroes everywhere, as open beta testing for Heroes of the Storm™, its brand-new free-to-play online team brawler for Windows® PC, is now live in China. Heroes of the Storm brings together a diverse cast of iconic characters from Blizzard’s far-flung realms of science fiction and fantasy, including the Warcraft®, StarCraft® and Diablo® universes, to compete in epic, adrenaline-charged battles. Players can download the game and start playing immediately—head over to the official Heroes of the Storm website to get started. “We’re thrilled to finally open the Nexus to everyone,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’ve built Heroes of the Storm to be very fun and easy to pick up, with lots of variety and strategic depth through the different characters and battlegrounds. We can’t wait to see the action unfold as new players join in and take 20 years’ worth of Blizzard heroes and villains into battle.” “We're excited to see the all-star lineup from every one of Blizzard's franchises meet up in Heroes of the Storm," said William Ding, CEO and founder of NetEase. “Blizzard has had a huge influence on Chinese players and the local market over the past two decades. -
Published 26 February 2019 LKFF 2018
1–25 NOVEMBER LONSM_350_ .pdf 1 2018. 8. 22. �� 8:48 It is my pleasure to introduce to you the 13th instalment of the London Korean Film Festival, our annual celebration of Korean Film in all its forms. Since 2006, the Korean Cultural Centre UK has presented the festival with two simple goals, namely to be the most inclusive festival of national cinema anywhere and to always improve on where we left off. As part of this goal Daily to Seoul and Beyond for greater inclusivity, in 2016 the main direction of the festival was tweaked to allow a broader, more diverse range of Korean films to be shown. With special themes exploring different subjects, the popular strands covering everything from box office hits to Korean classics, as well as monthly teaser screenings, the festival has continued to find new audiences for Korean cinema. This year the festival once again works with critics, academics and visiting programmers on each strand of the festival and has partnered with several university film departments as well. At the time of writing, this year’s festival will screen upwards of 55 films, with a special focus entitled ‘A Slice of Everyday Life’. This will include the opening and closing films, Microhabitat by Jeon Go-woon, and The Return by Malene Choi. C ‘A Slice of Everyday Life’ explores valuable snapshots of the sometimes-ignored M lives of ordinary Koreans, often fragile individuals on the edge of society. One Y will also see director Lee Myung-se's films in the Contemporary Classics strand and Park Kiyong's films in the Indie Firepower strand. -
Paycheck Protection Program Loans
Paycheck Protection Program Loans Loan Amount Business Name Headquarters City a $5-10 million ABO LEASING CORPORATION PLYMOUTH a $5-10 million ACMS GROUP INC CROWN POINT a $5-10 million ALBANESE CONFECTIONERY GROUP, INC. MERRILLVILLE a $5-10 million AMERICAN LICORICE COMPANY LA PORTE a $5-10 million AMERICAN STRUCTUREPOINT, INC. INDIANAPOLIS a $5-10 million ASH BROKERAGE, LLC FORT WAYNE a $5-10 million ASHLEY INDUSTRIAL MOLDING, INC. ASHLEY a $5-10 million BEST CHAIRS INCORPARATED FERDINAND a $5-10 million BIOANALYTICAL SYSTEMS, INC. WEST LAFAYETTE a $5-10 million BLUE & CO LLC CARMEL a $5-10 million BLUE HORSESHOE SOLUTIONS INC. CARMEL a $5-10 million BRAVOTAMPA, LLC MISHAWAKA a $5-10 million BRC RUBBER & PLASTICS INC FORT WAYNE a $5-10 million BTD MANUFACTURING INC BATESVILLE a $5-10 million BUCKINGHAM MANAGEMENT, L.L.C. INDIANAPOLIS a $5-10 million BYRIDER SALES OF INDIANA S LLC CARMEL a $5-10 million C.A. ADVANCED INC WAKARUSA a $5-10 million CFA INC. BATESVILLE a $5-10 million CINTEMP INC. BATESVILLE a $5-10 million CONSOLIDATED FABRICATION AND CONSTRUCTORS INC GARY a $5-10 million COUNTRYMARK REFINING & LOGISTICS LLC MOUNT VERNON a $5-10 million CROWN CORR, INC. GARY a $5-10 million CUNNINGHAM RESTAURANT GROUP LLC INDIANAPOLIS a $5-10 million DECATUR COUNTY MEMORIAL HOSPITAL GREENSBURG a $5-10 million DIVERSE STAFFING SERVICES, INC. INDIANAPOLIS a $5-10 million DRAPER, INC. SPICELAND a $5-10 million DUCHARME, MCMILLEN & ASSOCIATES, INC. FORT WAYNE a $5-10 million ELECTRIC PLUS, INC AVON a $5-10 million ENVIGO RMS, LLC INDIANAPOLIS a $5-10 million ENVISTA, LLC CARMEL a $5-10 million FLANDERS ELECTRIC MOTOR SERVICE INC EVANSVILLE a $5-10 million FOX CONTRACTORS CORP FORT WAYNE a $5-10 million FUSION ALLIANCE, LLC CARMEL a $5-10 million G.W. -
Understanding Professional Gaming
STOCKHOLM SCHOOL OF ECONOMICS DEPARTMENT OF MANAGEMENT AND ORGANISATION MSC IN BUSINESS AND ECONOMICS MASTER’S THESIS Understanding professional gaming A comparative analysis of Korean and Western organisations Kristofer Lindahl (40216) and Cedric Diserens (40218) 10/12/2012 Supervisor : Johan Berglund Examiner : Dag Björkegren Abstract In this thesis we seek to explore how “Professional Gaming Teams” in Korea and the western world are different from each other, and the underlying reasons for those differences. We perform an extensive pre-study that provides a deeper understanding of the eSport environment, identify theoretical frameworks to explain the differences between teams, and apply these frameworks to explain how the external environment affects the internal culture of the teams. In order to do this, we conduct critical interviews with game developers, tournament organizers, and team managers. We combine these sources with podcasts, news articles, and other types of media produced by the very active eSport community to create a foundational understanding of a market that has received next to no attention in academic circles. We employ McKinsey’s 7s framework to show how the internal workings of Professional Gaming Teams in Korea are different from those in the west. We also utilize PESTLE model, as well as Porter’s Five Forces to analyze the external environment of the eSport market. These three models provide a holistic approach and a broad understanding of forces that were, until recently, unexplored in the eSport industry. The results of our thesis show that it is external influences that cause Korean and Western teams to focus on different dimensions of their organizations. -
November 2014 Issue
SOUTH DAKOTA SCHOOL OF MINES & TECHNOLOGY FOUNDATIONUpdate November 2014 A Quarterly Publication for Alumni & Friends Energy Resources Initiative The South Dakota School of Mines & Technology has launched an interdisciplinary energy initiative to advance Inside knowledge and better serve the upstream and downstream oil and gas This industry. With robust programs in geology and Issue geological engineering, civil and environmental engineering, chemical Foundation engineering, mining Annual engineering, mechanical Report engineering and materials and metallurgical Alumni engineering, SDSM&T Association is well positioned to geomechanical and Industry demands can be workforce,” Hrncir said in Contributors meet emerging needs hydrological properties, met now with students his testimony. and catalyze economic mineralogy, and who are well prepared to One example of this Around and development related to composition of shale and go directly into industry. collaboration is the recent About energy production. other fine-grained rocks. Duane Hrncir, development of a minor “The energy industry The School of Mines’ former provost and vice in petroleum systems. Grubby is rapidly growing in our geological engineering president for academic This minor was created for sale region,” said President graduates have a 100 affairs, testified about the to be interdisciplinary to Heather Wilson. “Many of percent placement rate university’s expanding provide students from our graduates are already and are offered the highest energy efforts. many degree programs the hired into the industry, average starting salary— “The energy industry opportunity to gain skills and we are well positioned nearly $71,000 annually. It has changed significantly needed by the petroleum to expand both teaching also helps that SDSM&T over the past 30 years. -
The-Stinging-Fly-42V2-Sampler.Pdf
‘… God has specially appointed me to this city, so as though it were a large thoroughbred horse which because of its great size is inclined to be lazy and needs the stimulation of some stinging fly…’ —Plato, The Last Days of Socrates A sampler of work from Issue 42 Volume Two Summer 2020 Editor: Danny Denton Publisher: Declan Meade Assistant Editor: Sara O’Rourke Poetry Editor: Cal Doyle Eagarthóir Filíochta: Aifric MacAodha Reviews Editor: Lily Ní Dhomhnaill Online Editor: Ian Maleney Contributing Editors: Dan Bolger, Mia Gallagher, Lisa McInerney, Thomas Morris and Sally Rooney The Stinging Fly gratefully acknowledges the support of The Arts Council/An Chomhairle Ealaíon. A Note on Navigation: Please feel free to scroll freely through these pages. From the contents page – coming up next – you can also click through to particular stories, essays or poems. Click on the text in the box below, wherever it appears, and we will return you safely to the contents page. the stinging fly NEW WRITERS, NEW WRITING the stinging fly NEW WRITERS, NEW WRITING CONTENTS Danny Denton Editorial 4 Various Pandemic Notes from Contributors 5 FICTION Aude Enigma Of The Bend (translated by Cristy Stiles) 21 Robin Fuller Chinese Whispers 35 Niamh Campbell This Happy (an extract) 65 Yan Ge The Little House 74 Alex Bell Caledonia Whipping Boy 109 Philip Ó Ceallaigh My Life In The City 118 NONFICTION Ali Isaac The Word & The Kiss Are Born From The Same Body Part 47 Lisa McInerney Fantastic Babies: Notes on a K-pop Music Video 93 POETRY Celia Parra As I said I am (translated by Patrick Loughnane) 34 Dylan Brennan Desertion 64 Michael Dooley Eavesdropping 73 Nidhi Zak/Aria Eipe Featured Poet – Two poems 88 Ruth Wiggins O 92 Katie O’Sullivan Sonnet to a SoftBoy™ (He Microwaved My Heart) 107 Jess McKinney The Good Kind of Green 108 Emily S. -
Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming Mehdi Kaytoue, Arlei Silva, Chedy Raïssi Loïc Cerf, Wagner Meira Jr. INRIA Nancy Grand Est Universidade Federal de Minas Gerais 54500 – Vandœuvre-lès-Nancy – France 31.270-010 – Belo Horizonte (MG) – Brazil [email protected] {kaytoue,arlei,lcerf,[email protected]} ABSTRACT and fans. Indeed, a recent social study has shown that video \Electronic-sport" (E-Sport) is now established as a new en- game players prefer watching pro-gamers playing, rather tertainment genre. More and more players enjoy stream- than playing themselves [4]. ing their games, which attract even more viewers. In fact, The main difference with respect to traditional sports lies in a recent social study, casual players were found to pre- in the fact that the vast majority of the events are only online fer watching professional gamers rather than playing the and an important remark is that members of the community are acquainted with social networks such as Facebook or game themselves. Within this context, advertising provides 1 a significant source of revenue to the professional players, Twitter and web platforms like Youtube . As a conse- the casters (displaying other people's games) and the game quence, a new type of social community is emerging, very streaming platforms. For this paper, we crawled, during active on several web social platforms and of a particular more than 100 days, the most popular among such special- interest for the social network research community. In this paper, we focus on the media that is gaining a ized platforms: Twitch.tv. -
Choosing a Pro Gaming Monitor for Starcraft II/League of Legends and Other RTS Games
If you’d like to contact Grubby for personalIf you’d coaching like to contact ($125/hour) Grubby aQuire Mastery or justfor contact personal himcoaching as a ($125/hr)fan, email [email protected] just contact him as a fan, email: [email protected] Monitor tips from the Pros or orfind find him him onon: /@FollowGrubby Manuel “Grubby” Schenkhuizen i, I’m Manuel, better known in the gaming world as “Grubby,” Grubby’s Tip: If you are forced to H and I know what it takes to win at StarCraft II. Read on and raise your monitor with any books, I you will, too. recommend some light reading such as When I was 18 years old, I took a sabbatical from my studies to “A Treatise of Human Nature” by David travel the world for a year. I traveled all over Asia, the United States Hume or “On the Origin of Species” by and Europe to play international competitions in PC games. Gamers Charles Darwin. (This way you can learn refer to this as electronic sports (eSports), and it’s increasingly something about the game or your opponents when the PC popular amongst a wide demography and increasing amount of is off!) Someone recently told me on Twitter that he uses a people. Despite having been a gamer pretty much my whole life, 1300-page physics book, and I guess that could work, too. I can hardly believe that I’ve been a professional gamer for almost nine years now. My job’s seriously fun, and funnily enough, seriously serious. -
An Antitrust Analysis of Esports
Tiebreaker: An Antitrust Analysis of Esports MAX MIROFF* Electronic sports (esports) offers a novel case study in how antitrust analysis should approach multi-sided markets that rely on the ability of numerous entities to access intellectual property (IP). A game publisher’s IP in its game allows for permissible monopolization, but also creates opportunities for anticompetitive IP misuse. Tournament organizers, teams, players, broadcasters, spectators, and advertisers all need access to publishers’ IP to participate in esports markets. As publishers vertically integrate into the downstream market for esports content in their games, they rationally seek to minimize competitive pressure from other entities in the market. A publisher can do this by using its IP monopoly in its game to dominate the downstream esports market in its game by, for example, refusing to license broadcast rights to independent tournament organizers. This Note argues that in order to promote consumer welfare through market competition, antitrust law should restrict game publishers from using IP rights in their games to monopolize the downstream esports market for those games. Because multi-sided markets which rely on access to IP and blur the lines between producer, intermediary, and consumer are likely to grow, the stakes for effective antitrust analysis in these markets will only continue to climb. Part I introduces the esports industry and overviews how antitrust law can be used to shape more competitive markets for the benefit of esports consumers. Part II provides an economic analysis of esports in order to define antitrust-relevant esports markets in which enforcement could be appropriate. Part III outlines the structure of a tying claim against publishers that use their IP monopoly over their games to acquire or maintain a monopoly over esports content produced with their games. -
University of Cape Town
The copyright of this thesis vests in the author. No quotation from it or information derived from it is to be published without full acknowledgementTown of the source. The thesis is to be used for private study or non- commercial research purposes only. Cape Published by the University ofof Cape Town (UCT) in terms of the non-exclusive license granted to UCT by the author. University title: OHNELAND by: Mark Curry Submitted in accordance with the requirements for the degree of MASTER OF ARTS Town (Creative Writing) in the faculty of the Humanities at the University of CapeCape Town of supervisor: AlProf. S. Watson February 2001 This work has not been submitted previously in whole, or in part, for theUniversity award of any degree. It is my own work. Each significant contribution to, and quotation in, this dissertation from the work, or works, of other people has been attributed, and has been cited and referenced. Signature: ACKNOWLEDGEMENTS There are many people to whom gratitude is owed during the several years it has taken to complete this work. First, I'd like to thank Stephen Watson for support, advice and his helpful criticism from the outset. Others have offered comments and critique and I'd like to thank Greg Robinson, Alex Moore, Martin Theron and Jinty Jackson in this regard. Many others have been indispensable for their assistance In various ways, notably Kwak Giroong, Kim Chang-dae, Kim Mun-hee, Kwak Young-hwa, John Bennet, Michael Roilo, Lee Myong-soon, Nam Hyun-kook, Cho Jae-ho, Cho Jae kook, Jung Dong-hun, David Wardle, Martin Kuessner, the TownS.H.C., Park Mi-kyoung, and my family. -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology.