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The Death Penalty for Drug Crimes in Asia in Violation of International Standards 8
The Death Penalty For Drug Crimes in Asia Report October 2015 / N°665a Cover photo: Chinese police wear masks as they escort two convicted drug pedlars who are suffering from AIDS, for their executions in the eastern city of Hangzhou 25 June 2004 – © AFP TABLE OF CONTENTS Introduction 4 I- The death penalty for drug-related offences: illegal in principle and in practice 5 Legislation imposing the death penalty for drug crimes: a violation of international legal standards 5 The application of the death penalty for drug crimes in Asia in violation of international standards 8 II. Refuting common justifications for imposing the death penalty for drug crimes 11 III. Country profiles 15 Legend for drug crimes punishable by death in Asia 16 AFGhanisTAN 18 BURMA 20 CHINA 22 INDIA 25 INDONESIA 27 IRAN 30 JAPAN 35 LAOS 37 MALAYSIA 40 PAKISTAN 44 THE PHILIPPINES 47 SINGAPORE 49 SOUTH KOREA 52 SRI LANKA 54 TAIWAN 56 THAILAND 58 VIETNAM 62 Recommendations 64 Legislation on Drug Crimes 67 References 69 Introduction Despite the global move towards abolition over the last decade, whereby more than four out of five countries have either abolished the death penalty or do not practice it, the pro- gress towards abolition or even establishing a moratorium in many countries in Asia has been slow. On the contrary, in The Maldives there was a recent increase in the number of crimes that are punishable by death, and in countries such as Pakistan and Indonesia, who had de-facto moratoriums for several years, executions have resumed. Of particular concern, notably in Asia, is the continued imposition of the death penalty for drug crimes despite this being a clear violation of international human rights stan- dards. -
TREATED with CRUELTY: ABUSES in the NAME of DRUG REHABILITATION Remedies
TREATED WITH CRUELTY ABUSES IN THE NAME OF DRUG REHABILITATION Copyright © 2011 by the Open Society Foundations All rights reserved, including the right to reproduce this book or portions thereof in any form. For more information, contact: International Harm Reduction Development Program Open Society Foundations www.soros.org/harm-reduction Telephone: 1 212 548 0600 Fax: 1 212 548 4617 Email: [email protected] Cover photo: A heroin user stands in the doorway at the Los Tesoros Escondidos Drug Rehabilita- tion Center in Tijuana, Mexico. Addiction treatment facilities can be brutal and deadly places in Mexico, where better, evidence-based alternatives are rarely available or affordable. (Sandy Huf- faker/ Getty Images) Editing by Roxanne Saucier, Daniel Wolfe, Kathleen Kingsbury, and Paul Silva Design and Layout by: Andiron Studio Open Society Public Health Program The Open Society Public Health Program aims to build societies committed to inclusion, human rights, and justice, in which health-related laws, policies, and practices reflect these values and are based on evidence. The program works to advance the health and human rights of marginalized people by building the capacity of civil society leaders and organiza- tions, and by advocating for greater accountability and transparency in health policy and practice. International Harm Reduction Development Program The International Harm Reduction Development Program (IHRD), part of the Open Society Public Health Program, works to advance the health and human rights of people who use drugs. Through grantmaking, capacity building, and advocacy, IHRD works to reduce HIV, fatal overdose and other drug-related harms; to decrease abuse by police and in places of detention; and to improve the quality of health services. -
NVIDIA Success Story |
CASE STUDY | SQUARE ENIX CO., LTD. BRINGING AGILITY TO THE GAMING INDUSTRY Revolutionizing Game Development with NVIDIA Virtual GPUs VIRTUAL GPUs (vGPUs) DELIVER THE HIGH-DEFINITION GRAPHICS PROCESSING REQUIRED FOR GAME DEVELOPMENT. AT A GLANCE SQUARE ENIX’s corporate philosophy is to “Provide superb User Profile ‘stories,’ bringing happiness to people around the world.” The Company name: Square Enix Co., Ltd. company aims to create high-quality content and services that Industry: Gaming deliver the finest entertainment to customers. To that end, Location: Japan, Global they’ve focused on the innovation and creativity of employees Established: October 1, 2008 and have been developing a collaborative and competitive Head office: Shinjuku Eastside Square corporate culture. The company seeks to anticipate changes in the 6-27-30 Shinjuku, Shinjuku-ku, Tokyo, environment so they can respond flexibly and sensitively. As part 160-8430 Japan of this effort, the Service Desk Group in the Information Systems Representative Director: Yosuke Matsuda Division, which provides SQUARE ENIX’s IT infrastructure and development environment, has been promoting the construction Capital: 1.5 billion yen (as of March 31, 2019) of GPU-accelerated virtual desktop infrastructure (VDI) since 2018 to create a virtualization platform that can accommodate Overview approximately 2,000 users. Square Enix Co., Ltd., is a leading provider continuously releasing creative CHALLENGE and innovative content and services in the entertainment field. Major SQUARE ENIX created a location-agnostic development works include the Dragon Quest series environment for game development. (cumulative shipments and downloads of more than 82 million), the Final Fantasy To deliver high-quality gaming entertainment, creative series (more than 154 million), the Tomb Raider series (more than 78 million), and professionals, such as programmers, designers, producers, and the Space Invaders series. -
Digis]: Canon 40D Vs
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A Message from the Final Fantasy Vii Remake
FOR IMMEDIATE RELEASE A MESSAGE FROM THE FINAL FANTASY VII REMAKE DEVELOPMENT TEAM LONDON (14th January 2020) – Square Enix Ltd., announced today that the global release date for FINAL FANTASY® VII REMAKE will be 10 April 2020. Below is a message from the development team: “We know that so many of you are looking forward to the release of FINAL FANTASY VII REMAKE and have been waiting patiently to experience what we have been working on. In order to ensure we deliver a game that is in-line with our vision, and the quality that our fans who have been waiting for deserve, we have decided to move the release date to 10th April 2020. We are making this tough decision in order to give ourselves a few extra weeks to apply final polish to the game and to deliver you with the best possible experience. I, on behalf of the whole team, want to apologize to everyone, as I know this means waiting for the game just a little bit longer. Thank you for your patience and continued support. - Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE” FINAL FANTASY VII REMAKE will be available for the PlayStation®4 system from 10th April 2020. For more information, visit: www.ffvii-remake.com Related Links: Facebook: https://www.facebook.com/finalfantasyvii Twitter: https://twitter.com/finalfantasyvii Instagram: https://www.instagram.com/finalfantasyvii/ YouTube: https://www.youtube.com/finalfantasy #FinalFantasy #FF7R About Square Enix Ltd. Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. -
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. -
Copyrighted Material
INDEX successful, 41–55 A support options, 251 AAck mnemonic, 141 trend, downloaded v. available, 5 a/b testing, 220–221 unsuccessful, 55–59 achievements, 218–219 app analytics, 262 action games subcategory, 74–75 app development. See development actionables, feedback and, 247–250 App Gamer, 270 “Actraiser,” 66 App of the Week, 6, 30, 125–126, 271 Add This, 273 app rankings, 57, 261 AdMarvel, 165 app revenue models, 127–132 AdMeld, 165 business-motivated reasons, 150–155, AdMob, 36, 128, 166, 211, 270, 271 178–183 Adobe Flash Professional CS5, 222, 254, 268 risk/rewards, 124–127, 155–157, 183–184 ads, 165–168 terminology, 146–150 advertising costs, 30–31 app revenue rollercoaster, 126–127 network resources, 270–271 App Store “NinJump HD,” 189–191 crowded zoo, 31–32 placement, 160 demographics, 64–68 unpredictable, 155 evolution, 1–11 Madventure games subcategory, 75–76 keywords, 44–45 Adwhirl, 166, 167, 271 metrics resources, 261–262 affiliates resources, 270–271 search bar, 44 Agile Manifesto, 101–102 App Storm, 270 agile software development, 101–104 app usage, 165–168, 262 Agile Software Development with Scrum App2Market, 272 (Keith), 101, 257 AppAdvice, 270 aisles metaphor, 137 AppAnnie, 46, 47, 57, 58, 74, 76, 261 All Things D, 270 AppData, 221 alpha test stage, 118 Appency, 272 analyzing apps, 41–59 AppFigures, 261 Anderson, Chris, 150 Apple, 195–209 “Angry Birds” apps adapted to iPad, 204–206 ad placement, 165 care, 196–204 “Archetype” v., 107 customer service, 203–204 comparing, 41–43 Design Awards, 271 copycats, 51, 52 Hall of Fame, 4, 50, 51, 107 Hero Inventor Syndrome, 14 little things matter, 200–201 physical forces, 143 review process, 119 physical metaphors, 136 Tapbots case study, 206–209 physics engine, 19, 43, 60, 74, 81, 83, 143 user experience (UX) and, 197–199 popular features,COPYRIGHTED 48–49 value-added MATERIAL benefits, 202–203 reward system, 162 APPLE acronym, 203–204 top game, 36 Applyzer, 46, 47, 261 user engagement, 158 Appolicious, 270 Apalon, 272 Appscout, 270 apps. -
Think Global Go Local
THINK GLOBAL GO LOCAL Altagram Group Company Deck Company History Founded by Marie Amigues, Altagram rapidly Year 2013 established itself in the gaming industry with a reputation for high-quality multilingual game localization. The company had already tripled in size, and Marie was named one of the top 10 women Year 2017 entrepreneurs in the gaming industry in Germany. The Korean office in Seoul opened its doors to better cater to the specific needs of Altagram’s Asian clients. Altagram expanded into North America, opening an Year 2018 office in Montréal – dedicated for QA. Altagram develops the first all-in-one culturalization Year 2019 platform – with the Horizon 2020 EU grant of 2M€. Europe’s Horizon2020 SME-Instrument Phase 2 Champion Awarded “Best for Employee Well-being” Our Values It takes passion and expertise to achieve the quality that will make your game different! • Consistent high quality • Passion for games • Drive for constant innovation Proud member of: Our Solutions A dedicated team specialized in every type of game— the key to successful game localization! Game Text Localization In-game, UI, manuals, marketing text, packaging, app store text Game Culturalization Cultural consultation, graphics & mechanics localization, store features, ASO, SEO Multilingual Voice-Over Multilingual voice-over, pre/post-production, SFX, casting Testing Linguistic (LQA), functional (FQA), testing Quality Evaluation (LQE) We cover all markets for the video game industry, Game Markets working into 50+ target languages. Western Europe Eastern -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Session Rooms / Salles De Conférences 12 Dec / Déc 13
SESSION ROOMS / SALLES DE CONFÉRENCES 12 DEC / DÉC ND ND 9 - 9:30 AM OPENING CEREMONY with Vibe Avenue ROOM 210H - 2 FLOOR / CONTINENTAL BREAKFAST in the Business Lounge ROOM 210D - 2 FLOOR (for Business Pass holders only) Sponsored by COGECO PEER 1 9:30 - 10:30 AM OPENING KEYNOTE Fireside Chat: StudioMDHR and the Cuphead Craze by Chad Moldenhauer, Jared Moldenhauer and Maja Moldenhauer - StudioMDHR, Moderated by Jason Della Rocca, Programming Chair ROOM 210H - 2ND FLOOR ND 10:30 - 11 AM COFFEE BREAK (30 MINUTES) in the Expo Floor ROOM 210ABCDFG - 2 FLOOR Sponsored by WB GAMES Montreal ARTS AND ANIMATION AUDIO BUSINESS & MARKETING GAME DESIGN INDUSTRY & ADVOCACY PROD AND PROJECT PROGRAMMING & TECH. MIXED SESSIONS SPONSORED SESSIONS ROOM: 510B ROOM: 510D ROOM: 511C ROOM: 511D ROOM: 511E MANAGEMENT ROOM: 511B ROOM: 510AC ROOM: 511A 5TH FLOOR 5TH FLOOR 5TH FLOOR 5TH FLOOR 5TH FLOOR ROOM: 511F 5TH FLOOR 5TH FLOOR 5TH FLOOR 5TH FLOOR 11 AM - 12 PM Inspired world building Music theory for sound To self-publish or not to Designing and evaluating Thrive games: design Production, the Indie way: Cache coherent data: Leveling up your eSports Raphael Lacoste - Ubisoft design Vincent Gagnon - self-publish? An indie spectator experiences in recipes for empathy 3 methods for sanity and why you should care Tony broadcast: creating revolutionary Ubisoft survival guide to eSports Pejman games and beyond Heidi success Samantha Cook - Albrecht - Riot Games interactive streams for spectators self-publishing in the Mirza-Babaei - Execution McDonald - iThrive Games Artifact 5, Tanya Short - Jacob Navok - Genvid mobile F2P world David P. -
Bioshock Infinite
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 10 Reviews Call of Duty: Black Ops II ZombiU Hitman: Absolution PC / PLAYSTATION / XBOX / NINTENDO + MORE The best and wors t of 2012 We give awards to things – not in a traditional way… BioShock Infi nite Loo k! Up in the sky! Editor Michael “RedTide“ James [email protected] Contents Features Assistant editor 24 THE BEST AND WORST OF 2012 Geoff “GeometriX“ Burrows Regulars We like to think we’re totally non-conformist, 8 Ed’s Note maaaaan. Screw the corporations. Maaaaan, etc. So Staff writer 10 Inbox when we do a “Best of [Year X]” list, we like to do it Dane “Barkskin “ Remendes our way. Here are the best, the worst, the weirdest 14 Bytes and, most importantly, the most memorable of all our Contributing editor 41 home_coded gaming experiences in 2012. Here’s to 2013 being an Lauren “Guardi3n “ Das Neves 62 Everything else equally memorable year in gaming! Technical writer Neo “ShockG“ Sibeko Opinion 34 BIOSHOCK INFINITE International correspondent How do you take one of the most infl uential, most Miktar “Miktar” Dracon 14 I, Gamer evocative experiences of this generation and make 16 The Game Stalker it even more so? You take to the skies, of course. Contributors 18 The Indie Investigator Miktar’s played a few hours of Irrational’s BioShock Rodain “Nandrew” Joubert 20 Miktar’s Meanderings Infi nite, and it’s left him breathless – but fi lled with Walt “Shryke” Pretorius 67 Hardwired beautiful, descriptive words. Go read them. Miklós “Mikit0707 “ Szecsei 82 Game Over Pippa -
O Jogo Eletrônico Como Interventor: Possibilidades De Mediação Desde O Processo De Produção
UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ DEPARTAMENTO ACADÊMICO DE DESIGN CURSO DE BACHARELADO EM DESIGN GUSTAVO HENRIQUE SANTOS SILVA LEONARDO ADOLFO SANDIM KRETZSCHMAR LUCAS ALVES DOS SANTOS O JOGO ELETRÔNICO COMO INTERVENTOR: POSSIBILIDADES DE MEDIAÇÃO DESDE O PROCESSO DE PRODUÇÃO. TRABALHO DE CONCLUSÃO DE CURSO CURITIBA 2014 GUSTAVO HENRIQUE SANTOS SILVA LEONARDO ADOLFO SANDIM KRETZSCHMAR LUCAS ALVES DOS SANTOS O JOGO ELETRÔNICO COMO INTERVENTOR: POSSIBILIDADES DE MEDIAÇÃO DESDE O PROCESSO DE PRODUÇÃO. Trabalho de Conclusão de Curso de graduação, apresentado à disciplina de Trabalho de Conclusão de Curso 2, do Curso Superior de Bacharelado em Design do Departamento Acadêmico de Desenho Industrial – DADIN – da Universidade Tecnológica Federal do Paraná – UTFPR, como requisito parcial para obtenção do título de Bacharel. Orientadora: Profa. Dra. Luciana Martha Silveira CURITIBA 2014 1 Ministério da Educação Universidade Tecnológica Federal do Paraná Câmpus Curitiba PR Diretoria de Graduação e Educação Profissional UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ Departamento Acadêmico de Desenho Industrial TERMO DE APROVAÇÃO TRABALHO DE CONCLUSÃO DE CURSO Nº 068 “O JOGO ELETRÔNICO COMO INTERVENTOR: POSSIBILIDADES DE MEDIAÇÃO DESDE O DESENVOLVIMENTO” por GUSTAVO HENRIQUE SANTOS SILVA LEONARDO ADOLFO SANDIM KRETZSCHMAR LUCAS ALVES DOS SANTOS Trabalho de Conclusão de Curso apresentado no dia 07 de março de 2014 como requisito parcial para a obtenção do título de BACHAREL EM DESIGN do Curso de Bacharelado em Design, do Departamento Acadêmico de Desenho Industrial, da Universidade Tecnológica Federal do Paraná. Os alunos foram arguidos pela Banca Examinadora composta pelos professores abaixo, que após deliberação, consideraram o trabalho aprovado. Banca Examinadora: Prof(a). MSC. Kando Fukushima DADIN - UTFPR Prof(a).