Victoria's Sports Industry Directory
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FY2020 Invitational Fellowships for Research in Japan (Long-Term
List of Fellows (FY2020 Invitational Fellowships for Research in Japan (Long-term) Humanities The following list inclueds the names of the selected fellows, their host researchers and research themes under the FY2020 JSPS Invitational Fellowships for Research in Japan (Long-term). Under this recruitment, 187 applicants were received, among which 61 fellowships were awarded. Fellow' name Nationality Host Researcher Host Institution Research Theme (Family/First/Middle) ZERNIK Clelia FRANCE MORI Yoshitaka Tokyo University of the Arts A New Future Through the Eyes of Contemporary Japanese Artists HILLERT Dieter Gilberto GERMANY FUJITA Koji Kyoto University The Evolution of Higher Ordered Structures in Sequential Behavior DING Xixia CHINA GUO Junhai Kyushu University Research on Zatsuji Literatures Compiled by Japanese Experts during the Edo and Meiji Era RUSSIA Tokyo University of Foreign SYURYUN Arzhaana KOGURA Norikazu A new collaborative approach with Russia to the documentation and studies on Altaic languages FEDERATION Studies RUSSIA National Institutes for the The salvation and discrimination in the history of Japanese religion (focusing on the Hachiman DULINA Anna ISOMAE Junichi FEDERATION Humanities cult) BATMUNKH Tsogtbaatar MONGOLIA SHIRAISHI Noriyuki Niigata University Archaeological researches on the Mongol empire BORLONGAN Tokyo University of Foreign VILOG Ron bridget Tiburcio PHILIPPINES Language Issues of Migrants in Japan: The Case of Filipinos Ariane macalinga Studies - 1 - List of Fellows (FY2020 Invitational Fellowships for Research in Japan (Long-term) Social sciences The following list inclueds the names of the selected fellows, their host researchers and research themes under the FY2020 JSPS Invitational Fellowships for Research in Japan (Long-term). Under this recruitment, 187 applicants were received, among which 61 fellowships were awarded. -
Identity and Identification in the Historical Video Games Set in the Middle Ages
FACTIONS AND NATIONS: IDENTITY AND IDENTIFICATION IN THE HISTORICAL VIDEO GAMES SET IN THE MIDDLE AGES JUAN FRANCISCO JIMÉNEZ ALCÁZAR UNIVERSIDAD DE MURCIA SPAIN Date of receipt: 1st of February, 2021 Date of acceptance: 9th of March, 2021 ABSTRACT Historical video games offer players the opportunity to choose different options for managing factions and nations of the past, with which they can come to identify. The interactive and immersive nature of the medium makes this possible, and the thrill of winning or losing is enhanced by this ability to assimilate. The study focuses on those set in the medieval period, where factions respond to the various historical stages that define it. In this identity process through the video game, the player assumes a virtual role in which individual or group feelings that historically define their identity are reflected. These titles, as products of cultural expression, are also manifestations of those who have designed them, and inaccuracies due to cultural clichés or factors to be more entertaining —playability— are often resolved by gamers through the mod phenomenon. KEY WORDS Historical video game, Middle Ages, Identity, Nation, Avatar. CAPITALIA VERBA Historicorum Videoludi, Medium Aevum, Identitas, Natio, Locumtenens. IMAGO TEMPORIS. MEDIUM AEVUM, XV (2021): 451-489 / ISSN 1888-3931 / DOI 10.21001/itma.2021.15.15 451 452 JUAN FRANCISCO JIMÉNEZ ALCÁZAR 1. Options1 We must not insist on the fact that video games are a reality. It is not necessary, regardless of the position one may hold in principle about this phenomenon. Video games are a medium that came to stay and their globalization is already a fact. -
COONAWARRA \ Little Black Book Cover Image: Ben Macmahon @Macmahonimages COONAWARRA \
COONAWARRA \ Little Black Book Cover image: Ben Macmahon @macmahonimages COONAWARRA \ A small strip of land in the heart of the Limestone Coast in South Australia. Together our landscape, our people and our passion, work in harmony to create a signature wine region that delivers on a myriad of levels - producing wines that unmistakably speak of their place and reflect the character of their makers. It’s a place that gets under your skin, leaving an indelible mark, for those who choose it as home and for those who keep coming back. We invite you to Take the Time... Visit. Savour. Indulge. You’ll smell it, taste it and experience it for yourself. COONAWARRA \ Our Story Think Coonawarra, and thoughts of There are the ruddy cheeks of those who tend the vines; sumptuous reds spring to mind – from the the crimson sunsets that sweep across a vast horizon; and of course, there’s the fiery passion in the veins of our rich rust-coloured Terra Rossa soil for which vignerons and winemakers. Almost a million years ago, it’s internationally recognised, to the prized an ocean teeming with sea-life lapped at the feet of the red wines that have made it famous. ancient Kanawinka Escarpment. Then came an ice age, and the great melt that followed led to the creation of the chalky white bedrock which is the foundation of this unique region. But nature had not finished, for with her winds, rain and sand she blanketed the plain with a soil rich in iron, silica and nutrients, to become one of the most renowned terroir soils in the world. -
Including Everyone in Our Healthy Future Including Everyone Victorian Health Promotion Foundation Annual Report 2007-2008 Including Everyone in Our Healthy Future
Including everyone in our Healthy Future Including everyone in our Victorian Health Promotion Foundation Annual Report 2007-2008 Foundation Health Promotion Victorian Healthy Future This report is printed on Novatech, an environmentally responsible paper manufactured using Elemental Chlorine Free (ECF) pulp sourced from sustainable, well managed forests. Novatech is produced by Nordland Papier, a company certified under ISO14001 environmental management systems and registered under the EU Eco-management and Audit Scheme EMAS (Nordland Papier, Victorian Health Promotion Foundation Reg. No. D-162-00007). PO Box 154 Carlton South 3053 Australia T. +61 3 9667 1333 F. +61 3 9667 1375 www.vichealth.vic.gov.au Victorian Health Promotion Foundation September 2008 Annual Report 2007-2008 Including everyone in our Healthy Future Victorian Health Promotion Foundation Annual Report 2007-2008 At face value, Australians enjoy good health, with the second-highest life expectancy on the planet. But behind this statistic lies a big challenge. We are now facing rapidly increasing rates of chronic illness, linked to unhealthy lifestyles. The future for many will be years of poor health and wellbeing. There are many social, economic and environmental issues that are compromising our ability to live healthy lives. Their impact is magnified amongst disadvantaged members of the community. VicHealth works with governments, organisations and communities to create healthier social conditions and improved built environments for everyone. Annual Report 2007–2008 3 The Foundation envisages Addressing health inequalities and a community where: fostering change in the social, cultural and physical environments that influence the health of all Victorians is key to VicHealth’s work. -
EVENTS MELBOURNE REPORT – 1 JULY to 31 OCTOBER 2006 Page
Page 1 of 8 MARKETING AND EVENTS COMMITTEE Agenda Item 5.1 REPORT 12 December 2006 EVENTS MELBOURNE REPORT – 1 JULY TO 31 OCTOBER 2006 Division Marketing, Tourism & Major Events Presenter Peter Stewart, Manager, Events Melbourne Purpose 1. To inform the Marketing and Events Committee of the operations of the Events Melbourne Branch between 1 July and 31 October 2006. Recommendation from Management 2. That the Marketing and Events Committee accepts the Events Melbourne report – 1 July to 31 October 2006. Comments Event Activity in Melbourne 3. Events conducted in the City of Melbourne boundary between 1 July and 31 October 2006: Activity Hallmark Events 3 International One Off Events 1 Major Events 86 Community & Corporate 99 Events Filming 120 425 (General, Swanston, Pavement, Southbank) Busking 102 (Bourke Street Mall) Weddings 65 Community Sport 128 Total 1029 Event Partnership Program 4. The Event Partnership Program (EPP) is designed to provide support to organisations delivering events in line with the City of Melbourne’s objectives. Applicants seeking support from the Program need to ensure their event helps to achieve these objectives. Page 2 of 8 Event Partnership Program Applications 5. A summary of the applications for events that occurred between 1 July to 31 October 2006 is detailed below: Number of applications received 21 Value of funding requested $840,500 Number of applications approved 17 Value of funding approved $397,500 (Refer to Attachment 1) Outcomes of City of Melbourne supported events 6. The events that occurred between 1 July and 31 October 2006: Program Value Invested Event Partnership Program $397,500 Events Melbourne Events $466,350 Event Partnerships $453,000 Total $1,216,850 Key Events 7. -
Daum Law Office
. RECEIVED APR 11 Z005 DAUM LAW OFFICE LCWTED5773TES Sponsorship Agreement 102590-96-Z-0739 U.S. POSTAL SERVICE CYCLING TEAM Services Purchasing Room 4541 475 L'Enfant Plaza SW Washington DC 20260-6237 RESPONDENTS 4 the Company that the Contract Term will not be further extended, which notice shall be provided to the Company on or before such July 1. 5. Indemnification. The Company agrees to indemnify, defend and hold the Sponsor, its subsidiaries and the affiliates of each such entity, as well as each officer, agent, distributor, employee; attorney, dealer, consultant, representative, contractor, successor and assign of any of the above, harmless from and against any and all expenses, damages, ; claims, suits, losses, actions, judgments, liabilities and costs whatsoever .(including, without limitation, attorneys' fees) arising out of: (i) the Company's breach, misrepresentation or non-performance under this Agreement; and (ii) any claim or action for personal injury, death, bodily injury, property damage or otherwise, suffered by participants, patrons or others at the Company; other than as a result of the; Sponsor's actions or negligence. 6. Insurance. The Company agrees to carry full insurance coverage (including comprehensive general liability) for all activities reasonably connected with this Agreement naming the Sponsor as an additional insured. 7. Trademark. (a) The Sponsor hereby grants to the Company the right to use such . trademarks, trade names, service marks or logos.owned by the Sponsor in connection with the implementation of this Agreement, as may be agreed to •- in writing from time to time by Sponsor and the Company. The Company shall have no interest in or right to the use of such names, marks or logos, except for .any limited right of usage which the Sponsor may grant in writing pursuant to this Agreement. -
Game on 030129C
Game Plan: Game On A Blueprint for Growing the Victorian Computer Game Industry Contents Minister’s Message 1 Game Plan Achievements 2 New Game Plan Commitments 3 A World of Opportunity 4 Growing Tomorrow’s Industries Today 5 Made in Victoria 6 Victoria’s Computer Game Industry 7 Improving Infrastructure 8 Sony PlayStation 2 Development Kit Program 8 Cocoon Game Development Studio 9 Improving Bandwidth 9 Motion Capture Opportunities 10 Docklands Film and TV Studio 11 Game Classification 12 Australian Games Innovation Centre 13 Growing Local Businesses 15 Venture Capital 15 Market Intelligence 15 Film Victoria’s Digital Media Fund 16 Trade Fairs and Missions Program 16 Game Developers’ Association of Australia 18 Australian Game Developers’ Conference 18 Attracting Investment 20 Developing Skills 21 Training for a Better Future 21 Skills x Knowledge = Growth 21 Game-related Courses 22 Skills Cross-Over 22 Australian Centre for the Moving Image 23 Computer Games at the State Library of Victoria 23 To Find Out More 25 Minister’s Message first of its kind in Australia — was followed up with Game Plan: The Next Level in November 2001. This follow-up plan included new initiatives to fuel momentum in the games sector. Game Plan: Game On is the Victorian Government’s latest strategy for the computer game industry, and reflects our ongoing commitment to the sector. Game Plan: Game On reports on our achievements to date and offers a blueprint for further action. Our priorities in all three Game Plan strategies are to improve infrastructure, grow local businesses and develop skills. Game Plan: Game On acknowledges Victoria’s strengths — our skilled and adaptable workforce, Victoria’s computer game companies provide highly robust economy, innovative culture and outstanding skilled jobs and generate valuable export revenue. -
Playing for Keeps Enhancing Sustainability in Australia’S Interactive Entertainment Industry © Screen Australia 2011 ISBN: 978-1-920998-17-2
Playing for Keeps Enhancing sustainability in Australia’s interactive entertainment industry © Screen Australia 2011 ISBN: 978-1-920998-17-2 The text in this report is released subject to a Creative Commons BY licence (Licence). This means, in summary, that you may reproduce, transmit and distribute the text, provided that you do not do so for commercial purposes, and provided that you attribute the text as extracted from Screen Australia’s report Playing for Keeps: Enhancing Sustainability in Australia's Interactive Entertainment Industry, November 2011. You must not alter, transform or build upon the text in this report. Your rights under the Licence are in addition to any fair dealing rights which you have under the Copyright Act 1968 (Cwlth). For further terms of the Licence, please see http://creativecommons.org/licenses/by-nc-nd/3.0/. You are not licensed to reproduce, transmit or distribute any still photographs contained in this report. This report draws from a number of resources. While Screen Australia has undertaken all reasonable measures to ensure its accuracy we cannot accept responsibility for inaccuracies and omissions. www.screenaustralia.gov.au/research Cover picture: Gesundheit! Developed by Revolutionary Concepts and published by Konami Report design: Alison White Designs Pty Limited Contents EXECUTIVE SUMMARY 2 BUILDING A KNOWLEDGE BASE 4 ECOLOGY OF THE SECTOR 6 High-end console games 7 Games for digital distribution 8 Publishing and distribution 9 Creative digital services 10 Middleware and related services 11 FACTORS IMPACTING SUSTAINABILITY 13 Shifting demographics 14 Growth factors 18 Industry pressure points 20 OPTIONS TO SUPPORT SUSTAINABILITY 23 Current government support 23 Future support 24 Alternator character Courtesy: Alternator Pty Ltd 1 Executive summary The challenges facing the interactive INTERACTIVE INDUSTRY entertainment industry are intrinsically ENTERTAINMENT IS A PRESSURE POINTS linked to those of the broader screen MAINSTREAM ACTIVITY Despite growing participation, the sector. -
Technical Guide 1 30 January 2020 Contents
TECHNICALCADEL EVANS GREAT OCEAN GUIDE ROAD RACE ELITE MEN’S TECHNICAL GUIDE 1 30 JANUARY 2020 CONTENTS Neutral Support .................................................................8 ............................................... WELCOME 4 - 5 Time Limitation ..................................................................8 From the Minister ..............................................................4 Prize Classifications ...........................................................9 BE SEEN From the Race Director .....................................................4 Prize Money .......................................................................9 Medical Control .................................................................9 Discipline and Procedures ................................................9 ................................... ATHLETE INFORMATION 5 Awards Ceremony .............................................................9 Race Summary.................................................................. 5 Contacts............................................................................ 5 Athlete Services.................................................................6 COURSE MOCKA ........................................... 10 Men’s Teams ....................................................................... 7 Women’s Teams ................................................................. 7 COURSE MAPS ...................................... 10 - 13 BE SAFE Course Map ............................................................... -
See Press Release
MEDIA RELEASE FROM TRU BLU ENTERTAINMENT AN AFL EVOLUTION SET FOR FRIDAY MAY 5 Sydney, Australia – 6th April 2017. Tru Blu Entertainment, the AFL and AFL Players’ Association today announced the new video game AFL Evolution will be released on Friday May 5, 2017 on selected consoles. Tru Blu Entertainment (AFL Licensee), in conjunction with Wicked Witch Software, is in the final stages of production on AFL Evolution with the game to be available on PlayStation 4, Xbox One and followed soon after on PC (Steam). AFL Evolution represents the next evolution in AFL video games and fans will get to experience the game as never before thanks to a completely new gameplay system built from the ground up. Following a fan poll on AFL.com.au, it was announced that Western Bulldogs Premiership star Marcus Bontempelli, Port Adelaide’s Chad Wingard and Sydney Swan Isaac Heeney would grace the front cover design. AFL Evolution features over 80 teams from the AFL, VFL, TAC Cup, NAB Under-18s Championships and International Cup, as well as multiple bonus teams such as the Indigenous All Stars. The Career Mode will enable fans to experience the excitement of the Toyota AFL Premiership Season from both sides of the fence. AFL Evolution takes gamers beyond the field of play allowing them to manage the team via the drafting and trading of players, the salary cap, training, the tribunal and much more. The Career Mode elevates the experience to another level once fans are ready to take the field. Fans can build a player from the ground up, then work their way up through the ranks from the TAC Cup to the elite level. -
Kirkwood Justin
JUSTIN EXPERIENCE Freelance character artist 2019 - Current KIRKWOOD Creating high-quality real time characters for such clients as: CHARACTER ARTIST - Next-Gen Dreams - Studio Mayday - Samurai Punk Big Ant Studios - Character Artist 2018 - 2019 Production of player heads including photogrammetry processing, sculpting, wrapping & texturing. Creation of hair assets. Wymac Gaming Solutions - Lead Artist / Lead Character Artist 2016 - 2018 Managing an art team of 6, inclulding work overview / approvals, ticket creation, and hiring. Creating workflows and art pipelines for multiple projects. Development and production of game characters, including Hi-res sculpting, Retopology, UV Mapping and Texturing. Wicked Witch Software - 3D Artist 2014 - 2016 3D generalist on various mobile / console titles. Work included creation of in-game sports stadiums, player likenesses, clothing and other game development for console and hand painted assets for mobile titles. CONTACT SHIPPED TITLES [email protected] www.artbyjustink.com Cricket 19 - The official game of the ashes - Playstation 4, Xbox One, Nintendo Switch, PC. Melbourne, Australia Big Bash Boom - Playstation 4, Xbox One, Nintendo Switch, PC. +61 406 971 615 Fortunes of the brave - Custom hardware, Gambling Machine. AFL Evolution - Playstation 4, Xbox One, PC. Rugby Challenge 3 - Playstation 4, Playstation 3, Xbox One, Xbox 360, PC. - iOS, Android. SOFTWARE Warhammer: Snotling Fling Maya Z Brush EDUCATION Photoshop Substance Painter Marvelous Designer Computer Graphics Masters Academy - CGMA -
Freeplay 2011 Print Program
Freeplay 2011 Print Program - v0.4 - 14-08-11 1 15/08/11 10:11 AM Freeplay 2011 Print Program - v0.4 - 14-08-11 2 15/08/11 10:11 AM A MESSAGE FROM THE DIRECTOR Every creative act begins with an idea. What happens to the idea after that is a long, slow, sometimes brilliant, sometimes difficult process of kneading and shaping, moulding and smoothing, trying and failing, observing and ex- perimenting, before the idea takes on any sort of tangible presence in the real world. If Freeplay in 2010 was about looking out at the much wider world of play and how it connects with videogames, culture, art, education, and society, then Freeplay in 2011 is about looking at the individual and their role in not only the development of an idea into a game, but also in the individual's role in poli- tics, in culture, in creativity, and in a wider artistic sphere. To do that, we've widened the scope of the festival, introducing a new Playful Program that we hope takes games out into the streets and bars of Melbourne, we've created a new Interview Series to dig into what makes some of our most prominent creatives tick. We've brought back the awards to celebrate the best in local independent development, and we've built a conference program that tries to draw together a unique mix of developers, artists, students, educators, critics, and players. We look forward to seeing you at the Festival. We made it just for you. Paul Callaghan STAFF FREEPLAY BOARD Director Hugh Davies, Cameron Rogers, Robert Pulham, Paul Gurney, David Surman Paul Callaghan Communications