The document summarizes key differences in how two video games, The Last of Us and Just Dance, represent themselves through their media texts and target different audiences. The Last of Us portrays a gritty, dark tone through images showing action and suspense. Just Dance depicts a colorful, upbeat party game through pictures of multiple people dancing. The document then analyzes several aspects of how each game presents itself, including genres, content, construction, codes and conventions, modes of address, and target demographics.
Tekken Tag Tournament 2 is a fighting game released in 2012 that emphasizes fast-paced 2 vs 2 tag team combat. It features 59 playable characters that can be paired into teams, with stages featuring destructible environments. The game includes various single player and multiplayer modes like story mode, arcade ladder challenges, online play, and customization options to provide extensive gameplay content.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
This was all organised on a website called Survey Monkey, Survey Monkey is a website which allows people to create their own surveys for people to answer, after I had made my survey I uploaded them to social media sites for some friends and family to answer the survey if they so wish.
Ha7 task 3 – presentation of research resultsDeightonater
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Our task was to survey people in groups about Grand Theft Auto V using both closed and open-ended questions. Callum posted the survey on social media and received a few responses. Most respondents said GTA V was a very good game that they had played for a long time. All respondents were around the same age and from the same area.
This document summarizes survey results about video game preferences. It finds that the two respondents were male, under 17 years old, and spoke English as their primary language. One played games for over 10 hours per week, indicating they were a hardcore gamer. Both played on Windows PC and Xbox One. Responses to an open-ended question showed that preferences varied, with one person liking the driving and another preferring the storyline of GTA. People generally preferred the character Trevor and criticized the lack of multiplayer features on launch.
Media producers employ various techniques to attract audiences to their products or services, including emotive language, descriptive words, slogans, images, theme music, colors, fonts, and carefully constructed content and sequencing. Producers consider technical codes like camera techniques, symbolic codes like clothing and colors, and written/audio codes like music and slogans. Feedback from focus groups, panels, and reviews helps producers understand how audiences receive and interpret their work.
The document provides a summary and analysis of the 1994 film Leon: The Professional. It discusses the film's genre as an action thriller, narrative about a hitman named Leon who is hired to kill people until a 12-year old girl named Mathilda comes into his life. It analyzes the film's semiotics around how the producer and audience may have interpreted different meanings. It also provides key details about the film including its director, cast, year of release, and plot synopsis.
This document provides an overview and analysis of the film Fight Club using various audience theory frameworks. It discusses the Hypodermic Model, Encoding/Decoding Model, and Uses and Gratifications Theory as applied to the film. It also summarizes the film's plot, release information, and the BBFC's rating of the film as an 18 despite some countries releasing it as a 15. Key details about the film and how audience theories help explain different audience interpretations are analyzed.
The document discusses how media producers create products tailored to specific audiences. It explains that producers must understand their target audience and ensure the products evolve as the audience changes. Producers select appropriate content like images, words, colors, and fonts based on the audience. For example, children's magazines use bright colors while older audiences prefer softer tones. Proper layout, captions, and adherence to codes and conventions are also important to engage the intended audience.
This document appears to be an exit poll given to audiences after viewing the movie "A Walk Among the Tombstones" starring Liam Neeson. The poll asks respondents for their gender, age, how they heard about the movie, what attracted them to it, whether they saw previews, how they would rate the film, if they would watch a sequel or other Liam Neeson films, and if they would recommend it to others. Respondents are asked to select answers or provide short written responses to questions about the movie's advertising and their viewing experience.
The document discusses two documentaries - BBC Panorama's documentary on North Korea and Walking with Dinosaurs. It analyzes how each documentary appeals to its target audience. For the North Korea documentary, it discusses how tensions with North Korea generated interest in the documentary. It aired on BBC1 at 8:30pm on a Monday to target seekers and journalists aged 18+. Walking with Dinosaurs targeted children and families aged 10+ through animated dinosaur footage. It aired Saturday evenings at 6pm on BBC1 to accommodate children's bedtimes. Audience questionnaires found both documentaries successfully targeted and appealed to their intended audiences.
The document discusses different ways that media can influence audience responses and behavior. It provides examples of how music videos, advertisements, and news articles can shape audience perspectives. Documentaries aim to inform audiences on important issues, though some can exhibit bias. Theories of media effects are also examined, including uses and gratification theory in which audiences seek media to fulfill needs, hypodermic needle theory which suggests media can directly influence passive audiences, and theories of active and passive audience consumption and interpretation of media messages. North Korea's strict control over its population's media is used as an example of the hypodermic needle effect.
- An analysis was conducted of responses from 8 people to a survey about the video game GTA 5.
- The majority of respondents, 85.71%, said they had played GTA 5, indicating its popularity. 57.14% of respondents were male.
- Most respondents said they enjoyed GTA 5 due to its graphics, with one specifically citing the wildlife. However, one respondent did not enjoy the game without providing a reason.
The survey received 9 responses over a week. For question 1, 66.6% had played GTA 5 while 33.3% had not. Question 2 found that 77.78% of respondents were male and 22.22% were female. Question 3 revealed that most respondents were between 11-20 years old (77.78%). Questions 4-10 asked about occupation, spending habits, location, ethnicity, gaming habits, opinions of GTA 5, and whether anyone had started gaming due to GTA 5. The majority responses and percentages for each question are described.
The document provides definitions and analysis of key media concepts including media text, semiotics, genre, content, construction, codes and conventions, modes of address, and target demographic. It analyzes movie posters and game covers for Batman Begins, The Last of Us, and Just Dance to illustrate how these concepts can be applied, noting differences in tone, themes, and intended audiences between the survival-horror game and dance party game.
This quantitative research survey asked respondents for their sex, age, gamer category, status, location, whether they played GTA V, the console played on, and their opinion on if GTA V is a good game. The survey collected demographic and gameplay data from participants to understand profiles of those who played the popular Grand Theft Auto V title.
This document compares and contrasts the dance game Just Dance and the survival game The Last of Us. Just Dance has a bright, colorful atmosphere focused on dance and popular music. It has easy to use motion controls and aims to be fun and family friendly. The Last of Us has a dark, tense post-apocalyptic atmosphere and difficult gameplay focused on survival. It has a linear story-driven narrative that develops characters and emotions through cutscenes. While Just Dance targets all ages, The Last of Us targets older players from 15-40 due to its violent content and themes of fatherhood.
The document discusses several potential negative effects of video games: violence, explicit sexual content, abusive/inappropriate language, addiction, stereotyping and representation, and censorship. It presents arguments both for and against the idea that each of these effects negatively impact players or society. While some effects like graphic violence are concerning to some, the document argues there is no clear evidence games cause real-world harm and alternatives like mental illness are often the root cause of issues. Censorship is debated as both protective of younger audiences but limiting of creative work.
The document discusses several potential negative effects of video games: violence, explicit sexual content, abusive/inappropriate language, addiction, stereotyping and representation, and censorship. It presents arguments both for and against the idea that each of these effects negatively impact players or society. While some effects like graphic violence are concerning to some, the document argues there is no clear evidence games cause real-world harm and alternatives like mental illness are often the root cause of issues. Censorship is debated as both protective of younger audiences but limiting of creative work.
The document compares the key differences between the games Just Dance and The Last of Us. Just Dance is a dance and party game featuring upbeat music, bright colors, and an encouraging interface designed to be enjoyable for all ages. In contrast, The Last of Us is a dark, tense survival horror game set in a post-apocalyptic world with scary music, dirty environments, and life-threatening situations that is intended for older male audiences.
The Legend of Zelda: The Wind Waker is an action-adventure game where the player controls Link to search for his kidnapped sister across a large, open-world ocean. Key elements include sailing between islands to explore dungeons and complete side quests, using different weapons and tools to defeat enemies, and advancing the story by gathering pieces of the Triforce. Fallout 3 is set in a post-apocalyptic Washington D.C. in 2277, where the player searches for their missing father after leaving their underground vault. Memorable aspects include starting as a child and seeing the character age, exploring the large wasteland environment, and engaging in first-person shooter combat using various firearms and weapons.
The document summarizes two documentaries - "Gluten" and "Supersize Me". "Gluten" discusses what gluten is, its effects, and includes an expert interview. It aims to inform viewers on gluten. "Supersize Me" shows the presenter eating only fast food for a month to display its health impacts. It is seen as more entertaining. While "Supersize Me" is more interactive, "Gluten" is viewed as more educational by providing facts about gluten. Both target wide audiences but discuss different topics and use varying techniques.
The document summarizes several media effects theories:
1) The hypodermic needle model suggests that media have a direct and powerful influence over audiences' behaviors by "injecting" specific messages that audiences will believe and act on.
2) The inoculation model views audiences as resistant to extreme media messages over time as they become desensitized through repeated exposures.
3) The two-step flow model proposes that media influence flows from media to opinion leaders to the general public, as opinion leaders shape the views of those around them.
The document summarizes several response and communication theories:
1) The Hypodermic Needle model from the 1920s proposed that audiences passively receive media messages like injections from a needle. It was influenced by the panic from War of the Worlds radio broadcast.
2) Inoculation Theory from 1961 examines how to strengthen existing attitudes against persuasive attacks.
3) Two-Step Flow Theory from 1944 found personal contacts, not media, most influence decisions. Information flows from media to opinion leaders to the public.
4) Uses and Gratifications Theory studies how people actively seek out media to meet needs. It examines patterns in media consumption.
5) Reception Theory analyzes how readers actively interpret
The document provides an overview for a point-and-click game based on Mary Shelley's novel Frankenstein. Players explore three interactive environments from the story and find items to complete objectives. The game aims to engage young readers with the novel and celebrate its anniversary. Key elements include navigating environments through cameras, interacting with objects, and learning about their significance through informative text. Feedback was incorporated to improve the educational and fun aspects of gameplay.
Dead Rising is a third-person survival horror game released in 2006 by Capcom for the Xbox 360. The game takes place in a shopping mall overrun by zombies. Players control photojournalist Frank West, who must survive for three days by completing missions and saving survivors. The game was inspired by zombie films like Dawn of the Dead and includes horror, gore, and dark humor. It received a PEGI 18 rating for its graphic violence and references to cults. Players can get different endings depending on their choices and how many survivors they rescue. Effort is required to complete missions and find weapons/items to aid survival. Players become attached to characters and invested in Frank's goal of discovering the outbreak's cause.
This document provides an overview and analysis of the film Fight Club using various audience theory frameworks. It discusses the Hypodermic Model, Encoding/Decoding Model, and Uses and Gratifications Theory as applied to the film. It also summarizes the film's plot, release information, and the BBFC's rating of the film as an 18 despite some countries releasing it as a 15. Key details about the film and how audience theories help explain different audience interpretations are analyzed.
The document discusses how media producers create products tailored to specific audiences. It explains that producers must understand their target audience and ensure the products evolve as the audience changes. Producers select appropriate content like images, words, colors, and fonts based on the audience. For example, children's magazines use bright colors while older audiences prefer softer tones. Proper layout, captions, and adherence to codes and conventions are also important to engage the intended audience.
This document appears to be an exit poll given to audiences after viewing the movie "A Walk Among the Tombstones" starring Liam Neeson. The poll asks respondents for their gender, age, how they heard about the movie, what attracted them to it, whether they saw previews, how they would rate the film, if they would watch a sequel or other Liam Neeson films, and if they would recommend it to others. Respondents are asked to select answers or provide short written responses to questions about the movie's advertising and their viewing experience.
The document discusses two documentaries - BBC Panorama's documentary on North Korea and Walking with Dinosaurs. It analyzes how each documentary appeals to its target audience. For the North Korea documentary, it discusses how tensions with North Korea generated interest in the documentary. It aired on BBC1 at 8:30pm on a Monday to target seekers and journalists aged 18+. Walking with Dinosaurs targeted children and families aged 10+ through animated dinosaur footage. It aired Saturday evenings at 6pm on BBC1 to accommodate children's bedtimes. Audience questionnaires found both documentaries successfully targeted and appealed to their intended audiences.
The document discusses different ways that media can influence audience responses and behavior. It provides examples of how music videos, advertisements, and news articles can shape audience perspectives. Documentaries aim to inform audiences on important issues, though some can exhibit bias. Theories of media effects are also examined, including uses and gratification theory in which audiences seek media to fulfill needs, hypodermic needle theory which suggests media can directly influence passive audiences, and theories of active and passive audience consumption and interpretation of media messages. North Korea's strict control over its population's media is used as an example of the hypodermic needle effect.
- An analysis was conducted of responses from 8 people to a survey about the video game GTA 5.
- The majority of respondents, 85.71%, said they had played GTA 5, indicating its popularity. 57.14% of respondents were male.
- Most respondents said they enjoyed GTA 5 due to its graphics, with one specifically citing the wildlife. However, one respondent did not enjoy the game without providing a reason.
The survey received 9 responses over a week. For question 1, 66.6% had played GTA 5 while 33.3% had not. Question 2 found that 77.78% of respondents were male and 22.22% were female. Question 3 revealed that most respondents were between 11-20 years old (77.78%). Questions 4-10 asked about occupation, spending habits, location, ethnicity, gaming habits, opinions of GTA 5, and whether anyone had started gaming due to GTA 5. The majority responses and percentages for each question are described.
The document provides definitions and analysis of key media concepts including media text, semiotics, genre, content, construction, codes and conventions, modes of address, and target demographic. It analyzes movie posters and game covers for Batman Begins, The Last of Us, and Just Dance to illustrate how these concepts can be applied, noting differences in tone, themes, and intended audiences between the survival-horror game and dance party game.
This quantitative research survey asked respondents for their sex, age, gamer category, status, location, whether they played GTA V, the console played on, and their opinion on if GTA V is a good game. The survey collected demographic and gameplay data from participants to understand profiles of those who played the popular Grand Theft Auto V title.
This document compares and contrasts the dance game Just Dance and the survival game The Last of Us. Just Dance has a bright, colorful atmosphere focused on dance and popular music. It has easy to use motion controls and aims to be fun and family friendly. The Last of Us has a dark, tense post-apocalyptic atmosphere and difficult gameplay focused on survival. It has a linear story-driven narrative that develops characters and emotions through cutscenes. While Just Dance targets all ages, The Last of Us targets older players from 15-40 due to its violent content and themes of fatherhood.
The document discusses several potential negative effects of video games: violence, explicit sexual content, abusive/inappropriate language, addiction, stereotyping and representation, and censorship. It presents arguments both for and against the idea that each of these effects negatively impact players or society. While some effects like graphic violence are concerning to some, the document argues there is no clear evidence games cause real-world harm and alternatives like mental illness are often the root cause of issues. Censorship is debated as both protective of younger audiences but limiting of creative work.
The document discusses several potential negative effects of video games: violence, explicit sexual content, abusive/inappropriate language, addiction, stereotyping and representation, and censorship. It presents arguments both for and against the idea that each of these effects negatively impact players or society. While some effects like graphic violence are concerning to some, the document argues there is no clear evidence games cause real-world harm and alternatives like mental illness are often the root cause of issues. Censorship is debated as both protective of younger audiences but limiting of creative work.
The document compares the key differences between the games Just Dance and The Last of Us. Just Dance is a dance and party game featuring upbeat music, bright colors, and an encouraging interface designed to be enjoyable for all ages. In contrast, The Last of Us is a dark, tense survival horror game set in a post-apocalyptic world with scary music, dirty environments, and life-threatening situations that is intended for older male audiences.
The Legend of Zelda: The Wind Waker is an action-adventure game where the player controls Link to search for his kidnapped sister across a large, open-world ocean. Key elements include sailing between islands to explore dungeons and complete side quests, using different weapons and tools to defeat enemies, and advancing the story by gathering pieces of the Triforce. Fallout 3 is set in a post-apocalyptic Washington D.C. in 2277, where the player searches for their missing father after leaving their underground vault. Memorable aspects include starting as a child and seeing the character age, exploring the large wasteland environment, and engaging in first-person shooter combat using various firearms and weapons.
The document summarizes two documentaries - "Gluten" and "Supersize Me". "Gluten" discusses what gluten is, its effects, and includes an expert interview. It aims to inform viewers on gluten. "Supersize Me" shows the presenter eating only fast food for a month to display its health impacts. It is seen as more entertaining. While "Supersize Me" is more interactive, "Gluten" is viewed as more educational by providing facts about gluten. Both target wide audiences but discuss different topics and use varying techniques.
The document summarizes several media effects theories:
1) The hypodermic needle model suggests that media have a direct and powerful influence over audiences' behaviors by "injecting" specific messages that audiences will believe and act on.
2) The inoculation model views audiences as resistant to extreme media messages over time as they become desensitized through repeated exposures.
3) The two-step flow model proposes that media influence flows from media to opinion leaders to the general public, as opinion leaders shape the views of those around them.
The document summarizes several response and communication theories:
1) The Hypodermic Needle model from the 1920s proposed that audiences passively receive media messages like injections from a needle. It was influenced by the panic from War of the Worlds radio broadcast.
2) Inoculation Theory from 1961 examines how to strengthen existing attitudes against persuasive attacks.
3) Two-Step Flow Theory from 1944 found personal contacts, not media, most influence decisions. Information flows from media to opinion leaders to the public.
4) Uses and Gratifications Theory studies how people actively seek out media to meet needs. It examines patterns in media consumption.
5) Reception Theory analyzes how readers actively interpret
The document provides an overview for a point-and-click game based on Mary Shelley's novel Frankenstein. Players explore three interactive environments from the story and find items to complete objectives. The game aims to engage young readers with the novel and celebrate its anniversary. Key elements include navigating environments through cameras, interacting with objects, and learning about their significance through informative text. Feedback was incorporated to improve the educational and fun aspects of gameplay.
Dead Rising is a third-person survival horror game released in 2006 by Capcom for the Xbox 360. The game takes place in a shopping mall overrun by zombies. Players control photojournalist Frank West, who must survive for three days by completing missions and saving survivors. The game was inspired by zombie films like Dawn of the Dead and includes horror, gore, and dark humor. It received a PEGI 18 rating for its graphic violence and references to cults. Players can get different endings depending on their choices and how many survivors they rescue. Effort is required to complete missions and find weapons/items to aid survival. Players become attached to characters and invested in Frank's goal of discovering the outbreak's cause.
The document describes the process of creating a spaceship environment in 3D modeling software. It details how the author built out different rooms like the cockpit, corridors, bedrooms, bathrooms, engine rooms, and off-limit areas. Objects like chairs, computers, beds, toilets, taps, and engines were then precisely placed in the rooms. Final changes included adding bright white textures to walls and mirror textures to ceilings to give the spaceship a clean, futuristic look.
The document describes the texturing process for various 3D models created in Lightwave including a rocket, chair, bed, computer, shuttle door, toilet, sink, and drawers. Key textures included hazard stripes for the rocket engine, a steel texture for the rocket body, and technological textures for computer screens and panels. Realistic textures like silver, red, and typical bedding were used for other objects. The goal was to make the textures suit each model and have a realistic appearance.
The document provides details on various 3D models created by the author in NewTek Modeler over a period of time from December 2014 to January 2015. Some of the objects modeled include a bed, shutter doors, chairs, computers, drawers, a toilet, sink and rocket engines for a spaceship. For each object, the author describes the modeling process and texturing applied to achieve a realistic appearance relevant to its purpose aboard the spaceship.
The document describes the initial steps taken to create an engine part for a ship model by first forming a circular base that was then extruded and manipulated to form an elongated cylindrical shape. Further details are not provided about additional engine features or the ship model.
This document provides a design pack for a spaceship environment created by Callum Deighton. It includes summaries and reference images for various rooms and features of the spaceship, including the cockpit, hallways, exterior, engines, beds, doors, chairs, computers, shutters, and windows. The design aims to have a clean, bright, and futuristic look and feel inspired by real spacecraft designs and technologies.
This document provides a design pack for a spaceship environment created by Callum Deighton. It includes summaries and reference images for various rooms and features of the spaceship, including the cockpit, hallways, exterior, engines, beds, doors, chairs, computers, shutters, and windows. The design aims to have a clean, bright, and futuristic look and feel inspired by real spacecraft designs and technologies.
Callum has decided to create an environment on a space station for his project. This interests him because it is a type of environment he has never worked with before. Real space stations, such as those used by NASA, research planets and space, and space stations are also popular in movies and video games.
This document summarizes a student's work on a 3D animation project. The student worked in Lightwave Modeler, Layout, and Adobe Premier to create an animation. They acquired skills in modeling, animation, lighting, and video editing. While their original idea was animating a sword fighter, they had issues with the character model and changed to a first-person perspective of sword fighting. For their conclusion, they reflect that spending less time on the original model would have allowed improving textures and backgrounds.
This document summarizes Callum Deighton's work on a project using Lightwave Modeler, Layout, and Adobe Premier. He acquired new skills in modeling, animation, lighting, and video editing. While his final animation differed from his original idea of a swordfighter due to issues animating the full body model, he was still able to depict someone fighting with a sword. Feedback noted the animation was well-made but textures and background could have been improved. Going forward, he would focus on usable models and spend more time on backgrounds and textures to improve visual quality.
The freelance games designer was asked to create a first-person animation for a games company focusing on sword fighting and parkour skills. They received feedback that the animation looked professional standard but could be improved by making some animations less clunky and adding better textures to make the keyblade more noticeable.
A freelance game designer created a first-person animation for a games company focusing on sword fighting and parkour skills. The animation was assessed as being professionally smooth and realistic with human-looking models, though it could have been improved by adding an actual background scene.
A freelance game designer created a first-person animation focused on sword fighting and parkour skills for a games company. The animation was evaluated on its professional quality for use in a video game, with positive feedback on the animation and models but room for improvement noted in adding more detailed textures to the models.
This assignment brief requires the student to:
1) Create a 3D animation by devising either an original character run cycle or collision-based object sequence using animation techniques from tutorials.
2) Develop ideas through research, mind-mapping, and storyboarding before producing the animation in LightWave.
3) Review and evaluate the finished animation against the original intentions and production process.
The document is a legal and ethical checklist completed by Callum Deighton for a 3D animation project. It confirms that Callum checked the work for issues related to decency, representation of race, gender, religion and sexuality. Callum agreed that the work met an appropriate standard in these areas and signed the checklist on June 15, 2015. Notes on the form advise considering factual accuracy of the work, ethical issues, how others may perceive the work, issues of confidentiality, and legal compliance with copyrights and regulations before signing.
The document summarizes the evaluation of a group project to create a video game. It discusses several key points:
1) The game incorporated different genres but had a linear storyline due to cuts from the original plan. Sound design and other elements were unfinished due to lack of time.
2) Through the project, the author learned new art and animation skills as well as improving scripting. However, management of time could have been better as some members were undecided in their roles.
3) Feedback noted the variety of genres and art were positives, but some levels and instructions were unclear due to the disparate styles between sections.
Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures Data Science Lectures
CloudMonitor - Architecture Audit Review February 2025.pdfRodney Joyce
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CloudMonitor FinOps is now a Microsoft Certified solution in the Azure Marketplace. This little badge means that we passed a 3rd-party Technical Audit as well as met various sales KPIs and milestones over the last 12 months.
We used our existing Architecture docs for CISOs and Cloud Architects to craft an Audit Response - I've shared it below to help others obtain their cert.
Interestingly, 90% of our customers are in the USA, with very few in Australia. This is odd as the first thing I hear in every meetup and conference, from partners, customers and Microsoft, is that they want to optimise their cloud spend! But very few Australian companies are using the FinOps Framework to lower Azure costs.
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3、真实使馆认证(即留学人员回国证明),使馆存档可通过大使馆查询确认.
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留信认证的作用:
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Design Data Model Objects for Analytics, Activation, and AIaaronmwinters
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Explore using industry-specific data standards to design data model objects in Data Cloud that can consolidate fragmented and multi-format data sources into a single view of the customer.
Design of the data model objects is a critical first step in setting up Data Cloud and will impact aspects of the implementation, including the data harmonization and mappings, as well as downstream automations and AI processing. This session will provide concrete examples of data standards in the education space and how to design a Data Cloud data model that will hold up over the long-term as new source systems and activation targets are added to the landscape. This will help architects and business analysts accelerate adoption of Data Cloud.