The document discusses future trends in sports broadcasting, including the growth of digital technologies and fan engagement. It notes that while people once feared sports competing with other forms of entertainment like listening to music, digital technologies now enable new ways for fans to interact with sports. Live sports events will continue to be important community gatherings even as digital connectivity increases. The rise of player power and influence over revenue is also discussed as an ongoing trend in professional sports.
Over the past decade, there has been a cultural shift from passive to active engagement with sports and athletics. Social media has enabled fans to actively participate in games by sharing updates and opinions. It has also increased participation in fantasy sports leagues. At the same time, athletes have increasingly marketed themselves as personalities and brands. Changes in media consumption, like streaming and multi-screen viewing, have further enhanced fan engagement. These trends have also influenced everyday athletics, with the rise of branded fitness communities, endurance events, and wearable technology that quantifies personal health and fitness.
This document discusses how the current generation is growing up in a vastly different media landscape than previous generations. It notes that today's youth have near-ubiquitous access to technology like cell phones, tablets, gaming consoles, and hundreds of TV channels from a young age. Esports has become completely normal for this generation, who meet friends and opponents online and expect interactivity. The document argues that esports should be viewed as a legitimate sport and social experience, on par with traditional sports in terms of equipment brands, live events, and competitive tournaments with large prize pools. It encourages marketers to join esports communities and conversations to speak to this new, digital-native audience.
1. International Sports and Facilities Management (ISFM) helps sports organizations better understand and manage their assets through consultation and processes developed over 20 years.
2. ISFM believes understanding the unique emotional elements of sport is key, while also ensuring organizations effectively manage facilities and finances to support participation and elite performance.
3. Originally founded by Graeme Watson, ISFM now led by Peter Holmes à Court and Chris Green, has worked with most Australian sports organizations and governments to optimize the management of their facilities and operations.
At Road Race Management 2013, Heather shared 20+ trends and tools to help event managers socialize the experience -- from registration and pre-event promotion, to race-day mobile communication ideas and real-time marketing opportunities. Whether you're planning a marathon or a 5K even series, this presentation is for you. And, if you're an event planner who has nothing to do with racing, you'll still find the tools and tactics in this presentation very applicable.
The document proposes overdue changes to increase women's representation in sports business leadership. It argues that diversity, including gender diversity, improves decision making quality. A proposed solution is to make board selection processes transparent, include women on selection panels, and require that 50% of candidates interviewed for board positions be women, with the final decision made on merit. Evidence from the NFL suggests that a similar "Rooney Rule" significantly increased representation of minorities in coaching positions over time. The goal is to ensure the best women are not disadvantaged and that any changes are market-based, measurable, and proven to work.
United Games Affiliate and Player PresentationChris Nicholson
This document discusses plans to develop and launch a new mobile sports game app called United Games. It will be a free-to-play game focused on casual sports fans that allows interactive gameplay during live sporting events. The game aims to address limitations of fantasy sports by being more social, focused on fans' favorite teams, and eliminating gambling aspects. It will launch initially in the US for NFL and MLS fans in Fall 2016 and later expand internationally across 10 popular sports. The app will be distributed through a worldwide affiliate network model where affiliates earn revenue by introducing new players and building their own affiliate networks.
This document discusses plans to develop and launch a new mobile sports game app called United Games. It will be a free-to-play game focused on casual sports fans that allows interactive gameplay during live sporting events. The game aims to address limitations of fantasy sports by being more social, focused on individual teams rather than simulations, and eliminating gambling aspects. It will launch initially in the US for NFL and MLS fans in Fall 2016 and later expand internationally across popular sports like soccer, cricket, field hockey and more. The game will be distributed through a worldwide affiliate network model where affiliates earn revenue by introducing new players and building their own affiliate teams.
Over the past decade, there has been a cultural shift from passive to active engagement with sports and athletics. Social media has enabled fans to actively participate in games by sharing updates and opinions. It has also increased participation in fantasy sports leagues. At the same time, athletes have increasingly marketed themselves as personalities and brands. Changes in media consumption, like streaming and multi-screen viewing, have further enhanced fan engagement. These trends have also influenced everyday athletics, with the rise of branded fitness communities, endurance events, and wearable technology that quantifies personal health and fitness.
This document discusses how the current generation is growing up in a vastly different media landscape than previous generations. It notes that today's youth have near-ubiquitous access to technology like cell phones, tablets, gaming consoles, and hundreds of TV channels from a young age. Esports has become completely normal for this generation, who meet friends and opponents online and expect interactivity. The document argues that esports should be viewed as a legitimate sport and social experience, on par with traditional sports in terms of equipment brands, live events, and competitive tournaments with large prize pools. It encourages marketers to join esports communities and conversations to speak to this new, digital-native audience.
1. International Sports and Facilities Management (ISFM) helps sports organizations better understand and manage their assets through consultation and processes developed over 20 years.
2. ISFM believes understanding the unique emotional elements of sport is key, while also ensuring organizations effectively manage facilities and finances to support participation and elite performance.
3. Originally founded by Graeme Watson, ISFM now led by Peter Holmes à Court and Chris Green, has worked with most Australian sports organizations and governments to optimize the management of their facilities and operations.
At Road Race Management 2013, Heather shared 20+ trends and tools to help event managers socialize the experience -- from registration and pre-event promotion, to race-day mobile communication ideas and real-time marketing opportunities. Whether you're planning a marathon or a 5K even series, this presentation is for you. And, if you're an event planner who has nothing to do with racing, you'll still find the tools and tactics in this presentation very applicable.
The document proposes overdue changes to increase women's representation in sports business leadership. It argues that diversity, including gender diversity, improves decision making quality. A proposed solution is to make board selection processes transparent, include women on selection panels, and require that 50% of candidates interviewed for board positions be women, with the final decision made on merit. Evidence from the NFL suggests that a similar "Rooney Rule" significantly increased representation of minorities in coaching positions over time. The goal is to ensure the best women are not disadvantaged and that any changes are market-based, measurable, and proven to work.
United Games Affiliate and Player PresentationChris Nicholson
This document discusses plans to develop and launch a new mobile sports game app called United Games. It will be a free-to-play game focused on casual sports fans that allows interactive gameplay during live sporting events. The game aims to address limitations of fantasy sports by being more social, focused on fans' favorite teams, and eliminating gambling aspects. It will launch initially in the US for NFL and MLS fans in Fall 2016 and later expand internationally across 10 popular sports. The app will be distributed through a worldwide affiliate network model where affiliates earn revenue by introducing new players and building their own affiliate networks.
This document discusses plans to develop and launch a new mobile sports game app called United Games. It will be a free-to-play game focused on casual sports fans that allows interactive gameplay during live sporting events. The game aims to address limitations of fantasy sports by being more social, focused on individual teams rather than simulations, and eliminating gambling aspects. It will launch initially in the US for NFL and MLS fans in Fall 2016 and later expand internationally across popular sports like soccer, cricket, field hockey and more. The game will be distributed through a worldwide affiliate network model where affiliates earn revenue by introducing new players and building their own affiliate teams.
This document discusses disrupting the sports industry by creating a new casual mobile sports game called United Games. It aims to serve the large population of casual sports fans who are underserved by fantasy sports. United Games would allow fans to interactively play along with live sporting events on their mobile devices with their friends and favorite teams/athletes. The game would be free to play with optional in-app purchases. It would launch globally across many sports and partner with athletes/celebrities. The document outlines plans to distribute the app virally through a worldwide affiliate network who would earn revenue by introducing, promoting and playing the game.
uSTADIUM is the first social network for football fans, leading the charge in online to offline social sports interaction. Fans no longer have to feel uncomfortable publicly ranting about their favorite team. Being lonely during football season is not an option. uSTADIUM is the solution and arena for football fans, creating instant fan camaraderie, and enhancing the fan experience. uSTADIUM avoids the pitfalls of inane social chatter, pet pictures, and selfies, and is where fans rant, rave, argue, and cheer – online and offline. The estimated 80 million US football fans, finally have an outlet to form unique identities, and meet other fans at the local sports bar, tailgate, or uSTADIUM event. uSTADIUM’s iOS app launched in May of 2014, and has become a fan favorite with over 2,500 downloads, and high profile collaborations with players like Victor Cruz, Jadeveon Clowney, Sheldon Richardson, and Antrel Rolle. uSTADIUM requires additional funds for accelerated development through hiring, above-the-line marketing strategies, and continued technical iteration.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
The document summarizes plans for an Ultimate Fighting Championship event to be held at the Wimbledon Centre Court in London, UK on May 8, 2016. A team of four managers will organize the event, which will feature women's bantamweight and men's featherweight title fights for over 15,000 attendees. The team faced political, financial, social and technological issues in planning the event but worked to solve problems related to permissions, sponsorships, public reaction and procuring equipment.
The document summarizes an online gaming platform called Game Show League (GSL). GSL allows users to play games when they want, socialize within the gaming community, follow esports events, and participate in tournaments. It discusses GSL's large audience and registered user base. GSL combines a gaming platform and broadcasting studio to satisfy gamers' needs and create new opportunities. It also discusses GSL's partnerships, future growth plans, and monetization strategies to become a successful esports business.
The document discusses the rise of player power in professional sports. It shows how players' share of league/code revenue has increased over time, from receiving just kudos in the amateur era to potentially earning 50% or more of league revenue in the future professional era. This is driven by factors like commercialization of player intellectual property rights and increased player mobility and ownership stakes. The document was prepared by the International Sports and Facilities Management (ISFM) group, which provides consulting services to sports organizations on areas like asset management, facilities planning, and business operations.
Outsource Customer Support Services for Gaming IndustrySanjay K
Across all platforms, the gaming community is adding new players. Every time there are more product users, there are also more demands for customer service. Players who contact the support team want to get back in the game. We get them there, drawing on a wealth of technology experience. GlowTouch has a working knowledge of the service-related issues that growing clients face: scalability, consistent quality, and providing “wow” experiences.
Marketing plan for classroom use only. (*Note: This is not a real company and any likenesses or pictures associated in this presentation is for educational purposes only!).
This presentation is intended for classroom use only. (Note: This is a fictional company, any likenesses or pictures are used solely for educational purposes only!)
The document summarizes how Digital Future engages the geek chic audience across multiple platforms. It describes Digital Future's large reach of over 32 million men online and through various publications. It then provides details on the geek chic audience demographics and behaviors, such as being mostly young, influential males who are early adopters of new technologies. Finally, it shares some of Digital Future's properties and examples of past marketing campaigns for clients such as Scion, Hyundai, and video game publishers.
Where Fantasy Sports Meets Sports Betting - Playnbrag.comOisin Walsh
Where Fantasy Sports meets Sports Betting - Where friends can challenge each other on 10 different sports for Fun, Beer or Cash - with minimum hassle and fuss for 1 day, 1 weekend of sport, or longer.
The document discusses powering the eSports revolution with technology innovation. It discusses how platforms like ESL, Twitter, and QueuePop are innovating to manage complexity from peak demand, mobile usage, and data collection. This allows for fast, personalized experiences and new revenue opportunities. Technologies being developed and adopted include tracking player movements, analytics, creative data usage, and visual graphics to make eSports more engaging for fans.
The document outlines a vision and plan to create the International Football Association (IFA) as the home of international cup games. It discusses phases including initial TV rights sales, team syndication, games/broadcasts, and additional TV/merchandise revenue. It covers various aspects needed to execute the plan such as capabilities, work breakdown structure, database architecture, messaging, processes, customization, monetization timeline, and exit timeline. The overall goal is to build IFA valuation to $1 billion and fully exit via IPO within 4-5 years.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
the crawford report, which is just that, a report, includes a number of recommendation about the potential future of sport in australia. most of the focus will be on how many medals Australia will win at the Olympics, but the report also includes important plans to get the nation active, use facilities better and prepare for changing demographics.
HAND FUN! Mar 28
• Syde Launches Fantasy Sports App
• Turner Sports Interactive, Inc Launches NCAA Sports App
• Maryland Live! Casino Launches Social Casino App
• DoubleDown Casino Launches App Upgrade for Android
• Division Aurora Launches Bad Grandma's Plastic Surgery Android App
• Appbrain Top Android Apps
Sports Scores & Fantasy Sports
Music & Audio
Plastic Surgery
Social Casino Games
Adult Entertainment & Dating
• App Business Classifieds
Johnny Stark introduces Interbet International, an online betting platform with a new mobile site. The site allows users to place bets with licensed bookmakers and tote operators through a single account on their mobile phones. It provides live streaming of horse races and sports events along with real-time odds and statistics. The mobile site aims to recreate the experience of visiting a racetrack on one's phone wherever they are.
Interbet co-founder and CEO Johnny Stark tells us about the newly launched www.interbet.mobi sports betting site and how it takes sports betting in South Africa into the future.
This document summarizes the benefits and opportunities for sponsors of the Kick It 3v3 soccer tour, which hosts tournaments in 60 cities across North America. The tour attracts over 80,000 players and 400,000 spectators annually. Sponsorship packages are available at the local, regional and national levels and provide branding, marketing and on-site activation benefits such as signage, product sampling, and inclusion in tournament materials. The largest sponsorship is the national tour title sponsorship, which provides top billing across all tour marketing and events.
1) The document summarizes Peter Holmes à Court's visit to a small French bicycle factory where he watched a craftsman build a bicycle over nearly 3 hours.
2) His son was initially watching from a distance but became transfixed, standing alongside the craftsman to observe the process. This experience allowed his son to understand what goes into making a bicycle.
3) Seeing items being made by hand gives the viewer an appreciation for the skills and effort that went into the creation, which can enhance the value we place on an item beyond its economic worth.
This document contains the transcript of a presentation by Peter Holmes à Court on integrating sports into communities in Australia. The presentation provides examples of successful community sports facilities and programs in Australia, including Redfern Oval in Sydney and the South Sydney Rabbitohs rugby league club. It argues that sports can play an important role in communities by encouraging participation, health, and bringing people together. The presentation promotes a vision of community-oriented and inclusive sports facilities and programs in Australia.
This document discusses disrupting the sports industry by creating a new casual mobile sports game called United Games. It aims to serve the large population of casual sports fans who are underserved by fantasy sports. United Games would allow fans to interactively play along with live sporting events on their mobile devices with their friends and favorite teams/athletes. The game would be free to play with optional in-app purchases. It would launch globally across many sports and partner with athletes/celebrities. The document outlines plans to distribute the app virally through a worldwide affiliate network who would earn revenue by introducing, promoting and playing the game.
uSTADIUM is the first social network for football fans, leading the charge in online to offline social sports interaction. Fans no longer have to feel uncomfortable publicly ranting about their favorite team. Being lonely during football season is not an option. uSTADIUM is the solution and arena for football fans, creating instant fan camaraderie, and enhancing the fan experience. uSTADIUM avoids the pitfalls of inane social chatter, pet pictures, and selfies, and is where fans rant, rave, argue, and cheer – online and offline. The estimated 80 million US football fans, finally have an outlet to form unique identities, and meet other fans at the local sports bar, tailgate, or uSTADIUM event. uSTADIUM’s iOS app launched in May of 2014, and has become a fan favorite with over 2,500 downloads, and high profile collaborations with players like Victor Cruz, Jadeveon Clowney, Sheldon Richardson, and Antrel Rolle. uSTADIUM requires additional funds for accelerated development through hiring, above-the-line marketing strategies, and continued technical iteration.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
The document summarizes plans for an Ultimate Fighting Championship event to be held at the Wimbledon Centre Court in London, UK on May 8, 2016. A team of four managers will organize the event, which will feature women's bantamweight and men's featherweight title fights for over 15,000 attendees. The team faced political, financial, social and technological issues in planning the event but worked to solve problems related to permissions, sponsorships, public reaction and procuring equipment.
The document summarizes an online gaming platform called Game Show League (GSL). GSL allows users to play games when they want, socialize within the gaming community, follow esports events, and participate in tournaments. It discusses GSL's large audience and registered user base. GSL combines a gaming platform and broadcasting studio to satisfy gamers' needs and create new opportunities. It also discusses GSL's partnerships, future growth plans, and monetization strategies to become a successful esports business.
The document discusses the rise of player power in professional sports. It shows how players' share of league/code revenue has increased over time, from receiving just kudos in the amateur era to potentially earning 50% or more of league revenue in the future professional era. This is driven by factors like commercialization of player intellectual property rights and increased player mobility and ownership stakes. The document was prepared by the International Sports and Facilities Management (ISFM) group, which provides consulting services to sports organizations on areas like asset management, facilities planning, and business operations.
Outsource Customer Support Services for Gaming IndustrySanjay K
Across all platforms, the gaming community is adding new players. Every time there are more product users, there are also more demands for customer service. Players who contact the support team want to get back in the game. We get them there, drawing on a wealth of technology experience. GlowTouch has a working knowledge of the service-related issues that growing clients face: scalability, consistent quality, and providing “wow” experiences.
Marketing plan for classroom use only. (*Note: This is not a real company and any likenesses or pictures associated in this presentation is for educational purposes only!).
This presentation is intended for classroom use only. (Note: This is a fictional company, any likenesses or pictures are used solely for educational purposes only!)
The document summarizes how Digital Future engages the geek chic audience across multiple platforms. It describes Digital Future's large reach of over 32 million men online and through various publications. It then provides details on the geek chic audience demographics and behaviors, such as being mostly young, influential males who are early adopters of new technologies. Finally, it shares some of Digital Future's properties and examples of past marketing campaigns for clients such as Scion, Hyundai, and video game publishers.
Where Fantasy Sports Meets Sports Betting - Playnbrag.comOisin Walsh
Where Fantasy Sports meets Sports Betting - Where friends can challenge each other on 10 different sports for Fun, Beer or Cash - with minimum hassle and fuss for 1 day, 1 weekend of sport, or longer.
The document discusses powering the eSports revolution with technology innovation. It discusses how platforms like ESL, Twitter, and QueuePop are innovating to manage complexity from peak demand, mobile usage, and data collection. This allows for fast, personalized experiences and new revenue opportunities. Technologies being developed and adopted include tracking player movements, analytics, creative data usage, and visual graphics to make eSports more engaging for fans.
The document outlines a vision and plan to create the International Football Association (IFA) as the home of international cup games. It discusses phases including initial TV rights sales, team syndication, games/broadcasts, and additional TV/merchandise revenue. It covers various aspects needed to execute the plan such as capabilities, work breakdown structure, database architecture, messaging, processes, customization, monetization timeline, and exit timeline. The overall goal is to build IFA valuation to $1 billion and fully exit via IPO within 4-5 years.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
the crawford report, which is just that, a report, includes a number of recommendation about the potential future of sport in australia. most of the focus will be on how many medals Australia will win at the Olympics, but the report also includes important plans to get the nation active, use facilities better and prepare for changing demographics.
HAND FUN! Mar 28
• Syde Launches Fantasy Sports App
• Turner Sports Interactive, Inc Launches NCAA Sports App
• Maryland Live! Casino Launches Social Casino App
• DoubleDown Casino Launches App Upgrade for Android
• Division Aurora Launches Bad Grandma's Plastic Surgery Android App
• Appbrain Top Android Apps
Sports Scores & Fantasy Sports
Music & Audio
Plastic Surgery
Social Casino Games
Adult Entertainment & Dating
• App Business Classifieds
Johnny Stark introduces Interbet International, an online betting platform with a new mobile site. The site allows users to place bets with licensed bookmakers and tote operators through a single account on their mobile phones. It provides live streaming of horse races and sports events along with real-time odds and statistics. The mobile site aims to recreate the experience of visiting a racetrack on one's phone wherever they are.
Interbet co-founder and CEO Johnny Stark tells us about the newly launched www.interbet.mobi sports betting site and how it takes sports betting in South Africa into the future.
This document summarizes the benefits and opportunities for sponsors of the Kick It 3v3 soccer tour, which hosts tournaments in 60 cities across North America. The tour attracts over 80,000 players and 400,000 spectators annually. Sponsorship packages are available at the local, regional and national levels and provide branding, marketing and on-site activation benefits such as signage, product sampling, and inclusion in tournament materials. The largest sponsorship is the national tour title sponsorship, which provides top billing across all tour marketing and events.
1) The document summarizes Peter Holmes à Court's visit to a small French bicycle factory where he watched a craftsman build a bicycle over nearly 3 hours.
2) His son was initially watching from a distance but became transfixed, standing alongside the craftsman to observe the process. This experience allowed his son to understand what goes into making a bicycle.
3) Seeing items being made by hand gives the viewer an appreciation for the skills and effort that went into the creation, which can enhance the value we place on an item beyond its economic worth.
This document contains the transcript of a presentation by Peter Holmes à Court on integrating sports into communities in Australia. The presentation provides examples of successful community sports facilities and programs in Australia, including Redfern Oval in Sydney and the South Sydney Rabbitohs rugby league club. It argues that sports can play an important role in communities by encouraging participation, health, and bringing people together. The presentation promotes a vision of community-oriented and inclusive sports facilities and programs in Australia.
The document summarizes Joseph Tainter's theory from his book "The Collapse of Complex Societies" that societies like the Romans, Maya, and inhabitants of Chaco canyon collapsed due to becoming overly complex. Tainter argues that early on, increasing complexity provides marginal benefits to societies, but it eventually reaches a point of diminishing returns where the costs outweigh the benefits. When unexpected stresses occur, highly complex societies lack flexibility and collapse. The document relates this theory to complex modern societies.
George, Robert, and Peter set off on a trip outside of Mareeba and traveled south of Coen, visiting places like Lockhardt River, Mapoon, and Kulpa Station. They spoke with the government and saw the remaining house in Mapoon. The group, including Dallas, Peter, Robert, George, Lew, Alan, and Tony camped and photographed paradise-like scenery around Cape York in October 2009, thanking the people of Cape York and others for hosting them and showing the beauty of the region.
My talk to CEDA about making change happen, dreaming about a much brighter future, and doing it. About our responsibility to act when the current situation is unacceptable. About being pissed-off and making big changes. About Rabbitohs, Rail and Rivers.
George, Robert, and Peter Holmes à Court took a trip to Cape York in October 2009 where they went camping and hiking around various locations including Mareeba, Lockhart River, Kulpa Station, Coen, Mapoon, and Lockhart River. The document consists of brief captions and photos from their trip along with acknowledgments thanking those who helped make the trip possible including locals who showed them around Cape York.
This document summarizes Peter Holmes à Court's presentation on the need to re-imagine enterprises and institutions. It discusses how he helped re-imagine the South Sydney Rabbitohs football club, Queensland Rail, and possibilities for remote indigenous communities in Cape York. The presentation argues for balancing economic development and environmental protection in Cape York, and giving indigenous communities opportunities to develop viable business ideas.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
5. “Sports don’t have to fear competition from other sports: we have to fear people sitting in a dark room listening to an ipod.” Me, 2006
6. “Sports don’t have to fear competition from other sports: we have to fear people sitting in a dark room listening to an iPod.” Me, 2006 I was wrong.
7. I was wrong.
8. I was wrong. Those benign iPods have morphed into dynamic and networked audio visual devices, enabling incredible interaction with sports.
9. I was wrong. Those benign iPods have morphed into dynamic and networked audio visual devices, enabling incredible interaction with sports. Digital is our friend. Our new bff.
10. and digital gives fans a multitude of new ways to interact with their game of choice
11. and digital gives fans a multitude of new ways to interact with their game of choice all team announce-ments emailed to fans at same time as media
12. and digital gives fans a multitude of new ways to interact with their game of choice all tickets (gate, train, parking) and concession offers on mobile screen all team announce-ments emailed to fans at same time as media
13. and digital gives fans a multitude of new ways to interact with their game of choice interact with big screen at the game, share experience w/ friends all tickets (gate, train, parking) and concession offers on mobile screen all team announce-ments emailed to fans at same time as media
14. and digital gives fans a multitude of new ways to interact with their game of choice interact with big screen at the game, share experience w/ friends video highlights sent to you because you were there to see it live all tickets (gate, train, parking) and concession offers on mobile screen all team announce-ments emailed to fans at same time as media
15. and digital gives fans a multitude of new ways to interact with their game of choice interact with big screen at the game, share experience w/ friends video highlights sent to you because you were there to see it live all tickets (gate, train, parking) and concession offers on mobile screen all team announce-ments emailed to fans at same time as media It works for big sports and it is even more powerful for niche sports, who can’t otherwise get media coverage
16.
17.
18. draft and pre-release FFA National Facility Audit 1,727 football sites inc. 4,755 football pitches >22,000 football teams
20. draft and pre-release FFA National Facility Audit Victorian synthetic site locations (by LGA) Information for all levels
21. draft and pre-release FFA National Facility Audit Western Australian football sites with flood lighting (by association) Information for all levels
27. Redfern Oval 2006 the Rabbitohs, had the worst training facilities in professional sport in Australia, and they were locked out of their spiritual home, Redfern Oval.
32. redfern oval: elite full gymnasium rehab center three dressing rooms hot showers and cold baths full sized dressing rooms 1200 seats sprint track elite playing field competition goal posts 6000 capacity
33. redfern oval: elite & community fountain canteen public toilets interactive playground full gymnasium meeting room rehab center cafe open fields three dressing rooms hot showers and cold baths market spaces full sized dressing rooms community storage 1200 seats sprint track elite playing field 7 water bubblers skate park competition goal posts 6000 capacity basketball hoops walking track
45. and then see this, in their school, in their community capable of doing jobs like this that is the power of sport
46. sport delivers for major sponsors and social causes: Beau Champion indigenous local junior Issac Luke kiwi international Jamie Simpson twice recovered from lymphatic cancer partner with the Ovarian Cancer Research Foundation off-field
bigger changes from always on from dial up than from dial up to no internet. fast access is the difference. we are in a crappy period: expensive, high inequality, poor coverage, yet high visibility of what you could do: a candy shop that is rarely open, expensive, and someone selling stuff on the cheap around the back.
crave is a just a very strong version of caringconcerts up 8%out of home movies up 7%live theatre up too
one game,before electronic transmission allowed simultaneous, multiple retransmission of gamesgame: one experiencegame plus radio, two transmissions, tv three, now pay, multiangle, multi track, plus sharing, plus commenting, plus big screen, plus delayed and time shiftedplus betting, plus fantasyplus stats watchingplus 3d plus my angleplus players tweating, plus owners tweating