This short sound effect could work well in a science fiction or puzzle game. It is very similar to another sound and was created using the ODsay audio plugin to be sci-fi inspired.
The document summarizes 4 existing matching games: Candy Crush, Bejeweled Blitz, Unstoppabull, and an unnamed underwater-themed game. It notes common features like using bright colors, backgrounds related to the theme, music/sounds, and challenges like timers or targets to make the games exciting. The analysis concludes the author will include bright colors, music/sounds, and a challenge in their own game to keep the audience engaged.
Andreas experimented with creating pixel art assets for different types of games. For an infinite runner game about an alien escaping Area 51, he designed the alien character with green skin and a purple suit to look unusual. The background was dark and dreary to motivate the alien's escape. For a match-3 cookie swap game, he designed different cookie types like circles with dots and gingerbread men. The background was a gray tray over brownies. For the game sound, he used BeepBox to make an 8-bit style song with a fast-paced main beat to match the chasing theme. Elements he may include are adding tone to colors, backgrounds that fit themes, character movement, and backing music to make the
The student created pixel art assets for different game ideas using Photoshop. For an alien escape game, the student designed an alien character with green skin and a purple suit to look unusual against a dark, dreary background representing Area 51. For a match game inspired by Candy Crush, the student designed cookies like circles with dots and a gingerbread man to lay out randomly on a gray tray. The student reflected that they may include adding tone to colors, fitting backgrounds, character movement details, fast-paced music, and backing sounds in their final game based on these experiments.
Hayden Parkes created a digital illustration for a games design course over several days in December 2013. He started by editing source images in Photoshop and Illustrator. On early dates, Hayden focused on completing the mansion, foliage, and sky areas, using the pen tool to add color layers. Later dates were spent adding clothing to a character model to avoid plagiarism, and finishing details like the character's crossbow, face, and hood.
This document is a curriculum vitae for Hayden Parkes, who is studying for a BTEC Level 3 Extended Diploma in Creative Media Production - Games Design at Salford City College Eccles Sixth Form Centre. It includes his personal details, education history, qualifications, work experience at Merlyn Electronics for one week in 2012-2013, skills and interests which include fishing, water sports and gaming. His referee is listed as Harry Arnold, his New Media Tutor at Eccles Sixth Form Centre.
This skills audit document lists various soft skills relevant to the computer games industry such as problem solving, communication, creativity, teamwork, self-presentation, confidence, and public speaking. It asks the reader to identify which skills they possess or need to develop and how they will improve weaker skills.
This document outlines the key stakeholders in the video game industry, including console manufacturers, first party publishers, third party publishers, developers, outsourcing companies, press and media, distribution and retail outlets, mobile platforms, and social networking services.
1) In 1953, the first interactive TV show called Winky Dink and You allowed kids to interact through a transparent sheet, but they ended up drawing directly on TV screens so the show was discontinued.
2) In the 1960s, some of the earliest computer games were developed by university students in their spare time on mainframe computers with limited accessibility.
3) In 1961, students at MIT programmed the first multiplayer video game called Spacewar, pitting two players against each other in space ships.
The document summarizes 4 existing matching games: Candy Crush, Bejeweled Blitz, Unstoppabull, and an unnamed underwater-themed game. It notes common features like using bright colors, backgrounds related to the theme, music/sounds, and challenges like timers or targets to make the games exciting. The analysis concludes the author will include bright colors, music/sounds, and a challenge in their own game to keep the audience engaged.
Andreas experimented with creating pixel art assets for different types of games. For an infinite runner game about an alien escaping Area 51, he designed the alien character with green skin and a purple suit to look unusual. The background was dark and dreary to motivate the alien's escape. For a match-3 cookie swap game, he designed different cookie types like circles with dots and gingerbread men. The background was a gray tray over brownies. For the game sound, he used BeepBox to make an 8-bit style song with a fast-paced main beat to match the chasing theme. Elements he may include are adding tone to colors, backgrounds that fit themes, character movement, and backing music to make the
The student created pixel art assets for different game ideas using Photoshop. For an alien escape game, the student designed an alien character with green skin and a purple suit to look unusual against a dark, dreary background representing Area 51. For a match game inspired by Candy Crush, the student designed cookies like circles with dots and a gingerbread man to lay out randomly on a gray tray. The student reflected that they may include adding tone to colors, fitting backgrounds, character movement details, fast-paced music, and backing sounds in their final game based on these experiments.
Hayden Parkes created a digital illustration for a games design course over several days in December 2013. He started by editing source images in Photoshop and Illustrator. On early dates, Hayden focused on completing the mansion, foliage, and sky areas, using the pen tool to add color layers. Later dates were spent adding clothing to a character model to avoid plagiarism, and finishing details like the character's crossbow, face, and hood.
This document is a curriculum vitae for Hayden Parkes, who is studying for a BTEC Level 3 Extended Diploma in Creative Media Production - Games Design at Salford City College Eccles Sixth Form Centre. It includes his personal details, education history, qualifications, work experience at Merlyn Electronics for one week in 2012-2013, skills and interests which include fishing, water sports and gaming. His referee is listed as Harry Arnold, his New Media Tutor at Eccles Sixth Form Centre.
This skills audit document lists various soft skills relevant to the computer games industry such as problem solving, communication, creativity, teamwork, self-presentation, confidence, and public speaking. It asks the reader to identify which skills they possess or need to develop and how they will improve weaker skills.
This document outlines the key stakeholders in the video game industry, including console manufacturers, first party publishers, third party publishers, developers, outsourcing companies, press and media, distribution and retail outlets, mobile platforms, and social networking services.
1) In 1953, the first interactive TV show called Winky Dink and You allowed kids to interact through a transparent sheet, but they ended up drawing directly on TV screens so the show was discontinued.
2) In the 1960s, some of the earliest computer games were developed by university students in their spare time on mainframe computers with limited accessibility.
3) In 1961, students at MIT programmed the first multiplayer video game called Spacewar, pitting two players against each other in space ships.
John Molloy: Story of a Thief is a stealth action-adventure game where the player controls John Molloy, whose father was killed by a master thief while guarding the Crown Jewels. Seeking revenge, John travels to London, Paris, Tokyo, and New York to steal items also targeted by the master thief and lure him into a final confrontation. Along the way, John is guided only by his deceased father's former trainer and encounters a female thief with whom he develops a romantic relationship. The climax comes when John breaks into the master thief's hideout, steals the Crown Jewels, and faces his father's killer.
This document lists two games that inspired an idea: Assassins Creed 3 and Assassins Creed 4: Black Flag. The author's name is Hayden Parkes and the document is labeled "THIEF".
John Molloy will have short brown hair, freckles, and blue eyes. He is a skilled free-runner who becomes adept at stealth. His iconic weapons are a small crossbow and suppressed M1911 pistol, while his equipment includes throwing knives and other stealthy gear.
The document summarizes the history of interactive video games from the 1950s to the 2000s. It discusses early interactive TV shows in the 1950s, the development of computer games in the 1960s including Spacewar, the release of the first commercial console (Magnavox Odyssey) in 1972, the rise of handheld gaming devices in the 1970s and 80s including the Game Boy, and the progression of home console generations from the 2D systems of the 1970s-80s to the 3D, CD-ROM based systems of the 1990s and 2000s.
The document describes the process of replacing sound files in a game. It involves expanding the game's sound file, selecting the sound to replace, clicking "load sound from file" to browse for a replacement file, and loading the new sound file. This replaces the original file name with the new sound file name. The process is demonstrated multiple times with replacing different sound effects, such as a lost sound and a breaking sound.
This document summarizes a student's progress over several weeks creating a 3D model of a robotic sidekick for a class project. In the first week, the student modeled the head and torso using primitive shapes. The second week, the student added arms using the multi-shift tool and hands from a reference image. Later, the student added details like indentations and mirrored the model to complete the other side. Over the final days, the student applied surfaces and textures to achieve a metallic, robotic appearance before taking screenshots of the completed 3D model.
The document compares the specifications of the PS4, Xbox One, and Wii U consoles. The PS4 has a single-chip custom processor with 8 cores and a high-performance GPU. It has 8GB of fast GDDR5 RAM. The Xbox One uses an 8-core AMD processor and has 8GB of DDR3 RAM plus 32MB of fast eSRAM. The Wii U has an IBM multi-core processor and AMD GPU with only 2GB of RAM split between games and system functions. Based on the specs, the conclusion is that the PS4 is the most powerful current generation console, with the Xbox One being more capable than the Wii U.
Unit 73 ig3 assignment programming sound assets to a game 2013_y1HaydenParkes270497
This document provides an assignment brief for a student to complete tasks involving sound design and programming for a computer game. The student must select sound effects and music they have produced, document the process of programming these sounds into their game, and create a video demonstrating the gameplay and soundtrack. The tasks are mapped to learning outcomes that involve describing sound design, creating sound assets, and applying sounds to a game following industry practices. Sources of information and the assessor are also provided.
Hayden Parkes produced a glossary of key terms related to sound design and production for computer games. He provided definitions from online research for terms like foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware like sound cards and MIDI keyboards, and concepts like sampling rates and bit depths. For each term, he described how the concept relates to his own work producing game audio, such as using uncompressed formats, stereo recording, and software plugins and sequencers.
This document provides an analysis of the soundtrack from the video game The Last of Us. It describes a cutscene where Joel comes home to find his daughter, only to have to shoot an intruder. They then flee the city but encounter soldiers who are ordered to kill them, resulting in Joel's daughter being fatally shot. Three production techniques are identified as being used to create specific soundtrack elements: sad music along with dialogue to set a sad and chilling mood; screaming and growling noises to represent the infected; and footsteps to advance the narrative of characters moving through scenes.
This document provides analysis of the soundtrack from the ending cutscene of the video game Assassin's Creed IV: Black Flag. The cutscene takes place in a Caribbean cove called Great Inagua, where the main character Edward Kenway awaits the arrival of his daughter. Sad music plays along with lyrics being sung, reflecting Edward's mood of sadness over the death of his wife but also happiness at having survived his adventures. Production techniques like pirates laughing and singing, waves crashing, and seagulls squawking were likely used to establish the setting and mood of the ending scene.
This document discusses the soundtrack of the video game Far Cry 3. It analyzes a cut scene where the main character Jason Brody is held captive by Vaas Montenegro. The tropical island setting is established through ambient sounds of wildlife, pirates talking in the distance, and gunfire between pirates and natives. The cut scene aims to build a mood of fear and adrenaline as Jason goes through a near-death experience while trapped underwater. Specific production techniques like gunfire sounds, ambient jungle noises, and underwater effects are used to further the narrative and the first-person shooter, action-adventure genre.
This short sound effect could work well in a science fiction or puzzle game. It is very similar to another sound and was created using the ODsay audio plugin to be sci-fi inspired.
This short document describes a sound that was created using a plugin called TAL noisemaker. The sound could be used in a puzzle or science fiction game because it has a space-like quality similar to a spaceship or could work well to indicate when a player fails a puzzle.
The document describes how a cricket sound was generated using the Synsect plugin, which allowed the creator to make a sound that resembled a cricket. This cricket sound could be used in many different genres of media.
The instrument used to make the sound was the Altair 4. The sound could be used in a science fiction game. The document provides brief details about a sound generating instrument and potential use for a sci-fi game.
Two soldiers are trapped in a sinking aircraft carrier during a scene from the first-person shooter game Battlefield 4. As water floods in and the two soldiers argue, the background music and sounds of water, footsteps, and drowning aim to convey a mood of sadness, helplessness and guilt for their doomed situation. Production techniques like foley effects and ambient tracks were likely used to create the immersive audio environment and reinforce the feelings of tension and despair.
The document provides analysis of the soundtrack for the video game Assassin's Creed 2. It describes the setting of Renaissance-era Florence, Italy in 1476. Background music includes the sounds of lutes played by Italian minstrels to set the tense and worrying mood, with crowd booing and characters using negative dialect. Sound effects that enhance the action-adventure genre include swords clashing and gunfire as the player takes on the role of Ezio Auditore Da Firenze, who is inducted into a family of assassins after his father and brothers are sentenced to death.
This assignment brief asks students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for various game genres, and submit them to a central sample library. Additionally, students must complete a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. The glossary must connect definitions to the student's own audio production work. Students will be graded based on their ability to explain sound design concepts, create quality sound assets following industry standards, and apply sound to a game with imagination and independence.
The assignment brief asks the student to complete two tasks:
1) Produce a glossary of terms related to sound design and production, including definitions from research connected to their own production work.
2) Create original sound samples and short musical compositions for different game genres to add to a sample library, combining computer-generated and recorded audio with effects plugins.
The assignment aims to support learning outcomes about sound design methods and principles and creating game sound assets following industry practices. The student must submit their glossary and samples to blogs for assessment against criteria related to communication skills and sound design.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
John Molloy: Story of a Thief is a stealth action-adventure game where the player controls John Molloy, whose father was killed by a master thief while guarding the Crown Jewels. Seeking revenge, John travels to London, Paris, Tokyo, and New York to steal items also targeted by the master thief and lure him into a final confrontation. Along the way, John is guided only by his deceased father's former trainer and encounters a female thief with whom he develops a romantic relationship. The climax comes when John breaks into the master thief's hideout, steals the Crown Jewels, and faces his father's killer.
This document lists two games that inspired an idea: Assassins Creed 3 and Assassins Creed 4: Black Flag. The author's name is Hayden Parkes and the document is labeled "THIEF".
John Molloy will have short brown hair, freckles, and blue eyes. He is a skilled free-runner who becomes adept at stealth. His iconic weapons are a small crossbow and suppressed M1911 pistol, while his equipment includes throwing knives and other stealthy gear.
The document summarizes the history of interactive video games from the 1950s to the 2000s. It discusses early interactive TV shows in the 1950s, the development of computer games in the 1960s including Spacewar, the release of the first commercial console (Magnavox Odyssey) in 1972, the rise of handheld gaming devices in the 1970s and 80s including the Game Boy, and the progression of home console generations from the 2D systems of the 1970s-80s to the 3D, CD-ROM based systems of the 1990s and 2000s.
The document describes the process of replacing sound files in a game. It involves expanding the game's sound file, selecting the sound to replace, clicking "load sound from file" to browse for a replacement file, and loading the new sound file. This replaces the original file name with the new sound file name. The process is demonstrated multiple times with replacing different sound effects, such as a lost sound and a breaking sound.
This document summarizes a student's progress over several weeks creating a 3D model of a robotic sidekick for a class project. In the first week, the student modeled the head and torso using primitive shapes. The second week, the student added arms using the multi-shift tool and hands from a reference image. Later, the student added details like indentations and mirrored the model to complete the other side. Over the final days, the student applied surfaces and textures to achieve a metallic, robotic appearance before taking screenshots of the completed 3D model.
The document compares the specifications of the PS4, Xbox One, and Wii U consoles. The PS4 has a single-chip custom processor with 8 cores and a high-performance GPU. It has 8GB of fast GDDR5 RAM. The Xbox One uses an 8-core AMD processor and has 8GB of DDR3 RAM plus 32MB of fast eSRAM. The Wii U has an IBM multi-core processor and AMD GPU with only 2GB of RAM split between games and system functions. Based on the specs, the conclusion is that the PS4 is the most powerful current generation console, with the Xbox One being more capable than the Wii U.
Unit 73 ig3 assignment programming sound assets to a game 2013_y1HaydenParkes270497
This document provides an assignment brief for a student to complete tasks involving sound design and programming for a computer game. The student must select sound effects and music they have produced, document the process of programming these sounds into their game, and create a video demonstrating the gameplay and soundtrack. The tasks are mapped to learning outcomes that involve describing sound design, creating sound assets, and applying sounds to a game following industry practices. Sources of information and the assessor are also provided.
Hayden Parkes produced a glossary of key terms related to sound design and production for computer games. He provided definitions from online research for terms like foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware like sound cards and MIDI keyboards, and concepts like sampling rates and bit depths. For each term, he described how the concept relates to his own work producing game audio, such as using uncompressed formats, stereo recording, and software plugins and sequencers.
This document provides an analysis of the soundtrack from the video game The Last of Us. It describes a cutscene where Joel comes home to find his daughter, only to have to shoot an intruder. They then flee the city but encounter soldiers who are ordered to kill them, resulting in Joel's daughter being fatally shot. Three production techniques are identified as being used to create specific soundtrack elements: sad music along with dialogue to set a sad and chilling mood; screaming and growling noises to represent the infected; and footsteps to advance the narrative of characters moving through scenes.
This document provides analysis of the soundtrack from the ending cutscene of the video game Assassin's Creed IV: Black Flag. The cutscene takes place in a Caribbean cove called Great Inagua, where the main character Edward Kenway awaits the arrival of his daughter. Sad music plays along with lyrics being sung, reflecting Edward's mood of sadness over the death of his wife but also happiness at having survived his adventures. Production techniques like pirates laughing and singing, waves crashing, and seagulls squawking were likely used to establish the setting and mood of the ending scene.
This document discusses the soundtrack of the video game Far Cry 3. It analyzes a cut scene where the main character Jason Brody is held captive by Vaas Montenegro. The tropical island setting is established through ambient sounds of wildlife, pirates talking in the distance, and gunfire between pirates and natives. The cut scene aims to build a mood of fear and adrenaline as Jason goes through a near-death experience while trapped underwater. Specific production techniques like gunfire sounds, ambient jungle noises, and underwater effects are used to further the narrative and the first-person shooter, action-adventure genre.
This short sound effect could work well in a science fiction or puzzle game. It is very similar to another sound and was created using the ODsay audio plugin to be sci-fi inspired.
This short document describes a sound that was created using a plugin called TAL noisemaker. The sound could be used in a puzzle or science fiction game because it has a space-like quality similar to a spaceship or could work well to indicate when a player fails a puzzle.
The document describes how a cricket sound was generated using the Synsect plugin, which allowed the creator to make a sound that resembled a cricket. This cricket sound could be used in many different genres of media.
The instrument used to make the sound was the Altair 4. The sound could be used in a science fiction game. The document provides brief details about a sound generating instrument and potential use for a sci-fi game.
Two soldiers are trapped in a sinking aircraft carrier during a scene from the first-person shooter game Battlefield 4. As water floods in and the two soldiers argue, the background music and sounds of water, footsteps, and drowning aim to convey a mood of sadness, helplessness and guilt for their doomed situation. Production techniques like foley effects and ambient tracks were likely used to create the immersive audio environment and reinforce the feelings of tension and despair.
The document provides analysis of the soundtrack for the video game Assassin's Creed 2. It describes the setting of Renaissance-era Florence, Italy in 1476. Background music includes the sounds of lutes played by Italian minstrels to set the tense and worrying mood, with crowd booing and characters using negative dialect. Sound effects that enhance the action-adventure genre include swords clashing and gunfire as the player takes on the role of Ezio Auditore Da Firenze, who is inducted into a family of assassins after his father and brothers are sentenced to death.
This assignment brief asks students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for various game genres, and submit them to a central sample library. Additionally, students must complete a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. The glossary must connect definitions to the student's own audio production work. Students will be graded based on their ability to explain sound design concepts, create quality sound assets following industry standards, and apply sound to a game with imagination and independence.
The assignment brief asks the student to complete two tasks:
1) Produce a glossary of terms related to sound design and production, including definitions from research connected to their own production work.
2) Create original sound samples and short musical compositions for different game genres to add to a sample library, combining computer-generated and recorded audio with effects plugins.
The assignment aims to support learning outcomes about sound design methods and principles and creating game sound assets following industry practices. The student must submit their glossary and samples to blogs for assessment against criteria related to communication skills and sound design.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...