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".
Players choose a leader to fight for world domination in a melee action brawler combined with real-time strategy elements. The game allows players to select a leader and battle against others in intense close combat fights while also managing resources and troops on a global scale. Players must strategically coordinate their combat abilities and military forces to defeat opponents and achieve victory.
This document provides an overview of a marketing agency called ALL WAYS THINKING. It describes their full-service capabilities including strategy, promotion, branding, research, and various marketing and advertising services. It outlines their approach which includes research, targeting, positioning, planning, creating, launching, and measuring marketing campaigns. It also includes brief case studies summarizing marketing projects for a hospital and economic development organization.
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.
Trevor sees a flash of green light and hears a strange noise coming from the desert. When he goes outside, Ron arrives on an ATV and warns Trevor that "they" are here, referring to reptilian aliens. A large flash and sonic boom from the desert knocks Trevor and Ron off their feet. Trevor wakes up being dragged by reptilian aliens in a field. He kills the aliens but then must fight off police who arrive at the crash site. Trevor, now only in his underwear, returns to his trailer to look for Ron.
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.
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.
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.
Players choose a leader to fight for world domination in a melee action brawler combined with real-time strategy elements. The game allows players to select a leader and battle against others in intense close combat fights while also managing resources and troops on a global scale. Players must strategically coordinate their combat abilities and military forces to defeat opponents and achieve victory.
This document provides an overview of a marketing agency called ALL WAYS THINKING. It describes their full-service capabilities including strategy, promotion, branding, research, and various marketing and advertising services. It outlines their approach which includes research, targeting, positioning, planning, creating, launching, and measuring marketing campaigns. It also includes brief case studies summarizing marketing projects for a hospital and economic development organization.
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.
Trevor sees a flash of green light and hears a strange noise coming from the desert. When he goes outside, Ron arrives on an ATV and warns Trevor that "they" are here, referring to reptilian aliens. A large flash and sonic boom from the desert knocks Trevor and Ron off their feet. Trevor wakes up being dragged by reptilian aliens in a field. He kills the aliens but then must fight off police who arrive at the crash site. Trevor, now only in his underwear, returns to his trailer to look for Ron.
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.
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.
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.
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.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y1HaydenParkes270497
This document provides an assignment brief for a Level 3 Extended Diploma in Creative Media Production – Games Design unit on sound for computer games. The purpose is to introduce students to audio production and post-production technologies to produce sound assets for a planned Grand Theft Auto 5 mission expansion pack. Students will record field recordings, record voice dialogue in a studio, analyze existing game cut sequences, create a script, manipulate audio using effects plugins, and produce a 2-minute cut sequence soundtrack. The assignment tasks will be assessed based on specified unit grading criteria.
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.
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.
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 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.
Traditional Healers in South Africa looks at the role played by traditional healers in Southern Africa, the legal framework of traditional healers & the whole phenomenon of traditional healers & sangomas in Southern Aafrica
Decision Making and Relevant Information[Pembuatan Keputusan dan Informasi y...Ike Cahyo
Ringkasan dokumen tersebut adalah:
(1) Dokumen tersebut membahas proses pengambilan keputusan manajerial dengan mempertimbangkan faktor kuantitatif dan kualitatif serta biaya yang relevan; (2) Salah satu contoh yang dibahas adalah keputusan perusahaan Allied West untuk menutup akun pelanggan tertentu atau membuka cabang baru; (3) Analisis biaya yang relevan penting untuk mengambil keputusan yang t
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.
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.
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.
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.
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.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y1HaydenParkes270497
This document provides an assignment brief for a Level 3 Extended Diploma in Creative Media Production – Games Design unit on sound for computer games. The purpose is to introduce students to audio production and post-production technologies to produce sound assets for a planned Grand Theft Auto 5 mission expansion pack. Students will record field recordings, record voice dialogue in a studio, analyze existing game cut sequences, create a script, manipulate audio using effects plugins, and produce a 2-minute cut sequence soundtrack. The assignment tasks will be assessed based on specified unit grading criteria.
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.
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.
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 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.
Traditional Healers in South Africa looks at the role played by traditional healers in Southern Africa, the legal framework of traditional healers & the whole phenomenon of traditional healers & sangomas in Southern Aafrica
Decision Making and Relevant Information[Pembuatan Keputusan dan Informasi y...Ike Cahyo
Ringkasan dokumen tersebut adalah:
(1) Dokumen tersebut membahas proses pengambilan keputusan manajerial dengan mempertimbangkan faktor kuantitatif dan kualitatif serta biaya yang relevan; (2) Salah satu contoh yang dibahas adalah keputusan perusahaan Allied West untuk menutup akun pelanggan tertentu atau membuka cabang baru; (3) Analisis biaya yang relevan penting untuk mengambil keputusan yang t
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.
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.
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.
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.
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.
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.
The document discusses adding an affect that changed the plot points of something from two to more than two, and then adjusting those additional plot points to improve the sound.
This short document discusses manipulating sounds and using the same VST plugin on multiple sounds. The author used the same technique as a previous sound but with fewer plot points and then took a sound they had previously manipulated and used the same VST to manipulate it further as they liked the effect.
The document discusses using the same audio effect again because they liked how it manipulated the sound. Fewer plot points were used this time for an unspecified project or work. The brief document focuses on reuse of an audio effect and reduction in plot points.
The document discusses mixing up sliders, knobs, and plot points while using a VST plugin called Shifter. It mentions going for this VST called Shifter and then mixing up knobs. It also mentions first mixing up sliders and plot points.
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
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
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.
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.
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 ...
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.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.