約 6,453,355 件
https://w.atwiki.jp/azuma3733/pages/1082.html
#blognavi ~一般サイトニュース~ http //himasoku123.blog61.fc2.com/blog-entry-538.html ■若者のテレビ離れっていうけどおまえら実際どうなの? 見たいものは見る。でも以前はつけっぱなしだったのがほぼ消えてる。 http //www.tandi-communications.net/netnews/090131.php ■個人ニュースサイト界隈で最も「情報元」になっているサイトTop30 メイン巡回してる場所だと11~15位に1つ 1~5位に2つですね。他も巡ってますが。 ~今日のオススメ~ http //www.nicovideo.jp/watch/sm6006907 ■【報われない】アナザー:ワールドイズマイン【完成】 サムネですぐわかったwwwいやー黄金比が素晴らしい!!!ネタ最高です!!!ガチもかっこいいよ! http //www.nicovideo.jp/watch/sm6002660 ■全部指で炉心融解 これはすごすぎる!!!ヒ・ダリピンク赤手伝えwwwww http //www.nicovideo.jp/watch/sm6007337 ■【アイドルマスター】あゐどるますたぁ大正野球娘。PV【手描き】 すげークオリティ!まるでアニメ!これの比較元ってなんだろ!・・・・・・・・・・え? http //www.nicovideo.jp/watch/sm6008834 ■【東方電気笛0】諏訪子が手を振り続ける動画【一周年】 1年かー、早いですね。。しかし成長素晴らしいジャスティスさんですね!!!これからもよろしくです! ~ランキング~ http //www.nicovideo.jp/watch/sm6005908 ■週刊アイドルマスターランキング 09年1月第5週 ついに72回目!くっ!ののワさんがんばりすぎです!!! http //www.nicovideo.jp/watch/sm6009175 ■週刊東方ランキング 1月第5週 またかよwww ~VOC@LOID~ http //www.nicovideo.jp/watch/nm6002121 ■【巡音ルカ×初音ミク】オリジナル『誰よりもHappyDay-twin vocal style-』 ネギトロによるエロゲソングですね!なんというwww http //www.nicovideo.jp/watch/sm6013822 ■【鏡音レン】炉心融解【ロリ誘拐反省会場】 汚点Pwwww反省会まで晒されてwwwでもあまり反省してるっぽくみえないw http //www.nicovideo.jp/watch/sm6009104 ■【MMD】ののわさんとぽっぴっぽー【製作者自重なし】 これはダメだろwwwwwwwwwwwののワさん豪快です>< http //www.nicovideo.jp/watch/sm6005699 ■【巡音ルカ】 たこルカポルカ 【オリジナル曲】 クリプトン誤算タグがwwwたこルカは定着するのかwww カテゴリ [ニュース日記] - trackback- 2009年02月02日 06 46 50 #blognavi
https://w.atwiki.jp/altmcws/pages/31.html
A TOASTMASTER S PROMISE THE NEW MEMBER S PLEDGE THE CLUB S PROMISE TO NEW MEMBERS A TOASTMASTER’S PROMISE The Toastmaster s promise is a global norm of conduct for all toastmasters. It is written in a form submitted to the club by the person applying for membership. It is also printed on the inner cover pages of the manual. The application is now done online, and applicants may not have the opportunity to view the actual form before receiving their manual. For this reason, the TI headquarters requires each club to ensure the promise made by each applicant before joining the club. As a member of Toastmasters International and my club, I promise ... To attend club meetings regularly; To prepare all of my speech and leadership projects to the best of my ability, basing them on projects in the competent communication, Advanced Communication or competent leadership manuals; To prepare for and fulfill meeting assignments; To provide fellow members with helpful, constructive evaluations; To help the club maintain the positive, friendly environment necessary for all members to learn and grow; To serve my club as an officer when called upon to do so; To treat my fellow club members and our guests with respect and courtesy; To bring guests to club meetings so they can see the benefits Toastmasters membership offers; To adhere to the guidelines and rules for all Toastmasters educational and recognition programs; To maintain honest and highly ethical standards during the conduct of all Toastmasters activities. When you are inducted as a new member, the following pledges are made by the new member and the club members respectively. The New Member’s Pledge “I, ____________________, in the presence of my fellow members of the Aoyama Lunch Toastmasters Club, make this firm obligation…to attend meetings regularly and prepare fully for each assignment…to apply myself to the program outlined in the Toastmasters manuals…to participate actively in club activities…to evaluate others in a positive, constructive manner…to build open, friendly relationships with my fellow members…and to bring other new members into the club so that they can also gain the benefits of Toastmasters.” The Club’s Promise to New Members “We, the members of the Aoyama Lunch Toastmasters Club, pledge to support you in your quest for self-development…to provide you with positive, helpful evaluations…to maintain a friendly, supportive atmosphere…to give you opportunities to help others…and to make your toastmasters membership a rewarding and fulfilling experience.”
https://w.atwiki.jp/blackle0pard/pages/5.html
意見、感想はこちらにどうぞ テストです -- (黒豹) 2006-11-15 11 29 18 3meSh8 amklvfmkasldfvmcla -- (Smit) 2007-06-18 03 59 44 Ml0IkK bhsdrjkvbfjksbhfsvkbdhfkv -- (John) 2007-06-18 04 43 48 Test myfunction comment -- (TestName) 2007-07-01 04 53 36 Test myfunction comment -- (TestName) 2007-07-01 06 00 55 Test myfunction comment -- (TestName) 2007-07-01 07 05 06 Test myfunction comment -- (TestName) 2007-07-01 07 05 20 Test myfunction comment -- (TestName) 2007-07-01 08 40 57 Test myfunction comment -- (TestName) 2007-07-01 09 49 31 Test myfunction comment -- (TestName) 2007-07-01 11 01 23 Test myfunction comment -- (TestName) 2007-07-01 12 08 15 a href= http //36.thetravelus.info/backpacking-europe-travel.html backpacking europe travel /a , [url="http //36.thetravelus.info/backpacking-europe-travel.html"]backpacking europe travel[/url], a href= http //37.thetravelus.info/aaa-travel-michigan.html aaa travel michigan /a , [url="http //37.thetravelus.info/aaa-travel-michigan.html"]aaa travel michigan[/url], a 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https://w.atwiki.jp/asigami/pages/83.html
曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE(SHOCK) Mind Parasite TOMOSUKE SuperNOVA 激13 145 330/26 STREAM VOLTAGE AIR FREEZE CHAOS 79 72 9 41 93 踊譜面(9) / 激譜面(13) 譜面 http //eba502.web.fc2.com/fumen/ddr/festival/parasite_4m_fes.html 動画 http //www.youtube.com/watch?v=VEftduJ46_8 (x3.0,NOTE) https //www.youtube.com/watch?v=8RozOpX64eM (x2.5, VIVID) https //www.youtube.com/watch?v=tHlyAgDOTqk (1P x4.0, VIVID, 2P x2.5, NOTE) 解説 DanceManiaX 2ndMIXからの移植。 前半は多少踏み辛いところもあるがそこまで難しくない。 後半はずっと曲に合わせた「タタッタタッタタッタタッタッタッ」のリズムの繰り返し。INSERTiON(激)やCaptivAte ~誓い~(激)などに近いものがあるかも? 足10段階表記時にCS FESTIVALでは足8でこれでもやや強めだったにも関わらず、AC SuperNOVA移植時に足6と言う超詐称経歴があったりする。 ↑足6が付けられたSNの稼働中にオンラインアップデートで難易度が足8に修正されたらしいので、恐らくコンマイクオリティ。 -- 名無しさん (2011-06-12 10 51 47) 名前 コメント コメント(感想など) 慣れてしまえば足13の中では最も簡単な部類に入ると思う -- 名無しさん (2010-10-26 02 00 44) ラス殺しの典型的パターン。だが、面白い配置なので、一応鑑賞/プレーする価値はある。 -- 名無しさん (2011-04-23 23 52 11) ラス殺しというほどか?中盤に16分3連あり。 -- 名無しさん (2011-08-31 20 47 23) ↑他の曲では?後半の繰り返しリズム地帯、1箇所だけFAで最初の「タタッ」が代用されてるので、FC狙い時に注意。 -- 名無しさん (2011-11-08 00 57 33) ↑ 亀レスだが道中に16分3連あるぞ。開幕のリズムが取りづらいので注意。 -- 名無しさん (2012-07-06 23 06 09) 前半〜中盤は優しくラストのリズム難もほとんどが交互踏み可。〜誓い〜とかと比べるとワンランク下なのでLv12くらい。 -- 名無しさん (2012-12-23 23 28 46) 16分だけが課題の曲で、後半が同じリズムの繰り返しと、HS調整した場合は足13で最弱に近い。ただし、矢印がつまる等速基準なら足13で妥当。 -- 名無しさん (2014-09-30 11 00 14) 2つめの動画は載せる必要あるのか -- 名無しさん (2016-08-09 16 24 36) 開幕の青矢印と黄矢印のおかげでPFCが取れない -- 名無しさん (2023-06-09 12 06 43) 名前 コメント
https://w.atwiki.jp/touhoukashi/pages/5792.html
【登録タグ EUROBEAT HOLIC' -THE ARCADE- I SOUND HOLIC STEVIE オリジナル 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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https://w.atwiki.jp/azuma3733/pages/1116.html
#blognavi ~一般サイトニュース~ http //blog.livedoor.jp/dqnplus/archives/1220765.html ■和田アキ子、葬儀・火葬について差別発言→謝罪 確かに私も親指隠せって言われたなぁ。あと葬儀やってる所では金物を見せるなと。 http //blog.livedoor.jp/dqnplus/archives/1220871.html ■【民主】小沢氏「拉致問題は北朝鮮に何を言っても解決しない。カネをいっぱい持っていき、『何人かください』って言うしかないだろ」 これが次の政権を握るんですね、わか( http //workingnews.blog117.fc2.com/blog-entry-1823.html ■小沢氏側団体捜査へ 西松建設献金巡り規正法違反の疑い と思ったらとんでもないのキター!!!! http //cpch.jp/archives/1761 ■目が見えない人でも、夢をみるのか? すごく勉強になります。って私も手動弁(眼前手動)なのか・・・; http //yahooauctionwatch.livedoor.biz/archives/51350130.html ■100万円突破中!!!樋上いたる直筆サインTシャツ ・・・ないわー・・・。 ~今日のオススメ~ http //www.nicovideo.jp/watch/sm6281614 ■セガサターン流星群を歌ってみた(音量バランス調整ver.) ピックアップから。懐かしくて鳥肌自重ですw最後の音がもうね・・・。ぱねぇ・・・。 ~ランキング~ http //www.nicovideo.jp/watch/sm6319063 ■週刊VOCALOIDランキング #74 ヒストリーが激戦すぎるwww222戦争すごいなぁ。そしてヒストリーが最大のフラグです。 ~ニコニコ動画~ http //www.nicovideo.jp/watch/sm6310424 ■【RO】公(略 確殺狩りしてきた いwwwじwwwめwww http //www.nicovideo.jp/watch/sm5503030 ■大成建設の企業CM 30秒にこめられたすごいクオリティ。 ~京アニ関連~ http //www.nicovideo.jp/watch/sm6304906 ■【らき☆すた】疾走みゆきぺでぃあ【幸星楽団】 もう突き抜けてますw詰め込みまくり!覚醒もいいw ~歌って・演奏して・描いてみた~ http //www.nicovideo.jp/watch/sm6323597 ■ダブルラリアットうたってみた【ピコ】 流石ピコ、そのままのキーで歌えるとかw カテゴリ [ニュース日記] - trackback- 2009年03月04日 11 10 38 #blognavi
https://w.atwiki.jp/gohongilab2/pages/103.html
tags Abernathy_W_J Clark_K_B innovation url ScienceDirect Google Scholar auther Abernathy, W.J. Clark, K.B. bibtex @article{AbernathyClark1985innovation, title={Innovation Mapping the winds of creative destruction}, author={Abernathy, W.J. and Clark, K.B.}, journal={Research policy}, volume={14}, number={1}, pages={3--22}, year={1985}, publisher={Elsevier} } format for references * abstract categorizing innovation into 4 types(see Fig. 1 pp. 8) Architectural innovation New technology that departs from extablished systems of production, and in turn opens up new linkages to markets and users, is characteristic of the creation of new industries as well as the reformation of old ones. Innovation of this sort defines the basic configuration of production and process, end establishes the technical and marketing agendas that will guide subsequent development. (pp. 7) -Markets/ Customer Linkage disrupt existing/ create new linkage * -Technology/ Production disrupt/ obsolete existing competence Niche Creation innovation Using new concepts in technology to forge new market linkages is the essence of architectural innovation. Opening new market opportunities through the use of existing technology is central to the kind of innovation we have labeled "Niche Creation", but here the effect on production and technical systems is to conserve and strengthen established designs. (pp. 10) -Markets/ Customer Linkage disrupt existing/ create new linkage * -Technology/ Production conserve/ entrench existing competence Regular innovation Regular innovation involves change that builds on established technical and pruduction competence and that is applied to existing markets and customers. (pp. 12) -Markets/ Customer Linkage conserve/ entrench existing linkage * -Technology/ Production conserve/ entrench existing competence Revolutionary innovation Innovation that disrupts and renders established technical and production competence obsolete, yet is applied to existing markets and customers, is the fourth category in the transilience map and is labbeled "Revolutionary". (pp. 12) -Markets/ Customer Linkage conserve/ entrench existing competence * -Technology/ Production disrupt existing/ create new linkage memo pp. 3 More recently studies by Porter, Rosenbloom, Rosenberg, Nelson and Winder, and others, have begun to illuminate some of the important aspects of the relationship between innovation and competition\footnote{}. @Article{Porter1983technological, title={The Technological Dimension of Competitive Strategy}, author={Porter, M.E.}, journal={Research on Technological Innovation Management and Policy}, volume={1}, number={1}, pages={1--34}, publisher={JAI Press Inc.}, year={1983}, url={\url{http //keio-opac.lib.keio.ac.jp/F/C7T4NHFUVJ3Q8YEQLT882BFRL8B7G9GRV1J1UJ8U3K6EYHYPRU-01314?func=item-global doc_library=KEI01 doc_number=001725255 year= volume= sub_library=}}, memo={貸出不可在架v.1(1983)三田地下5階雑誌10401328295} } @incollection{Rosenbloom1978technological, title={Technological innovation in firms and industries an assessment of the state of the art}, author={Rosenbloom, R.S.}, booktitle={Technological innovation A critical review of current knowledge}, editor={Kelly, P. and Kranzberg, M.}, pages={215--300} year={1978}, publisher={San Francisco Press, Inc} } @book{Rosenberg1982inside, title={Inside the black box technology and economics}, author={Rosenberg, N.}, year={1982}, publisher={Cambridge Univ Press} } KOSMOS - 慶應義塾大学メディアセンター @book{NelsonWinter1982evolutionary, title={An evolutionary theory of economic change}, author={Nelson, R.R. and Winter, S.G.}, year={1982}, publisher={Belknap press of Harvard University Press} } pp. 4 Rosenbloom called for the development of a conceptual framework that would integrate knowledge concerning technology to other policy arenas of the firm (i.e. marketing, finance, operations, etc.). pp. 13 Existing models of industry evolution posit a life cycle of development in which new products (and industries) emerge, are developed, defined, and mature \footnote{below}. Framed in terms of the transilience map, models based on the product life cycle, or the "fluid-to-specific" stage model of Abernathy and Utterback, are dominated by the transition from architectural to regular innovation. "technology life cycle" Abernathy The productivity dilemma Roadblock to... - Google Scholar cited as
https://w.atwiki.jp/warband/pages/688.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/fs-usl/pages/17.html
WEST ROCS SOUTH ANGELS FA LIST WEST ROCS Team Name WEST ROCS Team Owner 七星orz Head Coach xtukasax Head Coach xプラントx Home Court Bay Side Players 9 Since 1st season Home Away Total Games 15 12 27 Win 10 5 15 Lose 5 7 12 Pct. .666 .416 .555 Points 413 308 721 Ave. 27.5 25.6 26.7 Caps Name Pos Lank Games Win Lose Pct POG ☆ 七星orz 15 5 10 .333 3 ◎ xtukasax 7 7 0 1.00 2 ◎ xプラントx 7 4 3 .571 1 ひょうxxx 17 9 8 .529 1 0active0 7 4 3 .571 4 えばっちぃ 12 10 2 .833 4 響一HIBIKI一 10 6 4 .600 0 z紅い彗星z 0 0 0 .000 0 たん25 6 0 6 .000 0 ◇チーム記録◇ 開幕初戦から2連敗するも、3試合目から4連勝(9/14) レギュラーシーズン第4節AWAY戦3連敗(9/28) 開幕よりxtukasax無敗記録更新中(10/9) 前半戦最終節3連勝、勝ち越しで折り返す(10/9) SOUTH ANGELS Team Name SOUTH ANGELS Team Owner d紳士b Head Coach 乱魚 Head Coach PublicSpace Home Court Palace Players 9 Since 1st season Home Away Total Games 12 15 27 Win 7 5 12 Lose 5 10 15 Pct. .583 .333 .444 Points 327 393 720 Ave. 27.2 26.2 26.6 Caps Name Pos Lank Games Win Lose Pct POG ☆ d紳士b 10 3 7 .300 0 ◎ 乱魚 12 6 6 .500 1 ◎ PublicSpace 18 9 9 .500 5 Hyypia 13 6 7 .461 2 ちせ隊長 7 2 5 .285 1 7竜也7 14 8 6 .571 1 帯釈廻天 2 1 1 .500 1 あめちん 2 0 2 .000 0 たなCHu 3 1 2 .333 1 Huji 0 0 0 .000 0 ◇チーム記録◇ プレシーズンマッチ開幕2連勝を飾るも、その後4連敗(9/14) Home戦、未だ勝ち星無しのサポーター泣かせ(9/14) Home戦初勝利もTotal勝ち越しならず(9/25) Home戦3連勝、Total勝率も5割に復帰(9/28) FA LIST Name Pos Lank ---- --- ---
https://w.atwiki.jp/usb_audio/pages/24.html
原文:Audio Data Formats 1.0(PDF) USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 26 Offset Field Size Value Description 0 bLowScale 1 Number The setting for the attribute of the lowlevel Scaling Control. 1 bHighScale 1 Number The setting for the attribute of the highlevel Scaling Control. 2.4 Type III Formats These formats are based upon the IEC1937 standard. The IEC1937 standard describes a method to transfer non-PCM encoded audio bitstreams over an IEC958 digital audio interface, together with the transfer of the accompanying “Channel Status” and “User Data.” The IEC958 standard specifies a widely used method of interconnecting digital audio equipment with twochannel linear PCM audio. The IEC1937 standard describes a way in which the IEC958 interface shall be used to convey non-PCM encoded audio bit streams for consumer applications. The same basic techniques used in IEC1937 are reused here to convey non-PCM encoded audio bit streams over a Type III formatted audio stream. 2.4.1 Type III Format Type Descriptor The Type III Format Type is identical to the Type I PCM Format Type, set up for two-channel 16-bit PCM data. It therefore uses two audio subframes per audio frame. The subframe size is two bytes and the bit resolution is 16 bits. The Type III Format Type descriptor is identical to the Type I Format Type descriptor but with the bNrChannels field set to two, the bSubframeSize field set to two and the bBitResolution field set to 16. All the techniques used to correctly transport Type I PCM formatted streams over USB equally apply to Type III formatted streams. The non-PCM encoded audio bitstreams that are transferred within the basic 16-bit data area of the IEC1937 subframes (time-slots 12 [LSB] to 27 [MSB]) are placed unaltered in the two available 16-bit audio subframes per audio frame of the Type III formatted USB stream. The additional information in the IEC1937 subframes (channel status, user bits etc.) is discarded. Refer to the IEC1937 standard for a detailed description of the exact contents of the subframes. The layout of the Type III Format Type descriptor is given here for clarity. All preassigned fields have been filled in. Table 2-23 Type III Format Type Descriptor Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 8+(ns*3) 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant FORMAT_TYPE descriptor subtype. 3 bFormatType 1 Constant FORMAT_TYPE_III. Constant identifying the Format Type the AudioStreaming interface is using. 4 bNrChannels 1 Number Indicates the number of ‘virtual’ physical channels in the audio data stream. Must be set to two. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 27 Offset Field Size Value Description 5 bSubframeSize 1 Number The number of bytes occupied by one audio subframe. Must be set to 2. 6 bBitResolution 1 Number The number of effectively used bits from the available bits in an audio subframe. 7 bSamFreqType 1 Number Indicates how the sampling frequency can be programmed 0 Continuous sampling frequency1..255 The number of discrete sampling frequencies supported by the isochronous data endpoint of the AudioStreaming interface (ns) 8... See sampling frequency tables, below. Depending on the value in the bSamFreqType field, the layout of the next part of the descriptor is as shown in the following tables. Table 2-24 Continuous Sampling Frequency Offset Field Size Value Description 8 tLowerSamFreq 3 Number Lower bound in Hz of the sampling frequency range for this isochronous data endpoint. 11 tUpperSamFreq 3 Number Upper bound in Hz of the sampling frequency range for this isochronous data endpoint. Table 2-25 Discrete Number of Sampling Frequencies Offset Field Size Value Description 8 tSamFreq [1] 3 Number Sampling frequency 1 in Hz for this isochronous data endpoint. … … … … … 8+(ns-1)*3 tSamFreq [ns] 3 Number Sampling frequency ns in Hz for this isochronous data endpoint. Note In the case of adaptive isochronous data endpoints that support only a discrete number of sampling frequencies, the endpoint must at least tolerate ±1000 PPM inaccuracy on the reported sampling frequencies. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 28 3 Adding New Audio Data Formats Adding new Audio Data Formats to this specification is achieved by proposing a fully documented Audio Data Format to the Audio Device Class Working Group. Upon acceptance, they will register the new Audio Data Format (attribute a unique wFormatTag) and update this document accordingly. This process will also guarantee that new releases of generic USB audio drivers will support the newly registered Audio Data Formats. It is always possible to use vendor-specific definitions if the above procedure is considered unsatisfactory. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 29 Appendix A. Additional Audio Device Class Codes A.1 Audio Data Format Codes A.1.1 Audio Data Format Type I Codes Table A-1 Audio Data Format Type I Codes Name wFormatTag TYPE_I_UNDEFINED 0x0000 PCM 0x0001 PCM8 0x0002 IEEE_FLOAT 0x0003 ALAW 0x0004 MULAW 0x0005 A.1.2 Audio Data Format Type II Codes Table A-2 Audio Data Format Type II Codes Name wFormatTag TYPE_II_UNDEFINED 0x1000 MPEG 0x1001 AC-3 0x1002 A.1.3 Audio Data Format Type III Codes Table A-3 Audio Data Format Type III Codes Name wFormatTag TYPE_III_UNDEFINED 0x2000 IEC1937_AC-3 0x2001 IEC1937_MPEG-1_Layer1 0x2002 IEC1937_MPEG-1_Layer2/3 orIEC1937_MPEG-2_NOEXT 0x2003 IEC1937_MPEG-2_EXT 0x2004 IEC1937_MPEG-2_Layer1_LS 0x2005 USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 30 Name wFormatTag IEC1937_MPEG-2_Layer2/3_LS 0x2006 A.2 Format Type Codes Table A-4 Format Type Codes Format Type Code Value FORMAT_TYPE_UNDEFINED 0x00 FORMAT_TYPE_I 0x01 FORMAT_TYPE_II 0x02 FORMAT_TYPE_II 0x03 A.3 Format-Specific Control Selectors A.3.1 MPEG Control Selectors Table A-5 MPEG Control Selectors Control Selector Value MPEG_CONTROL_UNDEFINED 0x00 MP_DUAL_CHANNEL_CONTROL 0x01 MP_SECOND_STEREO_CONTROL 0x02 MP_MULTILINGUAL_CONTROL 0x03 MP_DYN_RANGE_CONTROL 0x04 MP_SCALING_CONTROL 0x05 MP_HILO_SCALING_CONTROL 0x06 A.3.2 AC-3 Control Selectors Table A-6 AC-3 Control Selectors Control Selector Value AC_CONTROL_UNDEFINED 0x00 AC_MODE_CONTROL 0x01 AC_DYN_RANGE_CONTROL 0x02 AC_SCALING_CONTROL 0x03 1 - 6 - 11 - 16 - 21 - 26 - 31 ここを編集