約 5,623,993 件
https://w.atwiki.jp/japan-football/pages/442.html
Hisato Sato Birth Date 1982-03-12 (age 39) Birth Place Saitama Height 170 cm Weight 68 kg Position Forward Club 2000-2001 JEF United Ichihara 2002 Cerezo Osaka 2003-2004 Vegalta Sendai 2005-2016 Sanfrecce Hiroshima 2017-2018 Nagoya Grampus 2019-2020 JEF United Chiba National Team 2006-2010 Japan Club Statistics Season Club League Game Goal 2000 JEF United Ichihara J1 League 8 0 2001 JEF United Ichihara J1 League 14 2 2002 Cerezo Osaka J2 League 13 2 2003 Vegalta Sendai J1 League 30 9 2004 Vegalta Sendai J2 League 44 20 2005 Sanfrecce Hiroshima J1 League 32 18 2006 Sanfrecce Hiroshima J1 League 33 18 2007 Sanfrecce Hiroshima J1 League 34 12 2008 Sanfrecce Hiroshima J2 League 40 28 2009 Sanfrecce Hiroshima J1 League 34 15 2010 Sanfrecce Hiroshima J1 League 27 10 2011 Sanfrecce Hiroshima J1 League 33 11 2012 Sanfrecce Hiroshima J1 League 34 22 2013 Sanfrecce Hiroshima J1 League 34 17 2014 Sanfrecce Hiroshima J1 League 29 11 2015 Sanfrecce Hiroshima J1 League 34 12 2016 Sanfrecce Hiroshima J1 League 19 4 2017 Nagoya Grampus J2 League 28 5 2018 Nagoya Grampus J1 League 9 0 2019 JEF United Chiba J2 League 21 2 2020 JEF United Chiba J2 League 10 2 National Team Statistics Season Team Game Goal 2006 Japan 12 3 2007 Japan 7 0 2008 Japan 6 0 2009 Japan 3 1 2010 Japan 3 0 Total 31 4
https://w.atwiki.jp/jleague-football/pages/2939.html
Yuki Horigome Birth Date 1992-12-13 (age 31) Birth Place Yamanashi Height 168 cm Weight 63 kg Position Midfielder Club Sagan Tosu Number 21 Club Statistics Season Club No. League Game Goal 2010 Ventforet Kofu 32 J2 0 0 2011 Ventforet Kofu 24 J1 3 0 2012 Ventforet Kofu 24 J2 21 1 2013 Ventforet Kofu 24 J1 0 0 2013 Roasso Kumamoto 28 J2 25 4 2014 Ehime FC 14 J2 42 8 2015 Ventforet Kofu 14 J1 12 0 2016 Kyoto Sanga FC 11 J2 37 7 2017 Ventforet Kofu 11 J1 21 2 2018 Ventforet Kofu 7 J2 27 5 2019 JEF United Chiba 8 J2 27 1 2020 JEF United Chiba 8 J2 23 2 2021 Montedio Yamagata 11 J2 8 0 2022 Sagan Tosu 44 J1 26 3 2023 Sagan Tosu 44 J1 28 3 2024 Sagan Tosu 21 J1 Total J1 90 8 J2 210 28 J3 0 0
https://w.atwiki.jp/jleague-football/pages/2277.html
Akira Takeuchi Birth Date 1983-06-18 (age 38) Birth Place Kanagawa Height 180 cm Weight 70 kg Position Defender Club Statistics Season Club No. League Game Goal 2006 Nagoya Grampus Eight 30 J1 0 0 2007 Nagoya Grampus Eight 30 J1 13 0 2008 Nagoya Grampus 30 J1 31 0 2009 Nagoya Grampus 2 J1 13 0 2010 Nagoya Grampus 2 J1 6 0 2011 JEF United Chiba 3 J2 36 7 2012 JEF United Chiba 3 J2 42 2 2013 JEF United Chiba 3 J2 36 2 2014 JEF United Chiba 3 J2 8 0 2015 Nagoya Grampus 2 J1 33 0 2016 Nagoya Grampus 2 J1 30 2 2017 Oita Trinita 4 J2 39 1 2018 Oita Trinita 4 J2 4 0 2018 Kamatamare Sanuki 30 J2 14 0 2019 Kamatamare Sanuki 30 J3 28 2 2020 Kamatamare Sanuki 30 J3 34 1 2021 Kamatamare Sanuki 30 J3 18 1 Total J1 126 2 J2 179 12 J3 80 4
https://w.atwiki.jp/jleague-football/pages/2038.html
Masahiro Ikeda Birth Date 1981-10-09 (age 40) Birth Place Mie Height 175 cm Weight 70 kg Position Midfielder Club Statistics Season Club No. League Game Goal 2005 Shonan Bellmare 33 J2 6 0 2006 Shonan Bellmare 18 J2 3 0 Total J1 0 0 J2 9 0
https://w.atwiki.jp/adsl243/pages/16.html
Enterprise Manager(以下EM)の再構成方法 oracle10gインストール後、ホスト名,IP等が変わった際はそのままだと繋がらなくなります。 下記コマンドにて一度EMを再構成してください。 ※時間が大分掛かります。 emca -config dbcontrol db -repos recreate EM起動 emctl start dbconsole EM停止 emctl stop dbconsole EMの起動状態確認 emctl status dbconsole Webブラウザを立ち上げて下記URLにアクセス http // ホスト名 1158 (10.2の場合) http // ホスト名 5500 (10.1の場合) ※oracleのバージョンによりポート番号が変わるので注意 無事ログインできれば、ユーザー名とパスワードを指定する画面が出てくるので、 それぞれ入力しログインする。 データベースのデータ参照方法 ①ログイン後、画面上部の管理をクリックします。 ②画面中にある「スキーマ」⇒「データベースオブジェクト」の「表」を選択します。 ③スキーマSYSTEMの右にある懐中電灯マークをクリック。 ④一覧から参照したいユーザーの表を選択します。 ⑤「選択」をクリックすると前の画面に戻り スキーマの箇所がSYSTEMから選択したユーザーに変わります。 ⑥そのままオブジェクト名には何も入れずに実行。 ⑦下に表示したい表名が表示されるので、クリックし画面が切り替わったら アクションの箇所を「類似作成」から「データ表示」に変更し「実行」を選択。 ユーザーの作成 ①ログイン後、画面上部の「管理」をクリックします。 ②画面中にある「ユーザーおよび権限」⇒「ユーザー」を選択します。 ③表の右側にある「作成」をクリック ④ユーザー名とパスワードを指定し引き続き画面上のロールをクリック。 ⑤デフォルトだとconnectの権限のみが与えられているので左画面からRESOURCEを 選択し移動をクリック。 ※EMでユーザー作成する場合はデフォルトでconnectの権限が付与されています。 ⑥RESOURCE権限が追加されたことを画面右で確認し画面右のOKをクリック。 CONNECT:データベースへの接続権限 RESOUCE:表などのオブジェクトをどの領域にも作成できる。 ※ADMINOPTION:作成したユーザー自身もロールを他のユーザーに与えることが出来る。 現在の接続の情報を検索 ①ログイン後、画面上部の「パフォーマンス」をクリックします。 ②画面下の「その他の監視リンク」から「セッションの検索」をクリックします。 ③画面がセッションの検索に切り替わったら、 「検索基準を指定」をクリック(デフォルトで指定されています) そのままフィルタの右にある「実行」をクリックします。 ④現在のすべての接続情報が表示されます データベースの停止 ①ログイン後、画面上部の「ホーム」すぐ下の一般から 「停止」をクリックします。 ②ホスト資格証明にoracleをインストールしたユーザーとそのパスワード データベース資格証明にsysとパスワード、接続モードsysdbaを指定して 右下のOKをクリックします。 ③「起動/停止 確認」画面が表示されますのでそのまま右下の「はい」をクリックし データベースを停止してください。
https://w.atwiki.jp/world-footballers/pages/77.html
監督 サムソン・シアシア Samson SIASIA No. ポジション/選手名/フルネーム 生年月日/身長/体重/所属チーム 1 GK アンブルーズ・ヴァンゼキン Ambruse VANZEKIN 1986.07.14 / 176cm / 74kg / アクワ・ユナイテッド 2 DF チブゾー・オコンクウォ Chibuzor OKONKWO / チブゾー・A・オコンクウォ Chibuzor A OKONKWO 1988.12.16 / 177cm / 69kg / バイェルサ・ユナイテッド 3 DF タイェ・タイウォ Taye TAIWO / タイェ・イスマイラ・タイウォ Taye Ismaila TAÏWO 1985.04.16 / 188cm / 84kg / オランピック・ドゥ・マルセイユ(FRA) 4 DF オニェカチ・アパン Onyekachi APAM 1986.12.30 / 180cm / 75kg / ニース(FRA) 5 DF デレ・アデレイェ Dele ADELEYE / アヨデレ・アデレイェ Ayodele ADELEYE 1988.12.25 / 189cm / 72kg / スパルタ・ロッテルダム(NED) 6 MF マンデー・ジェイムズ Monday JAMES 1986.10.19 / 180cm / 70kg / 無所属 7 FW チネドゥ・オグブケ Chinedu OGBUKE / チネドゥ・オバシ・オグブケ Chinedu OBASI OGBUKE 1986.06.01 / 181cm / 78kg / 1899ホッフェンハイム(GER) 8 MF サニ・カイタ Sani KAITA / サニ・ハルナ・カイタ Sani Haruna KAITA 1986.05.02 / 180cm / 76kg / スパルタ・ロッテルダム(NED) 9 FW ヴィクター・オビンナ Victor OBINNA / ヴィクター・ンソフォー・オビンナ Victor NSOFOR OBINNA 1987.03.25 / 178cm / 71kg / キエーヴォ・ヴェローナ(ITA) 10 MF プロミス・アイザック Promise ISAAC 1987.12.02 / 181cm / 75kg / トラブゾンシュポル(TUR) 11 FW ソロモン・オコロンクウォ Solomon OKORONKWO / ソロモン・ンドゥブイシ・オコロンクウォ Solomon Ndubuisi OKORONKWO 1987.03.02 / 185cm / 78kg / ヘルタ・ベルリン(GER) 12 MF エベネゼル・アジロレ Ebenezer AJILORE / オルワフェミ・エベネゼル・アジロレ Oluwafemi Ebenezer AJILORE 1985.01.18 / 180cm / 79kg / フローニンヘン(NED) 13 DF オルバヨ・アデフェミ Olubayo ADEFEMI 1985.08.13 / 181cm / 80kg / ハポエル・ブネイ・ロド(ISR) 14 FW ピーター・オデムウィンギー Peter ODEMWINGIE / ピーター・オサゼ・オデムウィンギー Peter Osaze ODEMWINGIE 1981.07.15 / 181cm / 72kg / ロコモティフ・モスクワ(RUS) ※オーバーエイジ 15 DF エフェ・アンブローズ Efe AMBROSE / エフェトボレ・アンブローズ Efetobore AMBROSE 1988.10.18 / 190cm / 70kg / カドゥナ・ユナイテッド 16 FW ヴィクター・アニチェベ Victor ANICHEBE / ヴィクター・チネドゥ・アニチェベ Victor Chinedu ANICHEBE 1988.04.23 / 190cm / 89kg / エヴァートン(ENG) 17 MF エマニュエル・エクポ Emmanuel EKPO 1987.12.20 / 181cm / 79kg / コロンバス・クルー(USA) 18 GK イケチュク・エゼンワ Ikechukwu EZENWA 1988.10.16 / 185cm / 69kg / オーシャン・ボーイズ 19 MF オラダポ・オルフェミ Oladapo OLUFEMI / オラダポ・オルフェミ・オルイー Oladapo OLUFEMI OLUYI 1988.11.15 / 190cm / 74kg / ボアヴィスタ(POR) 予備登録 20 FW デイヴィッド・アブウォ David ABWO / デイヴィッド・ソロモン・アブウォ David Solomon ABWO 1986.05.10 / 170cm / 65kg / クレテイユ=リュシタノ(FRA) 21 MF バーナード・オコロワンタ Bernard OKOROWANTA 1986.12.11 / 184cm / 72kg / シヴァスシュポル(TUR) 22 GK ダニエル・アクペイ Daniel AKPEYI 1986.08.03 / 186cm / 80kg / ナサラワ・ユナイテッド
https://w.atwiki.jp/virtualmarket/pages/24.html
Virtual Market 3 Booth Rules ver2019.07.03 日本語 Exhibitor Terms Conditions Regarding Booths The venues will host an average of 40 booths each. The idea is to create a busy, colorful ambience with booths of various designs lined up next to each other. Having a large number of booths in each venue, optimization will be vital in ensuring a smooth and enjoyable experience for the attendees. This section is made to ensure that optimization of each booth is kept to an acceptable standard. Before submitting the assets for your booth, please ensure that your booth passes all checks in accordance to these booth rules. Further details regarding the checking process can be found at the [Booth Regulation and Checking Manual] section scheduled to be released at a later date. Submitted booth assets that has failed the regulations check may be required to be resubmitted or removed from the event. Submitted booth assets that has passed the regulations check, but are resource intensive may be required to be resubmitted. Submission Deadline Submission deadline will vary depending on the booth type. Regular / Joint booths must be submitted by [10th August 2019]. Limit break booths must be submitted by [27th July 2019]. A private venue will be open from the 1st ~ 7th September for final checks. Requests for changes will not be entertained past this date. Booth rules introduction explanation (Archive) Video explaining the booth rules and specifics for each rule. Contents Regarding booths Submission Deadline A. Submission Techinical Requirements B. File Folder Formatting C. Scene Structure and Formatting D. Booth Requirements D’. Joint Booths D’’. Limit Break Booths E. Shader Requirements F. Components Avatar Pedestals World Specifications Update Log A. Submission Techinical Requirements Submitted assets must be prepared in Unity 2017.4.28f1 Ensure that you are using the latest VRCSDK version prior to submission Submit your assets using the provided tool Include all of the asset files under a folder with your group s ID. Set an empty gameobject as the parent to all objects in the hierarchy and rename said parent gameobject to your group s ID B. File Folder Formatting File and folder names can only include alphanumerical characters, hyphen [-], underscore [_], period [.] and parentheses [()]. Please ensure all files used within the project follow the above naming format. Please ensure all files addresses does not exceed 184 characters under the project s [Assets/] folder. Please ensure all files are in formats supported by Unity. C. Scene Structure and Formatting Parent all gameobjects under an empty gameobject renamed to your group s ID Under the parent gameobject, create 2 empty gameobjects, one Dynamic and another Static. Assign your gameobjects as children of either the Dynamic or Static gameobjects according to the following table GameObject Name Corresponding objects Static Settings (Apply to all child objects) Static Stationary mesh objects Dynamic Moving or interactable objects such as - Objects involved in animations (All animation types including component active/inactive, rotation, scaling, moving etc)- Active/Inactive toggle objects controllable by VRC_Trigger- Pickup objects- (Negotiable) Objects with Rigidbody component and IsKinematic unchecked- Particle System- Various objects containing the VRC_Trigger component ※1 Lightmap Static is recommended for objects with materials using the Standard shaders. ※2 Please disable Batching Static if it results in visual glitches/deformities D. Booth Requirements A regular booth is 4m wide, 4m deep and 5m tall. The origin of each booth space is set to the center, spreading out 2m both X and Z axes and 5m up in the Y axis. The front of the booth is aligned with the Z axis (Blue arrow in Unity). Maximum of 10 materials per booth. Including non-visible objects. Unity s built-in materials (e.g. Default UI materials) does not count towards this limit. No texture limits. Atlassing strongly recommended, however. Single larger (4k) atlassed texture preferable over mutiple smaller (1k~2k) textures. World upload size within 10MB. Size of a world with only the booth when uploaded to VRChat. Too many objects will cause the venues to stutter and lessen the experience for all attendees. As such, please follow the following guidelines for your booth When in play mode in Unity, SetPassCalls under 20. When in play mode in Unity, Batches under 30. In addition to regular booths, exhibitors can opt to make use of the central stage in [Virtual Factory | The Hangar]. Exhibitors will be able to showcase a scaled-up version of an exhibit model in the central stage. The central display will have a diameter of 10m and height of 18m. D’. Joint Booths Joint booths will come with 2x (8mx4mx5m) or 4x (16mx4mx5m) the space of a regular booth, depending on the number of participating groups. Material count, booth filesize, SetPassCalls and Batches count limits will be raised by 2x or 4x respectively. D’’. Limit Break Booths Limit break booths are used when your booth has to go over the imposed limits in certain areas like the material counts or Batches. Limit break booths will have certain objects within the booth hidden by default, only showing when players are nearby or when a button is pressed, and will return to being hidden once the players leave. A special prefab package will be sent to exhibitors with limit break booths. Limit break booths will have an earlier submission deadline (27th July 2019). The initial state of the booth with objects hidden must meet the regular booth limits. There is no limit for when every object is visible in limit break booths, but moderation and texture atlassing is highly recommended. Initially hidden objects can not have the ObjectSync component attached. Limit break booths that have missed the submission deadline (27th July 2019) will be treated as a regular booth. ※References A limit break booth sample have been prepared for reference. Please click on the URL below and click on the Launch World button to view it in VRChat. https //www.vrchat.net/home/launch?worldId=wrld_4bdd86d6-14c2-4bb0-a652-bac83530658a instanceId=14802~private(usr_1d3cd199-2bab-4151-8cec-10ccfef168af)~nonce(0748442b-1a3a-4a94-8637-84997dcce141)~canRequestInvite E. Shader Requirements The following shaders will be distributed along with the official submission tools. Cubed Unity Shaders ver0.26 Arktoon Shader ver1.0.2.4 Manmaru Shader MnMrShader 2.0 Unity-chan Shader 2.0.7.5 Reflex Shader 2.1.2 Unlit_WF_ShaderSuite 20190601_ForVket3 Please create backups of your shaders to prevent version conflicts or for fallbacks in case of shader modifications. In the case of custom shaders, please try to reduce the keyword count. Usage of _CameraDepthTexture is not allowed. F. Components Allowed components VRCSDK related VRC_Trigger Broadcast Type Local Trigger Custom OnInteract OnEnterTrigger OnExitTrigger OnPickup OnDrop OnPickupUseDown OnPickupUseUp Action Animation related ActivateCustomTrigger AudioTrigger PlayAnimation SetComponentActive SetGameObjectActive SetParticlePlaying SendRPC(SetAvatarUse) VRC_Object Sync Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Objects with the ObjectSync component attached must remain active at all times. Allow Collision Transfer is not allowed. VRC_Pickup Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Max of 5 objects. Contact us to inquire about higher pickup object counts. VRC_Tutorial Area Marker VRC_Audio Bank VRC_Avatar Pedestal Please only use the provided prefab. VRC_Ui Shape Physics and calculations related Rigidbody Contact us to inquire about usage of rigidbodies outside of the provided prefabs. Cloth Please try your best to reduce the performance cost for all cloth objects. Colliders Mesh colliders are not recommended. Please use other colliders to match the shape of the object. Contact us to inquire about non-stationary colliders. Colliders sticking out of booth bounds are forbidden. Dynamic Bone / Dynamic Bone Collider Rendering/Lighting related Skinned Mesh Renderer Please limit the bounds within the booth boundaries. Mesh Renderer / Mesh Filter Particle System Collision based rendering effects will significantly impact performance, please use it in moderation. Trail Renderer / Line Renderer Light Baked lights only. Contact us to inquire about realtime lights. Directional Lights are banned. Limit the range of the lights within reasonable distance from the booth. Light Probe Group Reflection Probe Custom only. Others Animator / Animation Moving bones will significantly impact performance, please use it in moderation. Using VRC_Pickup and/or VRC_ObjectSync in conjunction with Animator is not allowed. Usage of the [../] directory is not allowed. Realtime material swaps are not allowed. [Cull Completely] is recommended for Culling Mode settings, but may result in unexpected culling behavior. Audio Source Please only use the provided Audio Source prefab for the correctly tuned audio range. Audio loops will require a limit break application, with the audio source disabled by default. Canvas related Strongly suggested for use as billboards and signages. Usage of the distributed canvas prefab recommended. Banned components VRC_Station VRC_Mirror Contact us to inquire about the usage of other components. Avatar Pedestals Avatars displayed on VRC_Avatar Pedestal must follow the following limits. Max of 2 Skinned Mesh Renderers. Max of 6 Materials. Max of 32 Dynamic Bone Transforms Max of 2 Dynamic Bone Colliders Max of 70000 Polygons. World Specifications Objects in world VRC_Station VRC_Mirror Light Settings Varies between venues. Please refer to the distributed materials. Update Log 2019/07/03 B.1 File/Folder naming rules F.1-4.1.5 Animator recommended culling settings 2019/06/26 D.4.2 Built-in materials D.8 Virtual Factory | The Hangar central exhibition space F.1-1.2.4 Allow Collision Transfer rule addition 2019/06/19 A.1 Unity version update Avatar pedestal specifications 1, 2 and 3 updated to reflect VRC s official guidelines Avatar pedestal 5. Polygon count limits added 2019/06/13 A.5 Added scene setting requirements D”.8 Added limit break booth post deadline actions E.1.6 Unlit_WF_ShaderSuite version update 2019/05/29 Release
https://w.atwiki.jp/ragingblast2/pages/113.html
■ドラゴンボール レイジングブラスト2 データ■ DRAGONBALL RAGINGBLAST2DATA 【PS3Ver.DATA】 タイトル PS3ドラゴンボール レイジングブラスト2 英題 ps3version.Dragon ball ragingblast2 発売日 2010/11/11 ジャングル 3Dアクション 機種 PS3 発売 BANDAI 値段 6,530円 入手 amazon.co.jp 【XBOX360Ver.DATA】 タイトル XBOX360 ドラゴンボール レイジングブラスト2 英題 xbox360version.Dragon ball ragingblast2 発売日 2010/11/11 ジャングル 3Dアクション 機種 XBOX360 発売 BANDAI 値段 4,820円 入手 amazon.co.jo すげー!!だれが作ったんだ!? -- sex (2011-09-17 20 45 15) サ イ コー -- wx (2013-05-30 18 30 55) 名前 コメント
https://w.atwiki.jp/jleague-football/pages/1731.html
Atsushi Terui Birth Date 1980-07-19 (age 41) Birth Place Iwate Height 184 cm Weight 78 kg Position Defender Club Statistics Season Club No. League Game Goal 2003 Shonan Bellmare 25 J2 4 0 2004 Shonan Bellmare 25 J2 0 0 Total J1 0 0 J2 4 0
https://w.atwiki.jp/jleague-football/pages/5998.html
Toru Shibata Birth Date 2001-02-18 (age 22) Birth Place Fukushima Height 173 cm Weight 65 kg Position Defender Club Fukushima United FC Number 55 Club Statistics Season Club No. League Game Goal 2023 Shonan Bellmare 35 J1 0 0 2023 Fukushima United FC 55 J3 23 2 2024 Fukushima United FC 55 J3 Total J1 0 0 J2 0 0 J3 23 2