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([!。:……?!)])^13{1,}______\\1实验[一二三四五六七八九十]{1,}
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校企合作共创订单式人才培养新模式 创维集团重庆分公司 市场部经理 陈显华 各位领导、行业代表: 下午好! 今天我就创维集团与是重庆电子科技职业学院在校企合作方面开展的一些工作,向大家做简单的介绍。 一、 校企合作的简介 1、悠久的校企合作历史增加双方的了解 创维集团与重庆电子科技职业学院有着悠久的合作历史。最初的合作开始于学院输送毕业生来集团实习。学院的毕业生在集团发挥了良好的作用,得到了我们的认可,所以接收规模逐渐扩大。长期的合作增进了校企的交流、了解和融合,集团成为了学院毕业实习的校外基地之一,为学生的实习就业提供了强有力的支持。 双方的交流也使得学院深深感到,在社会经济快速发展的今天,职业院校承担着为行业提供适应性人才的重任,所以学院迫切需要更加深入的、实质性的改革,来更好的服务于企业,也需要企业的关注和参与。 2、合作中共同提出改革课题 创维集团的规模不断扩大,并更加注重生产与服务并举。集团以“顾客——您是总裁”为服务宗旨,服务网络遍布中国大陆,在全国建立了稳定、可靠、多层次的市场服务网络,时刻准备为创维用户提供最具专业化、规范化的服务。大规模的生产和完善的服务体系,离不开专业技术人才的支撑。学院以往输送的数百名毕业生中,许多已成长为创维的骨干力量。但随着企业的发展,集团更注重人才的知识、技能、态度等综合条件,并且希望进入集团的员工,在职业素质、企业文化等方面能够在毕业前由学校教育中得以培养完成。 为此创维集团根据市场和服务的需求,对学院提出了人才培养的新要求:希望能够将新员工的各项能力培训纳入学校教育范畴中,甚至对于本企业特有的文化、技术、行业规范,也希望能够在学校一并完成,毕业生进入企业即为成熟的员工。 作为职业院校,学院也在人才培养方面进行大力的改革,适应行业需求,所以双方一拍即合,对订单式人才培养模式开展了共同的研究。 3、双方实力与合作经验是改革探索成功的基础 集团认可学院的办学特色、在电子行业中的专业优势和毕业生质量,而创维集团和学院长期合作的友谊,集团经济实力的迅猛发展和不断攀升的人才需求数量,能够向学院提供有力的帮助,是深入合作的物质基础。这是双方能够共同开展、实施新的人才培养模式改革的基本条件。 4、订单式人才培养项目的确立 经过准备和酝酿,2002年5月9日创维集团与重庆电子科技职业学院正式签定校企合作协议,并确立了订单式人才培养的研究和探索项目。集团与学院在原有的合作交流的基础上,充分发挥各自的优势,以期形成双赢互动的合作格局。 为了将订单式人才培养改革落到实处,在电子信息系电子工程专业中设立了创维班,作为改革与实践的主要试点,订单培养创维技术人才。创维集团每年向创维班提供3000元的创维奖学金。从创维班的毕业生中遴选优秀学生到创维实习,培养他们成为优秀的星级工程师和售后服务人员。 创维集团在学院教学楼一楼建成了创维实训基地。基地设有生产线、库房、服务中心、培训教室和机房、管理部门,用作集团售后服务、维修工作以及学生实习。此外,创维集团学生实习用彩电,使得该专业学生在课内和课外实习培养,都具有创维的职业氛围。 二、 订单式人才培养模式的实践 1、创维与学院共同完成人才培养内容的调整 (1)课程体系的改革 创维集团领导加入了学院的行业委员会,电子工程专业人才培养计划通过集团审核后才得以实施。按照创维集团的技术人才结构情况,在教学计划中纳入企业所需的专业和职业培养课程,加大了实训实习的内容,使得新的课程体系具有了鲜明的职业特色。 (2)教材的改革 创维集团提供了内部的技术资料和培训系列教材,作为教学学材供教师学生使用。 (3)教师知识结构的重组 创维集团定期为学院提供的创维杂志和技术资料,吸收教师参加创维的短期培训,并安排教师在假期到深圳总部集训,使得教师们更加了解企业运作和企业文化,赶上行业发展的步伐,以便更加契合集团技术内容,培养订单学生的专业能力。 2、人才培养体系的改革 (1)专业教学与企业培训相结合——教学方法的改革 首先,在电子工程专业课程的教学中,创维高级培训师、高级技师走进教室,配合学院教师共同教学,现场指导,加大了专业教学的深度、广度和行业适应度。 其次,创维集团经常定期派驻专家来校进行技术讲座,把企业所需的专门化技术作为专业课程的补充。 (2)德育教育与职业教育相结合——企业文化、道德观的引入 除了学院的德育课程和日常德育教育活动外,创维集团还派驻相关人员进行职业讲座和职业教育授课,参与学院每年的新生专业教育,宣传企业文化,培养学生的职业道德、职业规范,促进学生全面发展为“企业人”。 (3)社会实践与生产实践相结合——工学结合 现在,学生初步装配、专业实训到毕业前期顶岗实习的教学任务,可以由创维基地配合完成。学生在基地参与少量的维修、调试工作,进行工学交替式的训练,接受创维技术人员一对一的指导和定期的考核,在实践能力上进一步得到培养。基地已经成为学生校内实践的良好场所和学院在创维的实训基地。 学生在课余参加创维安排的生产实习,完成工作任务,进一步训练了专业技能;在周末、节日,创维集团会安排学生参加销售宣传和市场服务工作,并发放工资。在创维的勤工助学活动中,既减少了少数贫困学生的压力,也使其他学生通过专业化的社会实践,在磨练中成长为职业人。 在暑假共青团组织的大学生“三下乡”社会实践活动中,创维集团技术人员与电子信息系师生共同奔赴重庆周边郊县,进行科技宣传、义务维修和社会公益活动。其中,在学生慰问孤老,为敬老院的义务服务中,创维集团还为孤寡老人捐献了彩电。企业参与社会实践活动,员工精湛的专业技能、职业素养、敬业精神为学生作出了极好的表率,使之感触更深,受益更深。 总之,从企业需求出发的订单式人才培养模式,使学院在课堂教学以外开拓了人才培养的广阔途径,重庆市教委也对我们双方合作的工作给予了肯定。作为电子类行业的大型企业,电子类人才培养的重任在肩,创维集团将不遗余力给予学院支持,为职业教育的发展尽菲薄之力。
药监局换帅 卫生部副部长尹力赴任 导语:自从原药监局局囘长郑筱萸案发后,药监系统内的“不规范”引起业界关注,备受社囘会诟病。而且,药监局掌管着**的审批大囘权,“是个不出事都难的地方。”据说,为了洁身自好,卫囘生囘部系统内高囘官都不愿趟洪水。  经济观察网 记者 温淑萍   国囘家食品**监囘督管理局的新掌门终于尘埃落定了,卫生系统人囘士证实,卫囘生囘部副部囘长尹力将接任邵明立职务,接管国囘家药监局。  事实上,关于尹力接替邵明立职务的传闻在2月初就已开始,而关于这个职务的变化动向,实际上从2011年下半年就已开始。  据药监系统人囘士透露,2011年国囘家药监局局囘长邵明立的任职年龄就已临近,因此,选一位合适的新掌门,开始在药监、卫生系统展开。  但直到去年年底,新掌门的人选还未落停,据称,卫囘生囘部的几位副部级别的官囘员,都不太愿意担任药监局局囘长一职,因为自从原药监局局囘长郑筱萸案发后,药监系统内的“不规范”引起业界关注,备受社囘会诟病。而且,药监局掌管着**的审批大囘权,是个“不出事都难的地方”。  “药监还是属于大卫生系统的。”卫生系统人囘士透露,所以肯定要协调一位卫生系统的高囘官接任,任命的最终结果是,卫囘生囘部副部囘长尹力成为新的国囘家药监局局囘长和国囘家药监局党组书囘记。  据了解,尹力为医学哲学博士,山东人。  1⑨80年至1⑨86年山东医科大学医学系学习,1⑨86年至1⑨88年山东医科大学卫生系社囘会医学与卫生事业管理专囘业硕士研究生,1⑨88年至1993年囘前苏联社囘会卫生、经济与卫生事业管理科研所博士研究生。  1993年至2003年在国囘务囘院研究室工作,历任教科文卫司副处囘长、处囘长,社囘会发展司副巡视员、巡视员。期间,2002年9月至2003年4月在美国哈佛大学公共卫生学院作访问学者。  2003年5月调卫囘生囘部工作,任办公厅副主囘任。2003年10月任国际合作司司长,并于2004年1月至2005年5月担任世界卫生组囘织执委会执委和当选执委会副主囘席。2006年7月任卫囘生囘部办公厅主囘任。20О8年9月任卫囘生囘部党组成员、副部囘长。
省以下药监机构将由垂直管理改为地方分级管理 2008-12-04   国⺌家食品**监⺌督管理局在“大部制”改⺌革中改由卫⺌生⺌部管理后,省级以下食品**监⺌督管理体⺌制如何改?记者近日从有关方面获悉,现行食品**监⺌督管理机⺌构将由省级以下垂直管理改为由地方政⺌府分级管理,业⺌务接受上级主管部门和同级卫⺌生⺌部门的组⺌织指导和监⺌督。   2008年第十一届全国人⺌民代表大⺌会第一次会⺌议审议通过的《国⺌务⺌院机⺌构改⺌革方案》,明确由卫⺌生⺌部承担食品安全综合协调、组⺌织查处食品安全重大事⺌故的责任,将国⺌家食品**监⺌督管理局改由卫⺌生⺌部管理,将卫⺌生⺌部食品卫生许可,餐饮业、食堂等消费环节食品安全监⺌管和保健食品、化妆品监⺌督管理的职责,划入国⺌家食品**监⺌督管理局,并要求相应对食品安全监⺌管队伍进行整合。此次体⺌制改⺌革将对省、市、县三级食品**监⺌督管理机⺌构与同级卫⺌生⺌部门职能进行整合。省级食品**监⺌督管理机⺌构作为省级政⺌府的工作机⺌构,由同级卫⺌生⺌部门管理。市县食品**监⺌督管理机⺌构作为同级政⺌府的工作机⺌构,在调整有关职能的基础上,保持队伍和人员相对稳定,保证其相对独⺌立地依法履行职责,保证其对消费环节食品安全和**研究、生产、流通、使用全过程的有效监⺌管。   
Texture Editing How To Basic Skin Editing.OK. First you need the Blade Tools kit. There is no complicated installation procedure with these. Just copy them to a convienient place on your HD. I have them in a folder 'Blade' in my documents. Inside the Blade Tools folder there is a Compilers folder. Inside this is a folder 'Textures Compiler'. There are lots of files inside. Don't edit them. For ease of use, create Desktop shortcuts to the file BAB.EXE and also the Texture Compiler folder itself. The BAB program converts files in the format .BMP into a file with the format .MMP. The MMP files are what the Blade engine reads. To edit existing Blade skins, you first need to extract the BMPs from the .MMP file. The BAB tool will not do this, but it can be used as a veiwer. Open the BAB by clicking the desktop shortcut. Two windows will appear. You don't need the Console window yet, so close it. The BAB text is in Spanish, but don't let that scare you. Click 'Archivo' (File). Then 'Abrir' (Open). Navigate to the folder where Blade is installed. The MMPs are either in 3DObjs or 3DChars folder. All the character skins are in 3DChars folder. Open the file Kgt.mmp. All the skins for the Knight model are in here. Click KGTNF in the Nombre (Name) column. The image should appear in the lower right field. *Word of warning here. The blade tool software was made 'in house' by RAS and has some some lingering bugs. These are not a problem as long as you know where they are. There is one here. Don't use the wheel on the mouse to scroll down in BAB unless you have a picture showing. If you do, the BAB will crash. Most of the RAS skin mapping follows this convention: The characters have a front and rear bitmap. In the case of the Player characters... N = No armour L = Light Armour M = Medium Armour F = Full Armour There is a sort of system, but it's subject to a few variations, but it's not too difficult to figure it out. KGTNF is Knight - No Armour - Front KGTNR is Knight - No Armour - Rear KGTLF is Knight - Light Armour - Front KGTLR is Knight - Light Armour - Rear Just to make things confusing the rest of the armour skins are not named like this. But ignore them for now. All skin bitmaps have a coresponding Wounded skin. These are all named the same as the unwounded version but with _W on the end. You have to have these even if the wounded and unwounded bitmaps are the same. You can't save the bitmaps diectly from BAB. You have to grab them. Most graphics programs have a screen grab facility. I use PaintshopPro. However you do it, the bitmaps need to be exactly 256x256 pixels. If you are replacing a RAS mmp file, you need to grab all the bitmaps in the MMP file. Save them to a new folder in the Textures Compiler folder with the Exactname of the MMP file you extracted them from (without the file extension). In this case - Kgt Now the hard part.Use your fav graphics prog to alter the bitmaps. It's a good idea to save versions in seperate folders within the Kgt folder. The RAS bitmaps are quite small and it is tricky to work on them. And it can be mind=boggling trying to work out which part belongs there. I won't dwell on this as most people will be better at it than I am. Only work on the unwounded skins. When you have got them to a point where you think they are finished, save copies of the unwounded with _W on the end to replace the original wounded bitmaps and add a few wounds. When you have doodled about with the bitmaps and get to the point where you want to check how they look in the game, you have to recompile the bitmaps into format MMP. Open The BAB again. This time you need the Console. To enter commands in the Console you have to do a sneaky trick to expose the input field. Hover the mouse cursor near the bottom of the Consloe window until it turns to a up-and-dowm arrows symbol. Click and drag upwards and you will peel back the bottom to expose a white area. You can type commands here. The grey field on top is purely for output messages.
BOD LOADER BOD LOADER Description: BODLoader is a mod manager for Blade of Darkness. It is capable of downloading, installing, and uninstalling various mods and maps that are created. The main features are: - Minimum Blade source code changes. It just adds one line to the bottom of Menu.py. - Integrated into Blade's interface. - Allows to install/uninstall compatible mods - Allows to activate/deactivate compatible mods. - Every mod can add its own Mods menu. - Easy adaptation of already developed mods to make them compatible with BODLoader. - Support for customized maps. - Support for multilanguage. - Supports downloading mods and maps from internet Things left to do: - Support for definable keys. - Compatibility tests for installed mods: functions and scripts. Note: This distribution does not include example mods. All the available mods and maps can be downloaded easily from the BODLoader 'DOWNLOAD' menu. Installation: If you have not installed BODLoader before, but have installed other mods, it is recommended that you uninstall those mods prior to the installation of BODLoader. If you are unsure how to install those mods, you may want to reinstall Blade in order to ensure that you have a clean install. If you had installed BODLoader 0.1 or 0.2, please remove the BLData.py file from the BODLoader directory before proceeding. 1. Extract BODLoader05a.zip file to the blade installation directory. The default directory is C:\Codemasters\Blade of Darkness. For the european version, it is C:\Codemasters\Severance. Make sure to use folder names when unzipping. (In WinZip, check the 'Use folder names' checkbox in the Extract dialog.) In the picture, BOD is installed in H: and not C: but the folders are the same. 2. The above step will create a BODLoader directory under the Blade directory. Execute BLSetup.exe from the BODLoader directory. 3. Now, start Blade. You should see a 'MODS' menu in the main menu. That means it successfully installed. Use: The Mods menu has the following options: - Installed Mods: Shows a list of all mods installed with BODLoader. If the mod is enabled, the symbols '<' and '>' appear around the mod name. If the mod has a custom menu you can access it by pressing ENTER when the mod name is highlighted. - Setup: This menu allows you to install mods that exist in the BODLoader\Mods directory. You should see a mod name with the '<' and '>' symbols around it. When the name is highlighted, you can press the right and left arrows on your keyboard to switch between mods. When a mod you are interested in is selected, you have the following options: - Install: Select this menu item to install the mod. - Uninstall: If the mod is installed, you can uninstall it by selecting this menu item. - Disable: This menu item can be used to disable the mod, but it doesn't install it. - Enable: If the mod is previously disabled, you can reenable
EBROWSER的使用 Description: EBrowser is an utility that allows to manage entities easily from the own Blade with a LED style. This tool is for Levels designers and maybe it's not intuitive for users without experience in LED editing. However, all the habitual LEDx user will find into EBrowser an invaluable toy. EBrowser is not limited to placement of objects, it can to assign object properties as breaking or change the parameters of light and fire for the luminous objects. It can also create and move enemies. With an similar interface you can create an enemy with a weapon, a shield and a potion. Finally, EBrowser can export the data of the current object in python and dol format. Installation: EBrowser uses Tcl-Tk widgets through the Pmw library implementation. The installation includes a simplified version of both libraries. EBrowser also needs update the Py-Tk library included with Blade. If you have a 8.0.5 compatible version of TCL installed into your computer, don't install the version supplied with EBrowser. To install EBrowser run the EBSetup program. Make sure that installation directory is the same where Blade was installed. EBrowser make a EBrowser subfolder in this directory with this Readme.txt file. Usage: * Startup. Start Blade with the console enabled. Go, with your player to the selected area and imports EBrowser: import EBrowser The EBrowser main window will appear and you can select any entity from the combo box. You can increase the Area of Scan and push the Scan button to get additional entities. On screen you will have properties as the position, orientation or scale of the entity. You can change them from here, although it will be easier with the keyboard.
贴图皮肤教程 TEXTURE / SKINS TUTORIAL by Tom Triffic OK I need to make a tutorial up for the group that wants to edit skins. Here is the best way to go about it I have found and can serve as a tutorial, I would recommend regardless of the character you want to do pulling the BMP's from the mmp and I do mean pulling. It is a bit of work but I have found an easy way. Even if you use the templates they provide it is essential to see just how they work the texture over the mesh. I will admit it is a bit difficult on some characters to figure out just how the mesh is covered. If we could figure out the export to 3ds max and then to an unwrap we'd be in business, Ill work on that. OK Say you want to put your face in place of Ragnar, I did this with Commodus and it can be found on a link from a prior post, I also have one which contains a full skin of Maximus which I need to tweak. OK the thing to do is. 1->Open BAB.exe,close the console for now as you wont need it. then go Go to the folder Icon up top and then go to the BOD/CHaracters dir., Open the .mmp file you want that corresponds with the character( Note you can open multiple in the same window,) then after you open them double click on the name. That will show the pic to the right. i.e. rag_a is Ragnar's front. After you open it do a print screen. 2-> Open PhotoSHop, If you dont have it well something else might work but PS is golden for this , paste the screen capture in PS.Then what you do is go back to BAB and go to your next texture,Printscreen and Go back to PS and paste. Do all of the bmp's from the character you want to edit this same way, The great thing is PS will paste them all exactly the same and layered for you. 3->OK now you have them all in Photoshop. You want to use your crop tool and put a box as close as you can around the bmp picture, It seems small I know but it is the right size(256x256) Then crop exactly around the edges which really isnt that tough with this small an image. Just check your image size and be sure its the right size. 4->OK now they are all cropped, A beautiful thing as it took me a few shots to figure out pasting them all. Now edit each layer as you want it. I personally when doing the ones they provided the template for always have that as a background and then I reduce the opacity of the layer I'm working on to see how it lays out on the Poly's. OK perform your magic, It will probably take you some tweaking to get your stuff just how you like it and I have been tweaking forever on different ones.
地图中文件名称含义 - click filenames below to view example script w/comments - levelname = the name of your level texname = the name of the texture set (texname.mmp) you want to use for your level levelname.mp - LED map file (the one you load, edit, and save in LED) levelname.bw - the compiled version of the map, output from BC.exe levelname.mbw - Max2.5 compatible version of the map (using plugin), to export .mbw from game enter- Bladex.ExportWorld("mapa.mbw ") -from the console. levelname.lvl - this loads Bitmaps (texname.mmp), World (levelname.bw), and Dome (texname_d.mmp) objs.py - this defines objects, weapons, torches, etc. and their position and scale, also options sol.py - this script defines the placement of the sun in the level (x,y,z,?) agua.py - this defines water (make note about coordinates) texname.mmp - this is the compiled texture file, for example \BoD\Maps\Barb_M1\barb.mmp texname.py - this is a script that loads .bmps into the Texture Editor (BaB.exe) when compiling a .mmp texname.DAT - this script loads texture definitions in LED, goto MENU File/Import Textures.. (see below) levelname.glad - configuration script for Gladiator. loaded automatically. contains map name, Player position, spawn points for monsters and bonus weapons, more cfg.py - standard configuration file, needed to run standalone, not needed with Gladiator pj.py - defines Players (?) shoot.bmp - screenshot or logo for your level, shown in Arena menu of Gladiator, in strange color mode (?)
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