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Hong Kong's toy trading sector : a case study in operations and efficiency improvements /To, Wing-cho, Joseph. January 1998 (has links)
Thesis (M.B.A.)--University of Hong Kong, 1998. / Includes bibliographical references (leaf 82).
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Push toy : Development of a toy with movement devices associated to the wheelsAlonso García, María, Serrano Gallego, Sara January 2010 (has links)
This is s Bachelor Degree Project report based on the design of a push toy in collaboration with Playsam. The new design consists of a wooden spacecraft. The toy can be described as a safe toy appropriated for kids within a range of ages between 1 and 3 years old. The attractive design of the toy will help the children to increase their imagination. It is a dynamic product that, firstly, seems not to be more than a spacecraft with two wheels that needs another foothold to keep staying up. On the other hand, when the kids take it, they will observe that the product can be displaced by the wheels, and they will find an attractive rotational motion that combines two complementary colours. The requirements stated by the company were achieved: - Firstly, the toy must move one of its parts being it connected to the wheels. The product has two main parts. One of them will rotate regarding to the other one when the child drags it thanks to a designed gear system. - Secondly, the toy would be made of wood as well as all the company products. The elected wood was beech wood, getting a similar appearance to the Playsam products aesthetic. - The last requisite of the company was to make the toy easy to handle and manipulate. The anthropometric study organized by the design team guarantees it. The mediums of the data were considered to build the toy. It was considered that children less than 18 months will take it by the holes and not the surface. The design team bore the European directive 88/378/EEC for Safety of Toys in mind. It was essential to guarantee the safety of the child.
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Push toy : Development of a toy with movement devices associated to the wheelsAlonso García, María, Serrano Gallego, Sara January 2010 (has links)
<p>This is s Bachelor Degree Project report based on the design of a push toy in collaboration with Playsam. The new design consists of a wooden spacecraft.</p><p>The toy can be described as a safe toy appropriated for kids within a range of ages between 1 and 3 years old. The attractive design of the toy will help the children to increase their imagination. It is a dynamic product that, firstly, seems not to be more than a spacecraft with two wheels that needs another foothold to keep staying up. On the other hand, when the kids take it, they will observe that the product can be displaced by the wheels, and they will find an attractive rotational motion that combines two complementary colours.</p><p>The requirements stated by the company were achieved:</p><p>- Firstly, the toy must move one of its parts being it connected to the wheels. The product has two main parts. One of them will rotate regarding to the other one when the child drags it thanks to a designed gear system.</p><p>- Secondly, the toy would be made of wood as well as all the company products. The elected wood was beech wood, getting a similar appearance to the Playsam products aesthetic.</p><p>- The last requisite of the company was to make the toy easy to handle and manipulate. The anthropometric study organized by the design team guarantees it. The mediums of the data were considered to build the toy. It was considered that children less than 18 months will take it by the holes and not the surface.</p><p>The design team bore the European directive 88/378/EEC for Safety of Toys in mind. It was essential to guarantee the safety of the child.</p>
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The Study of the Development of China¡¦s Toy Manufacturing IndustryYang, Chun-Bo 11 September 2008 (has links)
This thesis primarily concentrates on studying the development of China¡¦s toy manufacturing industry. This study tries to figure out how does the China¡¦s toy manufacturing industry evolve from the lower to the higher position in the supply chain of the toy industry. The term ¡§Made in China¡¨ is a problematic concept here. In this thesis, the ¡§China¡¦s toy¡¨ which designed by foreign corporation and made in China calls ¡§authorized toy¡¨; the China¡¦s toy which designed by China and made in China calls ¡§Chinese toy.¡¨ Considering the differences (the style of design, the level of technology, and the object market, etc.) between the ¡§authorized toy¡¨ and the ¡§Chinese toy,¡¨ the Chinese toy just satisfies China¡¦s market. So the facts of the term ¡§Made in China¡¨ just means that China has a big toy manufacturing industry now, but it not a great toy country yet. This finding might help the readers to understand the main problems in China¡¦s toy manufacturing industry and China¡¦s status in the world toy industry.
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The role of an intermediary in the toy industry : a management perspective /Chu, Ka-man, Helen. January 1996 (has links)
Thesis (M.B.A.)--University of Hong Kong, 1996. / Includes bibliographical references (leaf 92-95).
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The Hong Kong toy industry with special emphasis on export marketing analysis.January 1968 (has links)
by Chang Hoi Kau. / Summary in Chinese on endpapers. / Thesis (M.Comm.)--Chinese University of Hong Kong. / Bibliography: leaf 129.
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[en] TOY ART: PROBLEMATIZATION OF THE CONSUME: A LOOK TO THE BRAZILIAN PRODUCTION / [pt] TOY ART: PROBLEMATIZAÇÃO DO CONSUMO: UM OLHAR PARA A PRODUÇÃO BRASILEIRAHUMBERTO BARROS DA SILVA 28 March 2017 (has links)
[pt] Esse trabalho pretende primeiramente esclarecer o que é a Toy Art, esse novo suporte expressivo de mercado que parte de designers e ilustradores e que contém em si elementos da arte urbana, a street art, como o grafite e o Hip Hop. Contém também elementos de confrontação de uma juventude ativa contra mitos e dogmas cristalizados por gerações anteriores. Um novo suporte que traz à tona uma narrativa da cidade, da rua, com sua violência e humores ácidos, que propõe uma estreita relação entre a arte e a cultura pop em seu argumento de caráter lúdico e bem-humorado e simultaneamente subversivo e violento. O Mundo desses brinquedos, inicialmente produzidos no Japão e na China, surge como um mundo de plástico e vinil em meados dos anos 1990, e outros materiais vão sendo incorporados no decorrer da expansão mundial de sua produção e consumo. Personagens da política, ou ícones da sociedade e acontecimentos atuais são alguns dos principais alvos das narrativas desses objetos. Seus temas comumente pretendem a problematização de mitos e de heróis . Lida ainda, com a frágil linha divisória que existe entre infância e vida adulta. Ao se estudar o universo do Toy Art, ou Designer Toy, o colecionismo, o consumismo e a pós modernidade serão investigados, assim como características particulares de tribos urbanas. O que é Toy Art? Como essa plataforma artística e mercadológica se desenvolveu desde seu aparecimento? Que fronteiras delimitam seu território nas artes e no design? Como se configurou sua história? E como a Toy Art atua e se desenvolve no Brasil? / [en] This work is intended to clarify what is Toy Art. A new expressive and market support that comes from designers and illustrators minds, that contains elements of urban art, street art, graffiti and Hip Hop culture in itself. It also contains confrontational elements of an active youth against myths and dogmas crystallized by previous generations. A new medium that brings up the urban city into its narrative, the street with its violence and acid moods, which suggests a close relationship between art and pop culture in its humorous narrative, that is at the same time subversive and violent. The world of these toys, originally produced in Japan and China, appears as a vinyl and a plastic world in the mid-1990s, and other materials have been incorporated during the worldwide expansion of its production and consumption. Political characters, pop icons and day by day events are some of the main targets of these object s narratives. Its subjects often seek the overthrow of myths and heroes, and yet, it deals with the fragile dividing line between childhood and adulthood. While studying the universe of Toy Art or Designer Toy, collecting, consumerism and post-modernism will be investigated, as well as particular characteristics of urban tribes. What is Toy Art? How this artistic and marketing platform developed since their appearance? What borders delimit its territory in the arts and design? How to set up its story? And how Toy Art operates and develops in Brazil?
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Electronic toy industry in Hong Kong /Yeung, Wai-keung, Ray. January 1998 (has links)
Thesis (M.B.A.)--University of Hong Kong, 1998. / Includes bibliographical references (leaf 105-108).
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Importance of strategic human resources management : a case study on an electronic toys company /Chan, Kwai-fong, Fion. January 1998 (has links)
Thesis (M.B.A.)--University of Hong Kong, 1998. / Includes bibliographical references (leaf 108-111).
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Žaidimas - pažinimas / The game is the knowledgeKačinskaitė - Valančienė, Raimonda 03 June 2005 (has links)
The game is a social expression, which had come during a societal progress by a working process. It indicates a world, which surrounds a man. That man’s recreative activities, forms of a communication are factors, which are controlled by special rules and done for an aim of an entertainment, a pleasant time spending. During a historical period games were one of the most available ways for a man to improve in physically, to express a joy, to commune with others. When games had come from a generation to a generation, they had changed and improved. In different societal periods games had differed forms and purports. When a societal culture had developed, games had improved and had reflected national peculiarities, a nation’s ideology, an education, a level of culture, a science.
Analyzing children’s games we realize what they during games repairing for theirs lives and at the same time they develop themselves mentally, physically. By playing games children usually solve theirs problems, find ways from crises, make acquaintances with a surrounding world and get versatile capabilities. When we look at children’s games, we see they get many new skills, like a diligence, reaching for an aim, the volition. The game organizes a collective, teaches how to help for each other and develops a responsibility, a principality, a geniality, the modesty, a culture of a communication. One of the most important conditions of the game is a discipline. So the game is the perfect way to calm... [to full text]
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