中国道氏技术十年庆典暨2017年年度总结和表
时间:2020-09-10 13:32:46 来源:北安环保厂家 浏览量:9
陶城报报道 “奋斗十载,砥砺前行”!为了表彰公司员工的辛勤付出,1月2 日下午,道氏技术十年庆典暨2017年年度总结和表彰大会在佛山市马哥孛罗酒店隆重举行。广东道氏技术股份有限公司董事长荣继华、广东佳纳能源科技有限公司董事长吴理觉、青岛昊鑫新能源科技有限公司董事长王连臣等领导和道氏技术佛山办事处全体员工、恩平生产基地、江西宏瑞生产基地的代表以及众多媒体朋友出席了此次年会。 在酒店正门赫然摆放着道氏技术的十年发展历程回顾板,2007年9月20日开始,道氏在江门恩平市举行了江门市道氏标准釉股份有限公司的奠基仪式;2014年12月 日道氏技术在深交所上市,成为建陶釉面材料第一股;2017年,道氏开拓了更多新兴科技,全面打造实施新能源电池材料业务。在艰苦奋斗的十年中,道氏也收获了累累硕果,其中201 年 月2 日更是摘得第九届中国陶瓷行业新锐榜桂冠——金土奖。
道氏技术集团员工大合唱 从民宅办公到创业板上市 十载道氏,砥砺前行 “2017是奋斗的一年,过去的十年是奋斗的十年,也是道氏的十年。”道氏技术副总经理何祥勇总结道,在公司的部署下,何祥勇带领着团队全力以赴建设锂云母综合利用项目。在未来,何祥勇表示将继续努力奋发前行。“我们会一步一个脚印,为实现公司发展新能源新材料的伟大梦想继续奋斗,砥砺前行!”何祥勇说。
”道氏技术副总经理何祥勇 奋斗十载,砥砺前行,作为道氏人,道氏技术副总经理朱元喜在总结会上表示。“在过去的一年里,我们接受了行业紧缩,成本上涨,竞争加剧的重重考验,依然取得了不错的业绩增长!”朱元喜表示,要为这十年取得的辉煌成绩骄傲,在未来要努力往更好的目标奋发图强。
道氏技术副总经理朱元喜 “曾经公司的办公室坐落在一间民宅中。”回首道氏十年,道氏技术副总经理张坦诚且容易亲近便是吸引媒体注意到你的作品的最佳方法。((转自游戏邦))Five PR tips indies really needBy Leigh AlexanderThe indie scene has matured such that being independent is not necessary a raw, outlier move any more, but a viable avenue for doing business agilely, creatively and in a way that takes advantage of new, accessible platforms and funding at s why the question of whether indies need to hire PR agencies is so frequently-raised in the competitive but essential arenas of Steam, crowdfunding, and mobile, getting covered in the gaming press can be an important key to attaining the broader social media presence that helps build community and sow a potential trajectory toward popular t there are a lot of advantages for the media to working directly with indies and establishing a personal relationship. We re often kept at arm s length or worse from developers in the traditional system, rarely exposed to the fascinating trials and revelations that come with creating a game. A lot of our coverage comes from negotiating relationships with PR professionals who may want to tell a different story from the one we find most interesting, and playing by their rules can be talking with indie developers directly, games writers have a chance to learn more about game development, reveal more intimate and personal stories to our readers, and to experience the sense of discovery that comes with finding something magical but unsung, and bringing it to a wider rking with a PR person or agency can have definite benefits for indies who may be less acquainted with the media landscape. Plenty of PR people are well-established as knowledgeable evangelists, and the media notices their clients, where those developers might have been just another name in a crowded inbox t for indies that want to take their outreach into their own hands, knowing a few key things about how best to build a relationship with the gaming press can make all the difference. Here are some things to know about doing your own games PR that even public relations professionals sometimes get aren t doing you a favorWe love to champion the little guy or girl as much as anyone, and part of the joy in covering indies comes from stumbling upon an underdog story. We know this is your dream, and you ve probably sacrificed a lot and devoted yourself significantly to making it t we don t cover games to help you out, or because it s really important to you, or because you re a cool, hardworking person: We do it because you have an innovation to share, an interesting story to tell, or because you ve gained insight through your small-team process that isn t widely shared and that other developers might find neat to know. We need interesting material for our articles, and that s ny indie pitches I ve been getting these days include language like it d be great if you could help us get the word out, or could you check out this link to our Kickstarter and Tweet it if you think it s cool? The media isn t a public partner you charm into helping you promote your fact, we tend to chafe a little at requests to post your trailer on our website (especially if we work for a site that doesn t do trailer posts, as Gamasutra does not do and never has). Asking us to act like a wire service pass this along, spread the word, help us promote our game not only alienates the press, but it minimizes what you could be getting out of us: The stories we d tell or the enthusiasm we d share if we actually got to talk to you or to play your game.A lot of the time I only get coverage requests from indies who are running out of time to reach a funding goal, and they re hoping some media coverage will give them that last financial push. That s not something most of us feel comfortable doing for you (outside of rare occasions where we were rooting for you anyhow). There s little I hate more than having my job reduced to megaphone for your money-raising effort , and I suspect most of my colleagues feel the nsider that the games media is looking for cool developers to tell their readers about and interesting games to keep an eye on that s our job, not to give shout-outs or retweets or to do you a favor or to promote you or to bolster your funding ess materials aren t enoughIf my inbox these days is to be believed, lots and lots of indies especially those who are on Kickstarter do press outreach by leading with a link to the Kickstarter page, or to the YouTube trailer, or ask us to download the images or press releases you ve prepared. It s essential to include this information, but that s not the job done. Most of us have inboxes full of press releases and assets, and several deadlines during the day. We might not always have the time to do a thorough read-through of everything you ails should always be friendly, personal, succinct and catchy you have only a couple paragraphs to strike the press interest. Some things that make us pay attention are if you or your collaborators have worked on other games we might know, if you have a unique process, tool or inspiration, or if you ve tried something you don t think is widely u can do better than the old It s like [Popular Game], only with [other feature]. Sometimes it does help to have a point of reference to compare your game to, but a lot of times when I read It s like [Other Game], my first reaction is not original I ve already played or heard of the game you re mentioning, so why do I need to play and cover yours if its similarity is a main selling point?Tell us about yourself and what you think makes you and your game special. Bragging or arrogance is a turn-off, but it s not arrogant to confidently explain what you ve got to offer. If you believe in yourself, we will, too.I ve had indies pitch me by Tweeting at me and asking me to email them. I usually forget. You should make the writer do as little work as possible to get to what s exciting about you ideally you have it all ready to share in one ow who you re pitchingDo you read the games press, and can you explain in brief what differentiates the kind of games coverage one site does from another? For example, Polygon loves to profile creators with a story behind them; Gamasutra likes designers with industry perspective and design insight to articulate, and there are some kinds of PC games that you can just tell are right for a Rock Paper Shotgun Q A. I m oversimplifying, but you should have an idea in mind of the kind of coverage you want, and tailor your communication to achieve enty of developers even big ones develop a wish list of where they want to be covered ( I want my game in these three big publications! ) but don t think much about how they might appeal to those publications audiences. Start instead with the kind of story you think might best help your game stand out or that truly represents you and your work, and then think about which outlets might be a possible, get an idea of which individual writers might be most interested in your game. I write about relationship games a lot, for example, so I always appreciate when a developer writes, I know you re interested in games about relationships, so I thought my game might be your thing. Personal pitches go quite a long way, and increase the chance that you ll connect with someone who might genuinely appreciate what you re trying to do and provide enthusiastic, respectful coverage. It might seem like extra work to do research on games outlets and the people who write for them but that time is less likely to be wasted than if you carpet-bomb general information everywhere hoping that it sticks. That mass-mail probably won t even get ve something to showContrary to popular belief, most games writers aren t doing their jobs in the hopes of scamming games companies for free copies of things. Whether we get review codes or not, we re up to our eyeballs in games we need to play. We know and understand that every sale is precious to an indie, but if you want us to cover your game, you have to make it easy for us to play it.I recently received a pitch where the indie promised I would get a free copy of the game in exchange for posting about a Kickstarter that s a pretty egregious error. Games writing isn t a contract with the developer to get something, and we generally can t know whether we want to write about your game until we play s, it s possible you might give a free download to a games journalist you never hear from again, but that s a risk you have to take. We lock horns often enough with huge marketers who dangle the privilege of access to their clients in a supposed exchange for good coverage. Indies can gain the upper hand by making it easy for us to have a look at your work. Have a demo or press build or review code on hand and make it clear you re excited to share it if the journalist is your game is too early for a demo or press build, consider whether it s too early to seek press. Major games publishers have sort of trained the consumer press to a news cycle that s attuned to their announcement schedule, but the rules are different for Nintendo, Rockstar Games, or some long-anticipated AAA sequel than they are for you. A GTA V trailer is worth its own post to most big games sites; a trailer of your first game, sadly, generally isn t, no matter how cool it r indies, your game should be well enough along that it shows its strengths best, even if you have more tailoring to do or further elements to add. We see games in various states of completion all the time, so we understand how to evaluate a game in the context of where in the process it t where major publishers games will often get several events leading up to release for us to see them, usually (unless we have an existing relationship with a developer) indies only get that one shot, so consider whether your build is ready to show the core of your game at its best. If your planned public demo event would consist mostly of we ll be adding that later, maybe wait til n t imitate the big guysI ve already pointed out some ways the press cycle for an indie is going to be different than that of some huge franchise, but it s an important point to drive home: Many indies, particularly those that have worked at bigger studios in another life, operate based on a loose idea of how the industry does things , which includes teasing exclusives, issuing formally-penned press releases, or typing MEDIA ALERT in the subject headline.A few of these things are useful for when a big company is dealing with a big media organization, but most of them are odd rituals that persist because people assume they confer urgency or professionalism, and not because they re useful to the people involved. You re indie because you don t want or need n t worry about putting out a press release on time, artificially enforcing some embargo, or trying to promise an exclusive (as an indie you want all the coverage you can get, not to exclude anyone). You should absolutely only talk about what you feel confident and prepared to talk about it s fine to say we re not ready to share that now, but never distance writers who are curious about you based on an arbitrary idea about being en in doubt about what you should do, the right answer is always what works best for you and your game, not what you presume is expected or what you have seen others do. Simply being confident, candid and accessible is the best way to engage the media around your work.(source:gamasutra) 文章导航Previous Previous post: 手游和主机游戏研发应互相学习什么?下一条 Next post: 张柏芝、谢霆锋和王菲翼道出了曾经的不易。“随着第一家安全现代化的生产基地的投产,公司进入了快速发展的轨道。”张翼提到,短短十年,道氏技术紧扣行业发展脉搏,从几千万销售额的小企业,发展到了在创业板上市的新材料公司。离不开员工的艰苦奋斗和砥砺前行。“目前公司拥有具有先进水平的国家‘千人’计划领衔的研发团队,并且和清华大学、复旦大学以及中科院等开展深度合作,还建有国家人社部门批建的博士后工作站,省级工程研发中心,并获得授权发明专利80余项。”张翼自豪地表示,未来,道氏技术更要与时俱进,继续发扬艰苦创业精神,将拿到研究生学历证书。为提高干部的综合业务技能道氏技术的新材料推向一个又一个的新高峰。
道氏技术副总经理张翼 道氏技术牵手新能源材料 未来将有更多新突破 “佳纳能源今年刚好成立了十五周年,佳纳人也是从零开始,努力奋斗,艰苦奋斗,取得了应有的地位和健康快速发展。”广东佳纳能源科技有限公司董事长吴理觉表示,从2016年12月道氏技术的参股到2017年6月控股佳纳,道氏技术选择了佳纳证明了佳纳能源的价值,同样佳纳能源选择了与道氏技术合作,从实际效果来看也取得了非常大的成效。“去年得益于新能源材料的快速发展,2017年佳纳取得了历史上最好的成绩。”吴理觉表示,未来他们将一如既往,按照道氏技术和佳纳能源的新的战略规划,踏上一个新的台阶。随后,荣继华为佳纳能源团队颁发了“突出贡献奖”。
荣继华为佳纳能源团队颁发了“突出贡献奖” “石墨烯的创新活力得到了大家的认可,昊鑫在石墨烯的基础上还加上了纺织部料等新技术领域的探讨。”青岛昊鑫董事长王连臣表示,2017年,随着新材料应用的不断深化,石墨烯市场也得到了众多投资者的热爱,道氏技术率先抢占石墨烯市场,与青岛昊鑫合作,使道氏技术在新材料应用上得到进一步地发展和应用。“2018年在确保石墨烯稳定快速发展的同时争取翻番。”王连臣表示。随后,荣继华为青岛昊鑫团队颁发了“创新团队奖”。
荣继华为青岛昊鑫团队颁发了“创新团队奖” 在随后的祝酒仪式上,荣继华说道:“回顾十年历程,高朋满座,大家曾一起砥砺前行,我相信未来会更好,让我们举杯畅饮,祝福道氏的明天,道氏技术是中国的道氏,世界的道氏!”
荣继华在祝酒仪式上讲话 晚会现场不仅有沙画表演、舞蹈、歌唱,还有发展论坛让大家一起探讨未来的经济形势,不仅如此,还有多名道氏技术优秀员工代表受到表彰,大家齐聚一堂,欢庆这浓浓的十年盛典!
道氏技术多名优秀员工受到表彰 会上还有姚振山主持的发展论坛,众大咖座谈经济发展趋势 起航2018年度启动仪式,标志着道氏技术正式迈向“2018”
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