An endgame study, or just study, is a composed chess endgame position—that is, one that has been made up rather than one from an actual game—presented as a sort of puzzle, in which the aim of the solver is to find a way for one side (usually White) to win or draw, as stipulated, against any moves the other side plays.
Composed studies predate the modern form of chess. Shatranj studies exist in manuscripts from the 9th century, and the earliest treatises on modern chess by the likes of Luis Ramirez Lucena and Pedro Damiano (late 15th and early 16th century) also include studies. However, these studies often include superfluous pieces, added to make the position look more "game-like", but which take no part in the actual solution (something that is never done in the modern study). Various names were given to these positions (Damiano, for example, called them "subtleties"); the first book which called them "studies" appears to be Chess Studies, an 1851 publication by Josef Kling and Bernhard Horwitz, which is sometimes also regarded as the starting point for the modern endgame study. The form is considered to have been raised to an art in the late 19th century, with A. A. Troitsky and Henri Rinck particularly important in this respect.
In art, a study is a drawing, sketch or painting done in preparation for a finished piece, or as visualnotes. Studies are often used to understand the problems involved in rendering subjects and to plan the elements to be used in finished works, such as light, color, form, perspective and composition. Studies can have more impact than more-elaborately planned work, due to the fresh insights the artist gains while exploring the subject. The excitement of discovery can give a study vitality. Even when layers of the work show changes the artist made as more was understood, the viewer shares more of the artist's sense of discovery. Written notes alongside visual images add to the import of the piece as they allow the viewer to share the artist's process of getting to know the subject.
Studies inspired some of the first 20th century conceptual art, where the creative process itself becomes the subject of the piece. Since the process is what is all-important in studies and conceptual art, the viewer may be left with no material object of art.
Excellence is a continuously moving target that can be pursued through actions of integrity, being frontrunner in terms of products / services provided that are reliable and safe for the intended users, meeting all obligations and continually
learning and improving in all spheres to pursue the moving target.
In modern public relations and marketing, "excellence" is a much overused buzzword that tries to convey a good impression often without imparting any concrete information (e.g. "center for excellence in ...", "business excellence", etc.).
The Ancient Greeks had a concept of arete which meant an outstanding fitness for purpose. This occurs in the works of Aristotle and Homer.
Another related concept was eudaimonia which was the happiness which resulted from a life well-lived, being prosperous and fulfilled. The equivalent concept in Muslim philosophy is ihsan.
Excellence was a word processor for the Amiga computer, created by Micro-Systems Software as a follow-up to their earlier Scribble! word processor. The primary author was Steve Pagliarulo. It was one of the first WYSIWYG word processors for the Amiga.
After the initial release there were two major updates, the last being version 3.0, released in 1993. This was the final software program released by Micro-Systems.