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Analyzing the relationship between the arts and business, this book offers an in-depth perspective on the increasingly common art-based strategies adopted by enterprises in various industries. Pursuing an exhaustive, systematic, evidence-based and interdisciplinary approach, it explores the limits of potential strategic collaborations between the two fields. In addition, the book provides a structure for this field of inquiry, offering a solid basis for future research and highlighting the benefits of art-based strategies for executives. Each research strand explored in this book is supported by a representative case study.
Arts --- Management. --- Administration --- Industrial relations --- Organization --- Arts administration --- Arts management --- Arts. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Arts, Primitive
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Art and business are often described as worlds apart, even diametric opposites. And yet, these realms are close cousins in creative industries where firms bring cultural goods to market, attaching price tags to music, paintings, theater, literature, film, and fashion. Building on theories of value construction and cultural production, Culture and Commerce details the processes by which artistic worth is decoded, translated, and converted to economic value. Mukti Khaire introduces readers to three industry players: creators, producers (who bring to market and distribute cultural goods), and intermediaries (who critique and rave about them). Case studies of firms from Chanel and Penguin to tastemakers like the Pritzker Prize and The Sundance Institute illuminate how these professionals construct a vital value chain. Highlighting the role of "pioneer entrepreneurs"—who carve out space for radical, new product categories—Khaire illustrates how creative professionals influence our sense of value, shifting consumer behavior and our culture in deep, surprising ways.
Cultural industries. --- Entrepreneurship. --- Arts --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Entrepreneur --- Intrapreneur --- Capitalism --- Business incubators --- Creative industries --- Culture industries --- Industries --- Economic aspects. --- Marketing. --- Cultural industries --- Entrepreneurship --- Economic aspects --- Marketing --- E-books --- Arts, Primitive
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This book contributes to the debate on the emerging governance systems and management models of the cultural sector by means of a comparative analysis of significant case studies of public-private partnerships in Europe.The research focuses on the development of public-private collaborations over the last five decades and investigates the emergence of multi-stakeholder partnerships in the cultural and creative field. The results of the analysis are interpreted in light of the discussion on the need to create integrated cultural systems at a local level that bring together cultural organizations, public authorities, citizens and communities. These territorial cultural ecosystems could unlock the potential of the cultural and creative sector and stimulate new ways to promote the cultural identity of the territory, giving a new role to cultural and creative organizations.
Arts --- Public-private sector cooperation --- Cultural industries --- Management. --- Europe --- Cultural policy. --- Partenariat public-privé --- Culture --- Pays de l'Union européenne --- Creative industries --- Culture industries --- Industries --- Private-public partnerships --- Private-public sector cooperation --- Public-private partnerships --- Public-private sector collaboration --- Cooperation --- Arts, Fine --- Arts, Occidental --- Arts, Primitive --- Arts, Western --- Fine arts --- Humanities --- Council of Europe countries --- Eastern Hemisphere --- Eurasia
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This book provides new theoretical approaches to the subject of virtuality. All chapters reflect the importance of extending the analysis of the concept of “the virtual” to areas of knowledge that, until today, have not been fully included in its philosophical foundations. The respective chapters share new insights on art, media, psychic systems and technology, while also presenting new ways of articulating the concept of the virtual with regard to the main premises of Western thought. Given its thematic scope, this book is intended not only for a philosophical audience, but also for all scientists who have turned to the humanities in search of answers to their questions.
Philosophy. --- Arts. --- Digital media. --- Philosophy of Technology. --- Digital/New Media. --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Mental philosophy --- Arts, Primitive --- Technology --- Digital and New Media. --- Technology and civilization
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This book focuses on leadership as a visual discourse and explores the construction of this discourse within the context of Bedouin Arabia, and the Middle East more broadly. In it, the author considers business and organisational leadership from an aesthetic perspective and in the context of various geographical and historical settings. The book examines the work of a variety of artists, and examines how public representations of business and political figures are used as a tool of leadership. Using a Foucauldian perspective, the book explores the interconnected concepts of power and knowledge, examining how visual images are used in the Middle Eastern context for leaders to communicate with their followers and the public. The Bedouin business world provides a unique opportunity for the researcher to examine the interplay between culture, management and politics. The book will be of interest to academics working in the fields of aesthetics, leadership, management, culture, and the Middle East more broadly. .
Management. --- International business enterprises. --- Arts. --- International Business. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Business enterprises, International --- Corporations, International --- Global corporations --- International corporations --- MNEs (International business enterprises) --- Multinational corporations --- Multinational enterprises --- Transnational corporations --- Business enterprises --- Corporations --- Joint ventures --- Administration --- Industrial relations --- Organization --- Leadership in art. --- Leadership --- Bedouins. --- Visual communication --- Graphic communication --- Imaginal communication --- Pictorial communication --- Communication --- Beduins --- Arabs --- Ethnology --- Nomads --- North Africans --- Ability --- Command of troops --- Followership
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In this book, participation in the arts is analyzed as a substantial contributory factor to European citizenship, and also as a tool for improving individual and societal wellbeing through educational and inclusive policies. It offers an up-to-date overview of ongoing research on the measurement and analysis of, and prospects for, traditional and new forms of cultural engagement in Europe. It describes and assesses available methods and participation in the arts and seeks to determine how and to what extent the various drivers, policies and barriers matter. This publication is the final output of the work done by the members of the EU Project “Assessing effective tools to enhance cultural participation,” which brought together social scientists and cultural practitioners in joint projects, conferences and seminars, to reflect on the current situation and the challenges faced by managers of cultural and arts institutions and cultural policy makers.
Arts --- Arts audiences --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Audiences --- Ethnology --- Educational technology. --- Economic policy. --- Culture - Economic aspects. --- Management. --- Economics. --- Cultural Economics. --- European Culture. --- Cultural Management. --- Technology and Digital Education. --- Cultural Policy and Politics. --- R & D/Technology Policy. --- Europe. --- Humanities --- Ethnology-Europe. --- Cultural policy. --- Economic nationalism --- Economic planning --- National planning --- State planning --- Economics --- Planning --- National security --- Social policy --- Intellectual life --- State encouragement of science, literature, and art --- Culture --- Popular culture --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Government policy --- Aids and devices --- Culture—Economic aspects. --- Ethnology—Europe. --- Administration --- Industrial relations --- Organization
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People relate to other people, not to simplified types or segments. This is the concept that underpins this book. Personas, a user centered design methodology, covers topics from interaction design within IT, through to issues surrounding product design, communication, and marketing. Project developers need to understand how users approach their products from the product’s infancy, and regardless of what the product might be. Developers should be able to describe the user of the product via vivid depictions, as if they – with their different attitudes, desires and habits – were already using the product. In doing so they can more clearly formulate how to turn the product's potential into reality. Based on 20 years’ experience in solving problems for businesses and 15 years of research, currently at the IT University of Copenhagen, Lene Nielsen is Denmark’s leading expert in the persona method. She has a PhD in personas and scenarios, and through her research and practical experiences has developed her own approach to the method – 10 Steps to Personas. This second edition of Personas – User Focused Design presents a step-by-step methodology of personas which will be of interest to developers of IT, communications solutions and innovative products. This book also includes three new chapters and considerable expansion on the material in the first edition.
Computer science. --- Software engineering. --- Arts. --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Information Systems Applications (incl. Internet). --- User-centered system design. --- Cognitive engineering (System design) --- Participatory design (System design) --- UCD (System design) --- Usability engineering (System design) --- User-centered design (System design) --- System design --- Human-computer interaction --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Computer software engineering --- Engineering --- Informatics --- Science --- User interfaces (Computer systems). --- Special purpose computers. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Special purpose computers --- Computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Arts, Primitive --- Human-computer interaction.
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This book studies the relationship between the arts and the economy. By applying economic thinking to arts and culture, it analyses markets for art and cultural goods, highlights specific facets of art auctions and discusses determinants of the economic success of artists. The author also sheds new light on various cultural areas, such as the performing and visual arts, festivals, films, museums and cultural heritage. Lastly, the book discusses cultural policies, the role of the state in financing culture, and the relationship between the arts and happiness. .
Arts --- Economic aspects. --- Culture - Economic aspects. --- Arts. --- Public finance. --- Cultural Economics. --- Cultural Management. --- Public Economics. --- Cultural Studies. --- Cameralistics --- Public finance --- Currency question --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Public finances --- Cultura --- Arte --- Finanzas públicas --- Aspectos económicos --- Finanzas --- Culture—Economic aspects. --- Management. --- Cultural studies. --- Administration --- Industrial relations --- Organization --- Arts, Primitive --- Economics. --- Culture. --- Cultural property --- Finance, Public. --- Culture --- Cultural Resource Management. --- Protection. --- Study and teaching. --- Cultural studies --- Cultural property, Protection of --- Cultural resources management --- Cultural policy --- Historic preservation --- Cultural sociology --- Sociology of culture --- Civilization --- Popular culture --- Economic theory --- Political economy --- Social sciences --- Economic man --- Protection --- Government policy --- Social aspects --- Art --- Economic asepcts.
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This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
Computer science. --- Arts. --- Multimedia information systems. --- User interfaces (Computer systems). --- Artificial intelligence. --- Application software. --- Multimedia systems. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- Media Design. --- User Interfaces and Human Computer Interaction. --- Multimedia Information Systems. --- Artificial Intelligence (incl. Robotics). --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Informatics --- Information systems. --- Artificial Intelligence. --- Information storage and retrieval systems --- Humanities --- Science --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Multimedia systems . --- Human-machine systems --- Human-computer interaction --- Computer software --- Computer graphics --- Art and technology --- Technology and art --- Technology --- Arts, Primitive
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If you find visual illusions fascinating Programming Visual Illusions for Everyone is a book for you. It has some background, some history and some theories about visual illusions, and it describes in some detail twelve illusions. Some are about surfaces, some are about apparent size of objects, some are about colour and some involve movement. This is only one aspect of the book. The other is to show you how you can create these effects on any computer. The book includes a brief introduction to a powerful programming language called Python. No previous experience with programming is necessary. There is also an introduction to a package called PsychoPy that makes it easy to draw on a computer screen. It is perfectly ok if you have never heard the names Python or PsychoPy before. Python is a modern and easy-to-read language, and PsychoPy takes care of all the graphical aspects of drawing on a screen and also interacting with a computer. By the way, both Python and PsychoPy are absolutely free. Is this a book about illusions or about programming? It is both!
Optical illusions --- Computer graphics. --- Python (Computer program language). --- Computer simulation. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Popular works. --- Arts. --- Humanities. --- Technology. --- Computational intelligence. --- Cognitive psychology. --- Popular Science. --- Popular Science in Technology. --- Signal, Image and Speech Processing. --- Cognitive Psychology. --- Computational Intelligence. --- Popular Science in Humanities / Arts. --- Psychology, Cognitive --- Cognitive science --- Psychology --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Applied science --- Arts, Useful --- Science, Applied --- Useful arts --- Science --- Industrial arts --- Material culture --- Learning and scholarship --- Classical education --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- Consciousness. --- Engineering. --- Construction --- Technology --- Apperception --- Mind and body --- Perception --- Philosophy --- Spirit --- Self --- Signal processing. --- Image processing. --- Speech processing systems. --- Computational linguistics --- Electronic systems --- Information theory --- Modulation theory --- Oral communication --- Speech --- Telecommunication --- Singing voice synthesizers --- Processing, Signal --- Information measurement --- Signal theory (Telecommunication) --- Pictorial data processing --- Picture processing --- Processing, Image --- Imaging systems --- Optical data processing --- Arts, Primitive
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