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In situations where quality, shorter time to market and staying within budget are basic project requirements, you cannot afford to overlook digital asset management (DAM). Anyone who has felt the pain of a poorly organized production, knows that a great DAM system isn't just desirable, it's critical. Learn how the top CG film, computer game and web development companies have saved significant time and money on their projects by optimizing a digital asset management systems and streamlining production processes. Success stories of Sony Pictures Imageworks, Lionhead and other big players illustrate the way of working in big companies. Success stories of several small but very agile companies show the reader how the techniques are applied when the budget is small. Implementing a Digital Asset Management System teaches you that DAM is more than just technology, and covers all the essentials including workflow, teamwork, testing, quality assurance, demo version production, and versioning. Product neutral, this book is for computer-based media productions large and small, with hardware and software selection and configuration recommendations for a wide variety of project types. * A must read for anyone who wants to run a profitable and successful computer-based media production * Teaches how improve workflow, digital content security, speed-to-market and profit margin for projects large and small * Includes product overview with 28 detailed descriptions of software solutions, including screenshots and prices, as well as a practical assessment of their suitability for different industries & project sizes. * Written by the team that created the DAM system for such hits as Monsters Inc. and the video game Medal of Honor
Digital media. --- Internet entertainment industry. --- Project management.
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The memoir 'Reach' is an inspiring journey of Arthur Smith, a passionate child of the '60s and '70s who developed an insatiable love for television and achieved his dream of working in the entertainment industry. Arthur reveals thrilling insights into the television industry, sharing his experiences from the production of thousands of hours of prime-time television and live sports programs. His career highlights include working with some of the biggest stars and most creative minds in the industry, and producing shows that have come to define a genre. He also shares valuable life lessons on connecting with audiences, overcoming obstacles, and reaching beyond perceived limits.
Autobiographies. --- Internet entertainment industry. --- Success in business.
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"Die Fußball-Europameisterschaft UEFA EURO 2024™ ist ein Paradebeispiel für eine Sportgroßveranstaltung und die vielfältigen Aufgaben und Wirkungen, die ein solches Turnier auslöst. Wie professionelles Eventmanagement zur erfolgreichen Vorbereitung und Durchführung beiträgt, zeigen die Beiträge und Perspektiven führender Branchenexperten in diesem Band: - Entwicklung und organisatorischer Rahmen - Fans und digitale Angebote - Ausrichterstädte und Rechte - Sponsoren und Marke - Nachhaltigkeit und Legacy Ein spannender Einblick in die Organisation einer internationalen Sportgroßveranstaltung und eine gute Mischung aus aktueller Branchenpraxis und sportökonomischer Forschung.".
Service industries. --- Sports --- Entertainment Industry. --- Sports Economics. --- Economic aspects.
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The tenth edition of Who's Buying Entertainment is based on unpublished data collected by the Bureau of Labor Statistics' 2012 Consumer Expenditure Survey-you can't get these data online. It examines how much Americans spend on amusing themselves by the demographics that count: age, income, high-income households, household type, race and Hispanic origin, region of residence, and education.
Amusements --- Home entertainment industry --- Recreation --- Leisure industry --- Consumers
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Nachhaltigkeit gehört auch im Eventmanagement bereits jetzt zu den wichtigsten Business-Treibern. Doch was macht eine nachhaltige Veranstaltung auch erfolgreich? Mit diesem Buch erhalten Sie einen praktischen Leitfaden, um größtmögliche Nachhaltigkeit und wirtschaftlichen Erfolg in Einklang zu bringen. Unabhängig davon, ob Sie selbst veranstalten oder mit Dienstleistern zusammenarbeiten. Es bietet Ihnen einen Handlungspfad, wie Sie von der ersten Idee über eine detaillierte Nachhaltigkeitsstrategie bis zu den Maßnahmen kommen, die für Ihr Unternehmen optimal wirksam sind. Viele davon sind überraschend einfach umzusetzen. Mit zahlreichen Beispielen aus Interviews mit 26 Akteuren aus der Branche, die die Chancen, aber auch die Grenzen der Nachhaltigkeit beleuchten. Inhalte: - Eventmanagement im Unternehmen - Einbindung in die Nachhaltigkeitsstrategie des Unternehmens - Die SDGs im Eventmanagement - Auswahl der Location - Ticketing, Pricing, Sponsoring - Technik, Messebau, Dekoration und Effekte - Mobilität, Catering, Abfallmanagement - Zukunft und DigitalisierungDie digitale und kostenfreie Ergänzung zu Ihrem Buch auf myBook+: - Zugriff auf ergänzende Materialien und Inhalte - Persönliche Fachbibliothek mit Ihren BüchernJetzt nutzen auf mybookplus.de.
Service industries. --- Business ethics. --- Entertainment Industry. --- Business Ethics. --- Sustainability.
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During the past fifteen years, changes in technology have generated an extraordinary array of new ways in which music and movies can be produced and distributed. Both the creators and the consumers of entertainment products stand to benefit enormously from the new systems. Sadly, we have failed thus far to avail ourselves of these opportunities. Instead, much energy has been devoted to interpreting or changing legal rules in hopes of defending older business models against the threats posed by the new technologies. These efforts to plug the multiplying holes in the legal dikes are failing and the entertainment industry has fallen into crisis. This provocative book chronicles how we got into this mess and presents three alternative proposals—each involving a combination of legal reforms and new business models—for how we could get out of it.
Copyright --- Piracy (Copyright) --- Internet entertainment industry --- Droit d'auteur --- Music --- Law and legislation --- Musique --- Entertainment industry, Internet --- Internet industry
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Digital storytelling. --- Interactive multimedia. --- Internet entertainment industry. --- Marketing --- Psychological aspects. --- Storytelling
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