This interdisciplinary volume provides a critical and multi-disciplinary review of current manufacturing processes, practices, and policies, and broadens our understanding of production and innovation in the world economy. Chapters highlight how firms
This latest volume in the World Yearbook of Education series examines the global education industry both in OECD* countries as well as developing countries, and presents the works of scholars based in different parts of the word who have significantly contributed to this area of research. Focusing on the areas of cross-over in public-private partnerships in education, WYBE 2016 critically examines the actors and factors that have propelled the global rise of the education industry. Split into three key sections, Part I explores how education agendas are shaped; Part II considers the private financing of education and the export of school improvements to professional consultancies; and Part III analyses new market niches, such as low-fee private schooling and for-profit education provisions. The book draws upon case studies of many global organizations, including: The Bill and Melinda Gates Foundation Pearson Affordable Learning Fund Bridge International Academies Teach for All Omega Schools Co-edited by three internationally renowned scholars, Antoni Verger, Christopher Lubienski and Gita Steiner-Khamsi, WYBE 2016 will be a valuable resource for researchers, graduates and policy makers who are interested in the global education industry. *Convention on the Organisation for Economic Co-operation and Development.
The Yearbook of China's Cultural Industries is a large comprehensive, authoritative and informative annual which accurately records and reflects the annual development of cultural industries in China. It is also a large reference book with abundant information on cultural industries in China and a complex index, which could be kept for a long time and read for many years. A must for libraries. It deals with Radio and TV, the film industry, Press and Publishing Industries, the Entertainment Industry, Online Game Industry, Audio Visual New Media Industry, Advertisement Industry, and the Cultural Tourism Industry. It examines the figures nationally and by region.
An indispensable reference for design professionals on selecting and using materials in new ways to make their designs ever more efficient and effective Today’s technological advancements have resulted in traditional materials being used in increasingly innovative ways; designers are able to push the materials they use to their limits. Understanding these materials helps designers make inspired, practical decisions with confidence. The Materials Sourcebook for Design Professionals provides comprehensive, accurate information about the basic materials with which designers work on a daily basis, as well as a complete breakdown of new and exciting developments in high-tech materials. This inspiring and useful book is organized into six main sections on all the major design material groups: Metal, Plastic, Wood, Plant, Animal, and Mineral. Each section is broken down into chapters examining individual types of material within each larger group. Nearly one hundred material types are featured, each one supported by examples of how it can be used in a variety of industries, an outline of its most desirable properties, and details about its form and texture. With 450 vibrant illustrations and a clear and accessible layout, this long-term reference tool covers everything designers need to know about the materials they use habitually so they can continue to use them better.