The Creative Industries and International Business Development in Africa takes an unorthodox approach to showcasing the trends and challenges of the contemporary creative economy with a view to positioning the sector for a global audience.
An accessible, comprehensive overview of contemporary Irish cinema, this book is intended for use as a third-level textbook and is designed to appeal to academics in the areas of film studies and Irish studies. Responding to changes in the Irish production environment, it includes chapters on new Irish genres such as creative documentary, animation and horror. It discusses shifting representations of the countryside and the city, always with a strong concern for gender representations, and looks at how Irish historical events, from the Civil War to the Troubles, and the treatment of the traumatic narrative of clerical sexual abuse have been portrayed in recent films. It covers works by established auteurs such as Neil Jordan and Jim Sheridan, as well as new arrivals, including the Academy Award-winning Lenny Abrahamson.
A continuation of 1994’s groundbreaking Cartoons, Giannalberto Bendazzi’s Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history. Key Features Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you’re looking for
A comprehensive annually-updated guide to higher education offering practical advice on courses and places to study. The book deals with the mechanics of applying to college, and also information on matters from finance and accommodation to a glossary of unfamiliar terms.
Videomapping with its use of digital images is an audiovisual format that has gained traction with the creative industries. It consists of projecting images onto diverse surfaces, according to their geometric characteristics. It is also synonymous with spatial augmented reality, projection mapping and spatial correspondence. Image Beyond the Screen lays the foundations for a field of interdisciplinary study, encompassing the audiovisual, humanities, and digital creation and technologies. It brings together contributions from researchers, and testimonials from some of the creators, technicians and organizers who now make up the many-faceted community of videomapping. Live entertainment, museum, urban or event planning, cultural heritage, marketing, industry and the medical field are just a few examples of the applications of this media.
This book demonstrates how the creative industries are driving new sectoral and spatial dynamics in European cities, regions, and countries, and how these may be influenced by international and global dynamics. It takes a purposeful geographical approach to the study of the creative industries across various Western, Central and Eastern European contexts since the 2008-2009 recession. Despite the growing research looking at the development of the creative industries in the last 15 years, there are still gaps in the coverage of what is happening in Central and Eastern Europe compared to Western Europe. This book addresses these gaps in two parts focusing on particular geographical scales and creative processes: local interplay between sector and space and the role of the creative industries in regional and national economies after the crisis. The book presents original analyses of the post-crisis environment, and novel data on topics such as the role of institutions in the regulation of the fashion industry in global cities, the impact of clustering on film innovation, location patterns of art galleries, regional specialisations and paths of professional carriers in creative industries.
In what kind of state is the European film business? This study is the first in a series that provides an accessible understanding of how the world's contemporary screen industries function. It looks at all the factors in play, from government regulation to the marketing strategies behind an international success like 'Run Lola Run'/'Lola Rennt'. Anne Jackel evaluates how Europe's film industries operate, their working practices and the region's place within the global business of cinema. Exploring trends in production, distribution and exhibition, the book considers a range of national and pan-regional developments. Key areas of critical debate are highlighted, including private and public financing, co-production, film policy, links between the film and television industries, and the threats to 'art cinema' from within and without Europe.
The first in-depth study of the Indian creative industries, this book provides a comprehensive mapping of the Indian creative industries and its policy landscape, developing and defining key concepts and terms and offering detailed case studies of specific sectors, geographic regions and governance structures. Using an ecosystem framework, this book focuses on strategy/policy; tangible and intangible infrastructure; and funding and investment to understand the main drivers and barriers across nine sub-sector value chains. With investment from global brands into many sectors, it tracks how Indian creative industries are fostering innovation and design for social and ecological sustainability. It also delves into India’s informal economy to share key policy insights. The volume will be of great interest to scholars and researchers of public policy, business studies and South Asian studies. It will also be a key document for foreign investors willing to invest in one of the fastest-growing and stable economies in the world.
Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.