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1. LOCALIZATION AND REGIONAL ASPECTS OF GAME PRODUCTION - A RESEARCH OVERVIEW.

2. BUSINESS POLICY AND STRATEGY Conference Paper Abstracts.

3. Role of big data analytics in media and entertainment industry.

4. The use of ICT in creative tourism – The case of two UNESCO Creative Cities.

5. Impact of artificial intelligence (AI) in the media and entertainment industry.

6. Entrepreneurship, Tourism, Local Fashion, and Curriculum Development: A South African study.

7. Innovation Capabilities in Creative Industries for the Future Needs.

8. The Professional Paths Development in Polish Cultural Organizations From Female Perspective.

9. Transforming Indonesia Chinese descendants in Indonesia's cultural features into modern product design: A case study of a cross-cultural product design model.

10. CRISIS COMMUNICATION IN THE CREATIVE INDUSTRIES AND ITS STAFFING.

11. Analysis & review of IT security risk management frameworks.

12. inDICEs: A MOOC on Developing Digital Transition Strategies for Cultural Heritage Institutions.

13. Science and techno Park with the application of high-tech architecture concept in Tangerang.

14. THE EDUCATIONAL CHALLENGES OF DIGITAL TECHNOLOGIES.

15. Innovating with creative machines: On creative AI, trust and human-machine collaborations.

16. EXPLORING THE LANDSCAPE OF CREATIVE INDUSTRIES: A FINANCIAL PERSPECTIVE.

17. CURRENT POLICY AND SUPPORT IN THE ADVERTISING INDUSTRY IN THE ZILINA REGION.

18. Creative Industries: Cracking the Code for Effective Team Ideation.

19. CULTURAL AND CREATIVE INDUSTRIES IN URBAN TOURISM INNOVATION -- THE EXAMPLE OF THE CITY OF RIJEKA.

20. Comparing the required competencies of sales professionals servicing digital and physical channels of sale: a case study of a German children's entertainment company.

21. Drivers of Digital Attention: Evidence from a Social Media Experiment.

22. CULTURE AND ORGANISATIONAL IMPROVISATION: SOME CONCEPTIONS INFORMED BY UK FINANCIAL SERVICES.

23. CULTURE AS A CONSEQUENCE: A MULTILEVEL MULTIVARIATE META-ANALYSIS OF THE EFFECTS OF INDIVIDUAL AND COUNTRY CHARACTERISTICS ON WORK-RELATED CULTURAL VALUES.

24. CREATIVE INDUSTRY AND EUROPEAN UNION INDUSTRY POLICY - INTERACTIONS AND CHALLENGES.

25. Knowledge as a Competitive Entrepreneurial Asset: Concepts and Practices by Early-Stage Entrepreneurs in Creative Industries.

26. A System Dynamics Approach to Entrepreneurship Applied to the Case of the Creative Arts Industry.

27. TOWARDS COMPLETE EDUCATIONAL PROCESS IN ARCHITECTURAL DESIGN: FROM PROFOUND STUDY OF INDIGENOUS CULTURE TO THE CONTEMPORARY DWELLING PROJECT.

28. UNDERSTANDING CARNIVALESQUE FORMS OF MEDIA ENTERTAINMENT: THE CASE OF THE BRITISH TV SHOW MISFITS.

29. Ways of Using e-learning for Culture Consumers and Implementing it in the Marketing of Cultural Services.

30. SELECTED ASPECTS OF THE RAPIDLY EVOLVING PHENOMENON OF DIGITAL GAMES.

31. MARKETING DETERMINANTS OF THE CULTURAL ACCESS AND PARTICIPATION IN THE EUROPEAN UNION COUNTRIES.

32. CREATIVE INDUSTRY AS GENERATOR OF TOURISM TRANSFORMATION AND ECONOMIC DEVELOPMENT.

33. Motives for Cultural Consumption: Developing a new scale.

34. INTANGIBLES AS A COMPETITIVE ADVANTAGE IN THE TOURISM DEVELOPMENT OF BANSKÁ BYSTRICA REGION.

35. THE FILM AS A CREATIVE INDUSTRY IN THE FUNCTION OF MARKETING OF DESTINATION.

36. FILM AS A CREATIVE INDUSTRY CONSTITUENT AND ITS IMPACTS ON TOURISM DEVELOPMENT: EVIDENCE FROM CROATIA.

37. Why Analog Games Now?

38. Business Model Design for the Creative and Cultural Industries: Enterprise Education From the art School.

39. What's Behind the Spectacle? An Update on the Overlooked: Stock Photography and the Visual Content Industry.

40. Identifying Comparable Titles in Pre-production Stage: A Heterogeneous Information Network Approach.

41. SUSTAINABLE CREATIVE INDUSTRIES VALUE CHAIN: KEY FACTOR OF THE REGIONAL BRANDING.

42. Implementation of China's Cultural Policy through TV Drama as Public Diplomacy Practice.

43. CONVERGENCE OF MEDIA INDUSTRY: CHANGING THE PARADIGM OF MEDIA PRODUCTION AND CONTENT DISTRIBUTION.

44. Pilot Study: Organizational Creativity in Indonesia's Creative Industries.

45. Musical-Self-Transformation and the case of Rob "Fresh I.E." Wilson.

46. Inequality talk: How discourses by senior men reinforce exclusions from creative occupations.

47. Pilot Study: Organizational Creativity in Indonesia's Creative Industries.

48. La performance de la maintenance dans les industries à haut risques.

49. Location-based games on active aging: A systematic review.

50. Research on the Basic Characteristics and Influence Factors of the Cultural Theme Performance Projects in China.