Academic literature on the topic 'Live entertainment industry'

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Journal articles on the topic "Live entertainment industry"

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Hartman, Francis, Rafi Ashrafi, and George Jergeas. "Project management in the live entertainment industry: what is different?" International Journal of Project Management 16, no. 5 (October 1998): 269–81. http://dx.doi.org/10.1016/s0263-7863(97)00056-2.

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Ham, Minjeong, and Sang Woo Lee. "Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service." Sustainability 12, no. 5 (February 27, 2020): 1784. http://dx.doi.org/10.3390/su12051784.

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Naver V Live, a South Korean live-streaming service, showcases video contents specific to the entertainment industry, such as K-pop and music. On V Live, K-pop stars and their fans can interact directly in a natural way, and V Live provides high-quality video content with novel topics. This study has identified key characteristics of video content that affect its popularity. A total of 620 video contents of five leading Star channels were classified on the basis of production company, type of video content, and whether it was live-streamed or not. The popularity of video content was measured by the number of comments, hearts, and views. To control potential bias, additional variables were set as control variables—such as the number of channel subscribers, mini-album sales, if the video content was previewed, and cumulative number of days since the video content was uploaded. For analysis, a hierarchical linear regression was conducted. The findings suggest future directions in video content planning.
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Qiu, Qihang, Yifan Zuo, and Mu Zhang. "Can Live Streaming Save the Tourism Industry from a Pandemic? A Study of Social Media." ISPRS International Journal of Geo-Information 10, no. 9 (September 9, 2021): 595. http://dx.doi.org/10.3390/ijgi10090595.

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As a reflection of shifting and fluid experiences in time and space, live streaming can reduce losses in the tourism industry associated with travel restrictions during the COVID-19 pandemic. Compared with the use of live streaming activities in entertainment, shopping, sport, e-sport, religious, educational, and academic settings, the tourism context has yet to be explored. This study takes China as a case to examine tourism practices related to live streaming. Specifically, 48,114 social media posts were subjected to systematic content analysis. The dataset contained live streaming content related to 147 countries and 34 Chinese provincial administrative regions between 2010 and 2021. Findings revealed the following: (1) the development of tourism live streaming in China can be classified into germination, exploration, and opportunity stages; (2) live content mainly evoked positive emotions, whereas negative sentiment resulted from illegal or boring content; (3) users’ perceptions of tourism live streaming content involved institutions, live streaming tools, live streaming attractions, the live streaming economy, people, facilities and information, time, and regions; and (4) live streaming tools and attractions constituted the core of the identified semantic network and had the strongest regulation capabilities in tourism live streaming activities. Findings shed light on latent cultural meanings in social media communications, where tourism live streaming features high-frequency linguistic signs.
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Stronza, Amanda, and Carter Hunt. "Visions of Tourism: From Modernization to Sustainability." Practicing Anthropology 34, no. 3 (June 29, 2012): 19–22. http://dx.doi.org/10.17730/praa.34.3.0203vv87563xt730.

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We live in an era where the heavy-weights of the tourism industry tout sustainability. Even Hilton, a name practically synonymous with mass tourism, promises to "lead the industry with products and programs" that not only "deliver great guest experiences," but also "protect the world we live in." Holland America Cruises publishes an annual "sustainability report," which includes not only the number of passengers abroad and nautical miles traveled, but also the total tons of carbon emitted. In the airline industry, Costa Rica's regional airline -NatureAir is the world's first carbon neutral airline, automatically including the cost of carbon off-sets into the fares of its regional flights. At the international level, Virgin America now offers passengers the opportunity to swipe their credit cards through their seat-back "Red" entertainment consoles and purchase carbon off-sets while in flight.
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McVey, Alex. "Police officer or social media star? Live PD and microcelebrity." Journal of Fandom Studies 8, no. 3 (September 1, 2020): 237–49. http://dx.doi.org/10.1386/jfs_00021_1.

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This article examines the rhetorical strategies of microcelebrity in the reality TV show Live PD. Live PD is an important text for understanding how police work with the entertainment industry to create selective strategies of self-presentation in the wake of the media challenges posed by the Black Lives Matter movement. It shows how police draw on new media and social media to shape public discourse about police and promote alternative images of police officers. It also shows how police mobilize the techniques of reality TV, fan engagement and social media to respond to emergent crises of police credibility. This article argues that Live PD’s rhetorics of microcelebrity use intimate visual access and fan engagement to create new modes of cultural attachment to police power while also substituting affective sensations of intimacy for substantive demands of police accountability.
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Chen, Yifei, Feiyan Lu, and Siyu Zheng. "A Study on the Influence of E-Commerce Live Streaming on Consumer Repurchase Intentions." International Journal of Marketing Studies 12, no. 4 (November 27, 2020): 48. http://dx.doi.org/10.5539/ijms.v12n4p48.

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The year 2019 witnessed an exponential growth of the e-commerce live streaming industry. Notably, competitions among live streamers have become increasingly fierce as more newcomers are marching in. To survive and thrive in the cut-throat market competitions, it is key for them to increase consumers’ repeat purchase rate and win customer loyalty. This study uses empirical research methods to probe into the influence of e-commerce live streaming on consumer repurchase intentions. According to this study, perceived entertainment and perceived similarity have a positive impact on consumer repurchase intentions, and this relationship is partially mediated by consumer satisfaction. In addition, perceived product quality, perceived interactivity, and perceived professionalism have a positive and indirect effect on consumer repurchase intentions, and this relationship is fully mediated by consumer satisfaction.
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Waldburger, Adia. "Sport on the Screen: A Look at Sport Films Featured at Sundance 2011." International Journal of Sport Communication 4, no. 2 (June 2011): 253–58. http://dx.doi.org/10.1123/ijsc.4.2.253.

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Audiences had the opportunity to applaud for sport films at the 2011 Sundance Film Festival in Park City, UT. Two sport-themed documentary films won audience awards. The U.S. winner, Buck, follows the life of horse trainer Buck Brannaman, and Senna, a look at the life of Formula One hero Ayrton Senna, won in the international category. Other sport films screened this year included Win Win, in which Paul Giamatti stars as a volunteer high school wrestling coach; Benevides Born, about a teen female wrestler trying win a scholarship; and two short movie entries, Bike Race, an animated film about a race and a love triangle, and Skateistan: To Live and Skate Kabul, a documentary about skaters in war-torn Afghanistan. This review provides an examination of the sport films at this year’s festival and discusses the impact that this form of sport communication has on the entertainment industry.
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Tsai, Terence, and Shubo Liu. "Mamma Mia! Made in China — Challenges in Developing the Musical Industry." Asian Case Research Journal 19, no. 02 (December 2015): 419–42. http://dx.doi.org/10.1142/s0218927515500157.

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This case is about how United Asia Live Entertainment Co. Ltd. (United Asia), a real Chinese production and marketing company and a commercial arm of the Ministry of Culture, localized a popular global product, Mamma Mia!, to compete with other international and local firms during the period when the Government was pushing the reform of the cultural industry. Mamma Mia! is the first-ever Western musical without roots in the Chinese culture, being presented in Chinese (Mandarin) by an entire Chinese cast in China. United Asia staged the translated version with the creative team of the original musical. This case describes how United Asia faced and overcame many obstacles, including talent shortage, uncertain customer expectations and immature industrial clusters while it was preparing for the first show. The production turned out to be a big success. Although United Asia planned to launch more Western musicals in Chinese, the company aspired to go beyond introducing only copyrighted musicals and to create original musicals. This case leads to the reflection and discussion on what the company, as a groundbreaker in China’s new musical industry, should do next and how to sustain its competitive advantages.
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Omenugha, Nelson Obinna. "The Utilization of Digital Platforms for Marketing in the Nigerian Entertainment and Media (E&M) Industry: Prospects and Challenges." Case Studies in Business and Management 5, no. 1 (June 2, 2018): 60. http://dx.doi.org/10.5296/csbm.v5i1.13240.

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The National Bureau of Statistics recently announced that the entertainment and media (E&M) industry in Nigeria recorded growth of 1.86% to 12.81%; contributing N54bn to the country’s GDP. The industry’s revenue is projected to reach an estimated $8.5bn in 2018, from $4bn in 2013, with internet as one of the key drivers (PwC report, 2016, p.14). This comes at a time when Nigeria’s economy has shrunk by 2.24% since 2015 and receded by 0.18% from the previous quarter. Therefore, this study unpacks the possibilities and challenges of the impact of e-marketing tools on the growth of the Nigerian E&M industry. E-marketing tools provide “a unique combination of powerful capabilities for marketers” (Parsons et al., 2015). E-marketing suitability for the E&M industry lies in its lower capital demand, and a convenient and online means of disseminating marketing messages across a heterogeneous population at an unlimited geographical space. E-marketing is a reality in Nigeria as a study by Mathew, Ogedebe & Ogedebe (2013, p. 549) shows that “Many Nigerians who used (sic) the internet as one form of communication or another are bombarded daily with advertisements of products and services from industries in the country.” This reality has brought a shift from mechanical to electronic and from analogue to digital; ultimately impacting the marketing realms. The internet enables these electronic/digital platforms; which marketers (E&M industry) and customers (content consumers) rely on to effectively reach and receive communication content and feedback respectively. However, this study examined the challenges that have possibly hindered the full realization of the e-marketing tools of the Nigerian E&M industry and noted among others; poor power supply and unreliable network infrastructure in the country. There is also an increased customer expectation, security, content copyright and privacy issues as well as the challenge of compliance demand in the industry as influenced by ever dynamic digital boundaries. There is a huge economic need for the Nigerian government to live up to its obligation and enhance power supply and boost network infrastructure. The Nigerian E&M industry needs to continually integrate different digital platforms to reach targets and attract more content consumers. Both the government and industry should increasingly learn and bring a global perspective that can help the nation adapt to the constantly changing digital environment.
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Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (January 23, 2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

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This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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Dissertations / Theses on the topic "Live entertainment industry"

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Janowska, Karolina, and Charlotte Bengtsson. "Recipe for success : A study on marketing communication strategies for live performers within the entertainment industry and how to reach international success." Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-7584.

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When it comes to the entertainment industry and the live performers these artists are in need of valuable communication strategies in order for them to reach the consumers they would like to reach and gain the success that they want. Although this is a known fact, it is difficult for the artists to know which marketing communication strategies to use and how to use them.  The purpose is to identify international marketing communication strategies for live performers within the entertainment industry. The objective is to demonstrate how the strategies can be used to reach international success. The focus is to look at marketing communication strategies from an artist/company’s point of view and therefore feedback from the consumers will not be covered in this thesis. We have found two alternative strategies for development of international marketing communication for a live performer in the entertainment industry. In both of these strategies it is important to start with creating a valuable network in order to set up clear goals for the marketing communication. The difference between the two strategies is based on whether the live performer is adapted to the target group or if the target group is adapted to the live performer
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Varela, Daniela Renee. "The Netflix Experience : Reshaping the Creative Process: Cultural Co-Production of Content: A user-focus approach to recommendation algorithms." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33088.

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This project proposes a user-focused approach to study the algorithm logic of on-demand apps, using Netflix as a case study. The main research interest is the perception that the user has about the suggestion and recommendation logic of Netflix. In order to gather the information, a walkthrough method on Netflix was applied as well as personal, in-depth think aloud interviews were carried out. The sample consisted on a selection of heavy users, millennials ex-pats living in Singapore and working in the creative industry to get specific insights on their relationship with the algorithm.  To analyze the gathered material, qualitative content analysis was carried out. This kind of study is important within today’s contemporary media environment to have integral approach to users perceptions instead of just analytical figures and numbers. The theoretical context used to enlight some of the conclusions discussed on this research were based on the study of media in everyday life, global cultural industry studies, as well as algorithm culture and the science and technology studies. How algorithms are perceived have major repercussions not only on on-demand apps, technology business models or entertainment industry but also an intense influence on the way people consume content. Re-thinking the user as a co-producer of information and knowledge, considering some of the implications this phenomenon might have on the creative industry and how that affects on our daily life are some of the issues this research elaborated on. It can be said that the selected sample appreciates the suggestion logics and it has multiple functionalities: recommendation, curation, entertainment, companionship and leisure. Netflix Originals are very well validated; being one of the main attractions of the app. Interface, functionality and features are also items that the sample positively highlights. The accuracy perception of the algorithm is good, although low when compared to other countries where the sample used the app. The same applies to the amount of content and titles available, being these last two, issues that Netflix could improve.   This research was conducted for 8 months, from October 2016 to May 2017, for Sodertorn University – Stockholm, Sweden, with the guidance and support of Associate Professor Anne Kaun.
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Dias, Luís Nuno Coelho. "Ideografias dinâmicas-o interface digital como suporte de novas escritas." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Belas Artes, 2000. http://dited.bn.pt:80/29291.

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Martins, Pedro Tiago Rosa Bastos Carvalho. "Perceção dos riscos ocupacionais nos trabalhadores da indústria dos espetáculos e eventos ao vivo." Master's thesis, 2021. http://hdl.handle.net/10400.26/35623.

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Este estudo dedica-se à caracterização das particulares condições de segurança e saúde no trabalho dos técnicos da indústria dos espetáculos e eventos ao vivo, e é precedido por um outro do mesmo âmbito dedicado ao tema “Identificação e análise de perigos e riscos laborais da indústria dos eventos e espetáculos ao vivo”. São conhecidas a especificidades da estrutura de produção do setor dos espetáculos, em que os modelos organizativos diferem de forma muito significativa das formas tradicionais de produção e de gestão de recursos humanos. O conceito “tempo” tem neste sector um contributo essencial, já que os prazos de entrega têm de ser cumpridos de forma exemplar, um espetáculo que está programado para um determinado dia, tem de acontecer nesse dia. Este fator aleado ao cariz frequentemente itinerante e pontual dos espetáculos, oferecem a este setor características únicas em termos de processo produtivo. Estas representam naturalmente consequências ao nível da gestão da segurança e da forma como os profissionais desta indústria encaram e percecionam essa mesma segurança. É o objetivo deste estudo, identificar e determinar a forma como os profissionais percecionam os riscos e como os valorizam. Do espectro de atividades profissionais técnicas de apoio às artes do espetáculo, foi escolhida como objeto de estudo a atividade que se dedica à instalação e remoção de equipamento que se destina a movimentar, suspender ou segurar objetos, vulgarmente denominada por rigging. A escolha desta atividade para foco do estudo, prende-se com as características de maior exposição ao risco por parte destes profissionais, e pela severidade das consequências do erro humano no desempenho das competências de um rigger. O estudo usou como instrumento um questionário, respondido por 163 profissionais, de 27 nacionalidades distintas. As perguntas estão divididas em três dimensões de análise: dados sociodemográficos, determinantes pessoais da perceção do risco e preocupação e exposição dos trabalhadores com os riscos específicos da indústria dos espetáculos ao vivo. Com o questionário procurou-se identificar e analisar as perceções globais do risco no trabalho dos profissionais de rigging, identificar e analisar as relações entre as dimensões que compõem as perceções dos riscos e seus determinantes, caracterizar os profissionais de rigging da indústria dos espetáculos em termos de perceção e valorização dos riscos, nas suas componentes cognitivas e racionais e compreender a influência das variáveis sociodemográficas na perceção dos riscos. Este estudo procura igualmente validar como hipótese, uma consciência global de segurança, partilhada pelos riggers independentemente das suas origens, que poderá representar uma subcultura.
This research seeks to identify the main safety work conditions of the technical labor in the live entertainment industry. This study fallows one other in the same scope, dedicated to the “Identification and analyses of live entertainment industry occupational risks and hazards”. It is widely known the distinct production layout of the entertainment sector, where the organization models fall apart off the traditional production ways and concepts, as human resources management. “Time” it is taken in a discerning way, mainly because if a show is schedule for a specific date, it is not supposed to be postponed or delayed. If we add to this the fact that shows are itinerant for definition and frequently happen only once on each place, it is then clear that this industry displays a very unique production layout. This unique character forces the industry to adopt singular safety management models and affects the way that the live entertainment professionals perceived safety. It is the research primary goal, to identify and determine the ways that the labor copes and perceives the surrounding hazards. From all the variety of professionals in the live entertainment support activities, it was the riggers who have been consider for this research, mainly because of their higher exposure to risk, and for the role they play in production safety, where a rigger mistake may represent a catastrophe. This study uses a questionnaire, which was taken by 163 riggers of 27 different nationalities. The questionnaire is divided in three distinct categories: Social and demographic parameters, personal risk perception determinants, and labor specific live risk exposure and dread. The results were expected to contribute to the identification of the global perception of the risk exposure by the riggers, identify and analyze dependency relations between the main risk perception determinants, and describe the live entertainment riggers in their risk perceptions and dread hierarchy, either in the emotional component as also in the cognitive component. Understand the contribution of the social and demographic parameters in risk perception. It also fits the scope of this research the validation of a global safety conscience among the rigging community that shares the same values and might represent a safety subculture.
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Books on the topic "Live entertainment industry"

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Queensland. Crime and Misconduct Commission. Regulating adult entertainment: A review of the live adult entertainment industry in Queensland. Brisbane, Qld: Crime and Misconduct Commission, 2004.

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Johnson, Darren W. Going live: Insider secrets to corporate event production. Sonoita, AZ: Dudley Court Press, 2013.

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Junk food in the body of Christ: Influences of the entertainment industry. Baden, PA: Rainbow's End Co., 1995.

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Wolf, Michael J. The entertainment economy: How mega-media forces are transforming our lives. New York: Three Rivers Press, 1999.

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The entertainment economy: How mega-media forces are transforming our lives. New York: Times Books, 1999.

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Feldman, Edward S. Tell me how you love the picture: A Hollywood life. Beverly Hills: Creative Book Publishers International, 2007.

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Tom, Barton, ed. Tell me how you love the picture: A Hollywood life. New York: St. Martin's Press, 2005.

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Rashid, Hussein. Muslims in Film and Muslim Filmmaking in the United States. Edited by Jane I. Smith and Yvonne Yazbeck Haddad. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199862634.013.016.

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This article looks at the American film industry and its relationship to Muslims. It looks at the way films define Muslims, the ways in which Muslims use film to define themselves, the impact of Muslims in the film industry, and ultimately the way film is used to establish Muslims in the American national narrative. Because of the nature of the entertainment industry, reference is also made to television shows as bellwethers for filmic themes. Like all cultural production, film exists in a dialogic continuum, with meanings constantly in flux, so that for Muslims, belonging in America cannot be clearly defined. However, through participation, a narrative can be constructed that enables the integration of Muslims into the American story.
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Nowell-Smith, Geoffrey. The History of Cinema: A Very Short Introduction. Oxford University Press, 2017. http://dx.doi.org/10.1093/actrade/9780198701774.001.0001.

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Cinema was the first, and arguably the greatest, of the industrialized art forms that dominated the cultural life of the 20th century. It continues to adapt and grow as new technologies and viewing platforms become available, and remains an integral cultural and aesthetic entertainment experience for people the world over. Cinema developed against the backdrop of the two world wars, and over the years has seen smaller wars, revolutions, and profound social changes, with its history reflecting this. The History of Cinema: A Very Short Introduction looks at the defining moments of the industry, from silent to sound, black and white to colour, and considers its genres from intellectual art house to mass-market entertainment.
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Heideman, Lee. Wagons West: Transportation, Entertainment & Industry, More on Sphinx Park, Buffalo, Pine Grove, Baily [Sic] & Beyond. Magic Wordweaver Press, 2005.

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Book chapters on the topic "Live entertainment industry"

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"Live Entertainment: The Second Stream." In The Music Business and Recording Industry, 109–32. Routledge, 2004. http://dx.doi.org/10.4324/9780203957745-10.

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"Live Entertainment: The Second Stream." In The Music Business and Recording Industry, 105–28. Routledge, 2004. http://dx.doi.org/10.4324/9780203498330-11.

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Laws, Chantal. "Responsible Entertainment Greening festivals and events." In Key Issues in the Arts and Entertainment Industry. Goodfellow Publishers, 2011. http://dx.doi.org/10.23912/978-1-906884-20-8-1453.

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This chapter explores the contemporary issue of responsible production within the arts and entertainment industries, focusing on live music events and festivals in particular. In its broadest context the entertainment industry is vast, encompassing 18 unique sectors (Moss, 2009), each providing a plethora of tangible and intangible products that, according to Vogel (2007), is estimated at US$1 trillion annually. This makes it the largest industry in the world, generating more revenue and growing at an exponential rate as leisure time becomes increasingly important as an escape from,or antidote to, the pressures of modern life. Live events bridge the distinction between high art products which are considered as a ‘merit good’ (Pratt, 2005) and forms of popular culture and leisure that can be consumed both at home and in designated public spaces. Hughes (2000) states that live performance of both art and entertainment is a distinct area for management, as such events require active participation on the part of an audience. As pop/rock consumers can now choose from ‘an almost limitless number of events’ (Mintel Group, 2008) at any given time, the viability of continued growth in the industry becomes of real concern, and the impact of such intense consumption levels can no longer be ignored.
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Kale, Gozde Oymen, and Ebru Ulusoy. "Experience Marketing at Retail Environments." In Advances in Media, Entertainment, and the Arts, 314–31. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6190-5.ch018.

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The economy in which consumers live today is considered the experience economy. One of the industries that is growing in this economy is the entertainment industry. Additionally, this industry is not only limited to conventional entertainment contexts today. For instance, many retail contexts have started to operate according to the rules of this industry. Today, the entertainment value that consumers construct within and derive from the market is highly dependent on the experiences they find in retail contexts. Entertaining experiences play the focal role in most retail contexts due to the high level of positive managerial outcomes, such as economic value. Therefore, there is a growing need to understand the phenomenon of commercial experiences that provide entertainment and their role in various retail environments in different cultures. This conceptual chapter aims to understand how successful retailers utilize experience marketing to attract more consumers.
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Brown, Douglas. "The 21st Century Venue." In Key Issues in the Arts and Entertainment Industry. Goodfellow Publishers, 2011. http://dx.doi.org/10.23912/978-1-906884-20-8-1446.

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A fundamental ingredient of presenting quality arts and entertainment experiences to contemporary audiences is the imaginative design, management and use of the places in which they happen: the venues. This chapter will continue to explore the changing relationship between audiences, producers and presenters of live arts and entertainment by looking at the design and use of physical spaces. Whether we are talking about a large arena,a formal theatre space, a temporary performing space or a mobile cinema, many of the issues facing producers and managers are similar. This chapter will explore a number of issues affecting the design and use of spaces — large and small, formal and informal — and the current trends in venue design and management for presenting entertainment and hearts. In the course of the chapter, we will consider topics such as the history of venue design and the justifications for different venues and building processes, as well as design issues including inclusivity, sustainability,flexibility and the use of technology. Trends including the move towards intimacy and transparency will be looked at in the context of how these issues relate to key values, such as equality, community, innovation and empowerment of the individual.
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Cadena, Richard. "The Foundation of the Automated Lighting Industry." In Automated Lighting: The Art and Science of Moving Light in Theatre, Live Performance, and Entertainment, 9–34. Elsevier, 2010. http://dx.doi.org/10.1016/b978-0-240-81222-9.00002-7.

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"The Foundation of the Automated Lighting Industry." In Automated Lighting: The Art and Science of Moving Light in Theatre, Live Performance, Broadcast, and Entertainment, 25–51. Routledge, 2006. http://dx.doi.org/10.4324/9780080464534-8.

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"Well-Being in Practice and Policy." In Advances in Media, Entertainment, and the Arts, 52–73. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-4231-6.ch003.

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Recent research focuses on the concept of well-being, aiming to systematize it and obtain design guidelines. In latest years, various building certification systems have arisen, which, although used for ex post evaluations, contain, specularly, design guidelines. In a first phase the concept of well-being was intended on a global scale, linked to the pitfalls of pollution and consumption of resources, so design guidelines and control systems developed within the construction industry to ensure the conservation of the environment and therefore the “well-being” and “health” of human communities. Having therefore developed certification systems measuring and evaluating the performance of buildings in relation to their impact on the environment and its resources, we are now faced with a shift of attention on a smaller scale, linked to the performance that buildings offer not so much with respect to the environment as to the people who live in them. This chapter explores the concepts behind such systems and the relationship between building certification systems and people's well-being.
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Hamburg, David A., and Beatrix A. Hamburg. "Media as an Educational System: Can the Media Help?" In Learning to Live Together. Oxford University Press, 2004. http://dx.doi.org/10.1093/oso/9780195157796.003.0018.

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The media, even in democratic societies, have been faulted for glorifying violence, especially in the entertainment industry. And we have seen how the harsh use of hateful propaganda through the media, by nationalist and sectarian leaders, can inflame conflicts in many parts of the world. The international community can support media that portray accurate information on current events, show constructive relations between different groups, and report instances in which violence has been prevented. Foundations, commissions, and universities can work with broadcasters to help provide responsible, insightful coverage of serious conflicts. For example, through constructive interactions with the Carnegie Commission on Preventing Deadly Conflict, CNN International moved to balance coverage of violence and strategies for peaceful conflict resolution. Social action for prosocial media may become an effective function of nongovernmental organizations, similar to their achievements in human rights. Research findings have established a causal link between children’s television viewing and their subsequent behavior in the United States and a variety of other countries (e.g., Australia, Finland, Israel, the Netherlands, Poland). Both aggressive and prosocial behaviors can be evoked, depending on the content of programs. There is no reason to assume that the impact of movies is substantially different. As early as age 2, children imitate behaviors (including violent behaviors) seen on television, and the effects may last into their teen years. Must violent content predominate forever? How can the media help to prevent deadly conflicts in the future? The proliferation of media in all forms constitutes an important aspect of globalization. Films, television, print, radio, and the Internet have immense power to reach people with powerful messages, for better and worse. At present, the United States is largely responsible for the output of film and television content seen by people worldwide. But advances in technology are making it increasingly feasible for media to be produced in all parts of the world—all too often with messages of hate, and they may become even more dangerous than the excessive violence in U.S. television and movies. Films have great, unused potential for encouraging peace and for nonviolent problem solving. They entertain, educate, and constitute a widely shared experience.
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Brown, Noel. "Change and Continuity: The Making of Contemporary Hollywood Animation." In Contemporary Hollywood Animation, 1–40. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474410564.003.0001.

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In setting the scene, the opening chapter does four things. First, it surveys production trends in Hollywood feature animation from the 1930s to the present. Second, it presents an overview of the major changes in the Hollywood film industry since the 1970s, contextualising the resurgence of animation within developments in live-action cinema, family entertainment and multimedia conglomeration. Third, it examines the stylistic continuities and changes in post-1990s Hollywood animation, particularly with regards to the rise of computer animation. And fourth, it weighs the recurrent narrative structures and mythological influences on the form against more recent changes in storytelling conventions.
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Conference papers on the topic "Live entertainment industry"

1

Ferreira, Felipe A., Bruno P. Oliveira, Rodrigo V. Kassick, Vinícius Furlan, and Hélio Lopes. "Scaling up Cast Face Detection in Videos at Globo." In Seminário Integrado de Software e Hardware. Sociedade Brasileira de Computação - SBC, 2021. http://dx.doi.org/10.5753/semish.2021.15816.

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It has been recognized that a significant increase in the production and consumption of video content occurred in the last decade. Many entertainment companies, like Globo, face challenges regarding video metadata generation. The objective of this paper is to present a suitable architecture for the Globo Group to automatically identify actors that appear in each scene of a video stream, generating new metadata annotations that can be used by recommender systems and search engines among different other applications in this industry sector.
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Lall, Pradeep, Vikas Yadav, Di Zhang, and Jeff Suhling. "Effect of Alloy Composition and Aging on the Survivability of Leadfree Solders in High Temperature Vibration in Automotive Environments." In ASME 2017 International Technical Conference and Exhibition on Packaging and Integration of Electronic and Photonic Microsystems collocated with the ASME 2017 Conference on Information Storage and Processing Systems. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/ipack2017-74233.

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Current trends in the automotive industry point to increasing role of electronics for vehicle control, safety, efficiency and entertainment. Examples include lane-departure warning systems, collision avoidance systems, vehicle stability systems, and drive assist systems. Many of the automotive electronics systems are located under the hood of the vehicle mounted directly on engine or on transmission with sustained exposure to temperatures greater than 150°C in conjunction with vibration. Solder joint fatigue is a dominant failure modes under high-temperature vibration. Industry migration to lead-free solders has resulted in a proliferation of a wide variety of solder alloy compositions many of which are based on formulation of Sn, Ag and Cu. While it is well known that solder interconnects, accrue damage much faster when vibrated at elevated temperatures, the models for assessment of life under simultaneous temperature and vibration are scarce. State-of-art reliability models for solder joints focus on single stresses of vibration or thermal cycling. There is need for models for evaluating the survivability of leadfree solder assemblies to ensure 10-years, 100,000 miles life in automotive environments. In this paper, a new model has been proposed for life prediction of electronics under simultaneous temperature-vibration.
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Burns, Brian, and Biswanath Samanta. "Mechanical Design and Control Calibration for an Interactive Animatronic System." In ASME 2015 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/imece2015-52477.

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Animatronic figures provide key show effects in the entertainment and theme park industry by simulating life-like animations and sounds. There is a need for interactive, autonomous animatronic systems to create engaging and compelling experiences for the guests. The animatronic figures must identify the guests and recognize their status in dynamic interactions for enhanced acceptance and effectiveness as socially interactive agents, in the general framework of human-robot interactions. The design and implementation of an interactive, autonomous animatronic system in form of a tabletop dragon and the comparisons of guest responses in its passive and interactive modes are presented in this work. The purpose of this research is to create a platform that may be used to validate autonomous, interactive behaviors in animatronics, utilizing both quantitative and qualitative analysis methods of guest response. The dragon capabilities include a four degrees-of-freedom head, moving wings, tail, jaw, blinking eyes and sound effects. Human identification, using a depth camera (Carmine from PrimeSense), an open-source middleware (NITE from OpenNI), Java-based Processing and an Arduino microcontroller, has been implemented into the system in order to track a guest or guests, within the field of view of the camera. The details of design and fabrication of the dragon model, algorithm development for interactive autonomous behavior using a vision system, the experimental setup and implementation results under different conditions are presented.
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4

Pogorel’skaya, Elena, and Leonid Chernov. "From a Machine Service to a New Kind of Identity." In The Public/Private in Modern Civilization, the 22nd Russian Scientific-Practical Conference (with international participation) (Yekaterinburg, April 16-17, 2020). Liberal Arts University – University for Humanities, Yekaterinburg, 2020. http://dx.doi.org/10.35853/ufh-public/private-2020-57.

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In the new economic and epidemiological climate, the tourism industry is becoming a political and economic priority for Russia’s development. Domestic tourism resources shall be used to the maximum extent whereas patterns and models of international tourism shall be comprehended anew and reformatted. Given the increasing introduction of technology into the fabric of human life and the associated political decisions in the fields of professional employment in tourism and socio-cultural services, the article poses the problem of dialogue between man and machine, and predicts a new dimension of human nature. The phenomenological methodology and analytical approach embraced in the article allows us to argue that engineering content, the technical, the machine, ceases to be a useful service tool to serve human desires and needs. The ‘technical’ becomes a means and a way of shaping ‘new images of the world, values and realities’. New types of social connections and relations arise, in which technical items interact with humans ‘as equals’, and thereby often substitute living interlocutors and partners. Hence the social relationship concept expands. The tourism, hospitality and entertainment industry is concentrating on the changing role of the technical in human life. Through tourism and consumer services, a new type of individuality is being formed, for which the technical becomes an ‘additional living organ’ of natural human nature.
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Lall, Pradeep, and Geeta Limaye. "High Cycle Fatigue Life-Prediction for Lead-Free Interconnects Under Simultaneous High Temperature and Vibration." In ASME 2013 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/imece2013-66820.

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Current trends in the automotive industry warrant a variety of electronics for improved control, safety, efficiency and entertainment. Many of these electronic systems like engine control units, variable valve sensor, crankshaft-camshaft sensors are located under-hood. Electronics installed in under-hood applications are subjected simultaneously to mechanical vibrations and thermal loads. Typical failure modes caused by vibration induced high cycle fatigue include solder fatigue, copper trace or lead fracture. The solder interconnects accrue damage much faster when vibrated at elevated temperatures. Industry migration to lead-free solders has resulted in a proliferation of a wide variety of solder alloy compositions. Presently, the literature on mechanical behavior of lead-free alloys under simultaneous harsh environment of high-temperature vibration is sparse. In this paper, the reduction in stiffness of the PCB with temperature has been demonstrated by measuring the shift in natural frequencies. The test vehicle consisting of a variety of lead-free SAC305 daisy chain components including BGA, QFP, SOP and TSOPs has been tested to failure by subjecting it to two elevated temperatures and harmonic vibrations at the corresponding first natural frequency. The test matrix includes three test temperatures of 25C, 75C and 125C and simple harmonic vibration amplitude of 10G which are values typical in automotive testing. PCB deflection has been shown to increase with increase in temperature. The full field strain has been extracted using high speed cameras operating at 100,000 fps in conjunction with digital image correlation. Material properties of the PCB at test temperatures have been measured using tensile tests and dynamic mechanical analysis. FE simulation using global-local finite element models is thus correlated with the system characteristics such as modal shapes, natural frequencies and displacement amplitudes for every temperature. The solder level stresses have been extracted from the sub-models. Stress amplitude versus cycles to failure curves are obtained at all the three test temperatures. A comparison of failure modes for different surface mount packages at elevated test temperatures and vibration has been presented in this study.
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Gorkovchuk, Denys, Julia Gorkovchuk, and Thomas Luhmann. "INTEGRATION OF COMPLEX 3D MODELS INTO VR ENVIRONMENTS – CASE STUDIES FROM ARCHAEOLOGY." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia: Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12123.

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Recently, virtual reality technologies are increasingly being introduced into our lives. The focus of their use is shifting from the entertainment industry to design, healthcare, tourism, architecture, education and more. The advantages of virtual reality technology are especially noticeable in the field of archaeology, as many historical objects have not survived to our time, and their appearance can be reproduced only on the basis of historical sources and archaeological excavations. Most platforms for implementing virtual reality programs are based on game engines that can provide the required level of performance for VR. Such platforms show very good results for architectural objects, which often have many similar elements of simple shapes. Integrating complex objects with unique shapes is usually a problem. In this article, we consider the use of photogrammetric methods to create 3D models of historical objects and the aspects of their integration into a virtual environment based on a game engine. Specifically, aspects such as object resolution and suitable level of detail are discussed. As a case study, such a virtual environment was created for the ancient Trypillia settlement in the territory of Ukraine.
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7

Lall, Pradeep, and Geeta Limaye. "A Methodology for High Cycle Fatigue Characterization of Lead-Free Interconnects Under Simultaneous Harsh Environments of High Temperature and Vibration." In ASME 2013 International Technical Conference and Exhibition on Packaging and Integration of Electronic and Photonic Microsystems. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/ipack2013-73245.

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Current trends in the automotive industry warrant a variety of electronics for improved control, safety, efficiency and entertainment. Many of these electronic systems like engine control units, variable valve sensor, crankshaft-camshaft sensors are located under-hood. Electronics installed in under-hood applications are subjected simultaneously to mechanical vibrations and thermal loads. Typical failure modes caused by vibration induced high cycle fatigue include solder fatigue, copper trace or lead fracture. The solder interconnects accrue damage much faster when vibrated at elevated temperatures. Industry migration to lead-free solders has resulted in a proliferation of a wide variety of solder alloy compositions. Presently, the literature on mechanical behavior of lead-free alloys under simultaneous harsh environment of high-temperature vibration is sparse. In this paper, the reduction in stiffness of the PCB with temperature has been demonstrated by measuring the shift in natural frequencies. The test vehicle consisting of a variety of lead-free SAC305 daisy chain components including BGA, QFP, SOP and TSOPs has been tested to failure by subjecting it to two elevated temperatures and harmonic vibrations at the corresponding first natural frequency. The test matrix includes three test temperatures of 25C, 75C and 125C and simple harmonic vibration amplitude of 10G which are values typical in automotive testing. PCB deflection has been shown to increase with increase in temperature. The full field strain has been extracted using high speed cameras operating at 100,000 fps in conjunction with digital image correlation. Material properties of the PCB at test temperatures have been measured using tensile tests and dynamic mechanical analysis. FE simulation using global-local finite element models is thus correlated with the system characteristics such as modal shapes, natural frequencies and displacement amplitudes for every temperature. The solder level stresses have been extracted from the sub-models. Stress amplitude versus cycles to failure curves are obtained at all the three test temperatures. A comparison of failure modes for different surface mount packages at elevated test temperatures and vibration has been presented in this study.
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8

Mahboob, Atif, Stephan Husung, Christian Weber, Andreas Liebal, and Heidi Krömker. "Smartphone As a Stand-Alone Device for Rendering, Visualization and Tracking for Use During Product Development in Virtual Reality (VR)." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97173.

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Abstract Product development process makes use of different models, methods and available technologies to validate product requirements at an early stage. Technologies like Virtual Reality (VR) and Augmented Reality (AR) are increasingly finding their application in industry and in the product development process. VR has the potential to support the product evaluation process. However, the costly preparation of VR scenes and the expensive hardware needed for the implementation greatly limits its use in the industry. Normally, the different VR content development and rendering softwares are application specific and offer very limited interoperability or reuse of created content. In addition, the needed hardware usually consists of dedicated visualization computers, tracking sensors, interaction devices and requires a fixed installation space. The motivation for the work presented in this paper is to reduce the preparation effort, hardware cost and remove the need for a fixed installation usually required by VR. The High-End smartphones of today from almost all the manufacturers can facilitate the development and stand-alone execution of VR and AR applications. However, the major application of Smartphone Virtual Reality (SVR) is mainly in the entertainment industry i.e. VR-gaming or visualization applications etc. VR until today is thought to be a visualization technology that requires special hardware for its implementation. There are hardly any applications of SVR in the industry today mainly because of two reasons. First, the position tracking against the user movement in the virtual scene is not readily available in SVR. It is usually achieved by attaching additional tracking devices to smartphones. Secondly, the smartphones themselves are not perceived as high-performance devices suitable for industrial simulations. This paper discusses a method for efficient preparation of VR-scene along with their behavior simulations and presents a novel SVR application that eliminates the need for expensive VR hardware. The challenges and the requirements from the SVR along with the possible solutions are discussed in detail. The presented SVR application includes product behavior simulation and wireless communication with a laptop. An example product along with its behavior simulation sums-up the application of SVR in the product development process. The position tracking in SVR is implemented and an experiment compares the precision of this position tracking with the tracking achieved by a Head Mounted Display (HMD). The experimental setup along with the achieved results are also discussed. A user survey conducted for the smartphone VR application and the feedback of this survey is also presented in this paper.
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